QUOTE (Draco18s @ Mar 18 2009, 06:07 PM)

Irritating: isn't magic SUPPOSED to solve problems such as this?
Solution: ULTRASOUND SENSORS! RADAR SENSORS! MOTION DETECTORS! HEAT SENSORS! PRESSURE SENSORS!
None of those things help detect an invisible weapon. Or an invisible crate of C12 in the back of a truck or...
I am fully aware that there are ways of penetrating standard improved invisibility, but there is a point at which I am just being an arse by sticking that many sensors in a street. I like it when my players come up with creative and original ways if they want to smuggle stuff, not just a tired old spell.
I am perhaps somewhat biased after running a game where a player created a bunch of entirely Street Magic legal spells, which nonetheless were quite broken. An example: Taking improved invisibility, adding a voluntary target drain mod, and dropping the single sense drain mod, for no net change in drain, and a spell that renders things undetectable by the normal 5 senses. Casting a similarly tweaked levitate spell, and I had an invisible flying dwarf silently blowing holes in things with a medium machine gun, and all with a negligible likelihood of any drain whatsoever. Perhaps I'm too nice, and I should have outright banned the spells (I do ban homebrewed spells at chargen in my games now - you want a new spell, you need to research it in game), but I welcome the change in OR.
QUOTE ("dunsany")
My apologies, I did push your argument to an extreme in order to counter it, and should not have done so.
However, my point still stands. You don't *need* another mage to be standing by to counter magical illusions (though another mage makes countering trivial). But you do need something other than a guard standing around hoping to spot weapons with the naked eye. MAD scanners (and almost any other sensor system designed to) will detect the heavy weapons. My question remains, did you want magic to be able to do anything if not be able to sneak things past the absolute minimum security?
If I was referring to a bloke looking for things, OR would not be an issue, and neither would imp. invisibility. Cameras and drones in the street however... I am happy for magic to be used to circumvent technological surveillance, but I think it should require at least some effort. Increasing the OR from 4 to 6 does this quite nicely. It's been my experience that most mages have softcapped magic at 5, so requiring a spell to be cast at force 6 immediately opens up the chance of physical drain. To reliably get those extra hits you need 6 more dice in your pool, which is by no means easy. It is still doable, but it is less trivial.
QUOTE ("muspellsheimr")
Except, once again, Drain is not increased by Net Hits, but by Net Hits applied to damage, of which you are not required to have any. You can use your full 5 Hits for overcoming their Resistance, but apply none of the Net to damage, thus not increasing Drain at all.
That is where I think the new rule falls down. I don't think the caster should have any choice of which hits count. If you want to risk less drain, cast at a lower force. In the stunball example given I would apply drain for all hits above the minimum required to effect the weakest target, in which case it would be +5 drain.