QUOTE (Dakka Dakka @ Jan 12 2011, 01:54 PM)

This asumes that a) the ghouls are not surprised b) they have Initative or have delayed their actions c) the ghouls can keep up with the spirits speed of 33 m/IP (100m/turn 3 IPs). Anyone can walk, attack and walk again. So the only time the spirit can be hurt is at the moment it strikes one of the ghouls. I doubt they will manage that. so it's more like 1 on one or 1 on 2.
While it's true that the spirit could surprise them, it is unlikely the spirit has invested any skill points in any of the skills in the Stealth group unless it's a sneaky-themed spirit. Given the situation, it seems likely the ghouls would at least equal the spirit's stealth pool, and all it takes is one of the many ghouls to roll effectively and shriek to raise the alarm. Speed alone doesn't provide surprise - or rather, it cannot be the ONLY guarantor of surprise. The ghouls should have some kind of roll. The ghouls will cease being surprised the moment any of them die, at the very least.
On the subject of movement, the Spirit does have 33m per pass. That's physically a lot faster than a ghoul, yeah. But it's not an instant win button by any stretch. I'll explain why later.
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Additionally nobody said that the spirit needs to be alone.
True. But once you get into spirit swarms, the issue becomes not "Why is astral combat so hard for dual-natured critters" and more "Why do things get stomped flat by a spirit swarm." And eventually, some more intelligent ghouls or critters are probably gonna hire a hitman to handle you. Say, the Ghoul magician in Eyewitness.
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This has a side effects which make the whole scenario moot: Normal (as in not otherwise awakened) Ghouls will no longer be dual-natured as their MAG Attribute drops to 0. Without astral perception they are blind, and targets for the mundane cleanup crew.
This is a tricky interpretation, and one I don't agree with. I see no reason why they would be considered "blind", rather than simply suffer a penalty. This is because if you look strictly at the rules, if their magic is reduced to 0, they should die, right? And even if that's not true, they're no longer dual-natured in 90% of the areas they live in, given the background count they'd have. Except that's obviously not the case. Even if you do accept this as true, they're FAR from helpless: they have enhanced senses hearing and smell, and can almost certainly maul the crap out of most "mundane cleanup" crews. And they can also step out of the (magic) meters radius of the spell. It's not that far reaching, after all.
Regardless, this discussion is about astral combat between astral and dual-natured entities, so for the purposes of this discussion, casting astral static to render ghouls no longer dual-natured results in a net *loss* for the attacker: he can no longer accomplish his goal without manifesting, which is a weaker tactical position.
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You seem to forget that before and after each attack the spirit can hide behind a convenient wall and force a new surprise test, possibly without the +6 for an ambush. If it drops the sustained spell or has it sustained by someone else, a force 6 Spirit of Man still scores one more hit than the average ghoul. A successful ambush means 3 net hits on average. So the average ghoul can't react to the spirit.
Hardly. I suspect, instead, that it has been forgotten that held actions don't disappear. I shall explain. This is the "later" section I was talking about. Let's assume the following: spirit busts into apartment block, manaballs 4 ghouls from surprise, and cackles. The remaining 12 ghouls are freaked out and scatter into four groups of 3. Initiative numbers are as follows:
Spirit: Eleventy billion, aka "first".
Ghoul Group 1: 9
Ghoul Group 2: 8
Ghoul Group 3: 7
Ghoul Group 4: 6
On Eleventy billion, the spirit pursues Ghoul Group 1, and blows them into chucky salsa with a manaball.
On 8, 7, and 6, the ghouls move into other rooms and hide. They are walking, and functionally holding their actions.
On eleventy billion, pass 2, the Spirit pursues Ghoul Group 2 into their room with the intent to turn them into salsa.
As an interrupt, ghoul Group 2 unholds its action and pre-emptively (or at the same time, depending on how you read the rules) attacks the spirit. One or more of these ghouls makes shieking noises (a free action) to alert the other ghouls.
Concurrently, the other ghouls decide to use their movement to head to the same room, rather than away from each other. This is not an action, just a different use of their pre-existing movement; their actual actions are held.
All ghouls roll to attack, getting 3 successes each (6 + 2 friends in melee, averaging 2.66 successes a piece at 8 dice). The spirit defends, rolling 11, 10, and 9 dice. It dodges all three attacks.
The spirit - concurrently or right after, depending - uses manaball. All ghouls in Group 2 die. It uses movement to head toward the other ghouls, but pulls up short so as to surprise them.
On Eleventy Billion, Pass three, the spirit pokes his head into the room to cast manaball.
As an interrupt, all six ghouls attack. We could intersperse some surprise rolls here, but I take a dim view of surprise working when all six defenders are in one room, waiting for something to come through a wall. It seems... unlikely.
All six ghouls roll 3 successes, with their die pools of 6 + max friends in melee bonus. The spirit rolls his defense: 11 (4 successes), 10 (3 successes), 9 (3), 8 (3), 7 (2), 6 (2). So he's hit twice. He'll roll his body of 5 vs the ghoul damage of 7P (Str 4, Natural Weapon +2, 1 success). Damage may be lower than that, I suppose: I'm working from memory on base ghoul stats, but it seems probable they'll have a strength of 4-5, and I think the natural weapon does +1 or +2 damage, *and* the natural weapon lets them use their str in damage in astral combat according to earlier discussions on Dumpshock. On average, the spirit reduces that 7p to 5p.
Spirit dies, owing to the background count having reduced its damage track to 10 boxes. Possibly all the ghouls die from the manaball, depending. Even if the spirit doesn't die, he came really close to dying.
The key here is that held actions don't just disappear, until the turn is entirely over. Walking movement isn't an action, just regular old manouvering. If held actions disappeared after the pass they were on, anyone with less initiative would automatically lose; an attacker could take cover for pass 1, and then free-kill anything on passes 2, 3, 4, etc. That is explicitly not the case. The held actions likewise should be used as a concurrent interrupt for the same reasons, although the book is unclear by my recollection as to what the order of combat operations is, in this case.
You'll note that in the above example, if the ghouls HAD used stealth as their action, it would have been easier for him to kill them. And I didn't even factor the Detect Ghoul sustaining penalty in, in his defense rolls.
This was a small hive, and only had 16 ghouls. Larger hives - 30, 40 ghouls - are gonna just swarm the spirit like ants, and take cover if it retreats. If the spirit survives a volley of attacks and can't kill all of them with a manaball - likely, if his vision is restricted or they're all around him - then he'll take free attacks when he tries to break away from the pack.
Point being: this is how animals defend themselves. They live and hunt in packs and jump your ass because if they let you come after them one by one, they lose. They have to pile on you.
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Even if it goes wrong once in a while a magician can summon more spirits. All he has to cope with is some drain. If his Mag is great enough he'll only have to swallow some pain killers (Stun damage). Someone who plans this probably has some medtechs on call, if he can't do it himself.
True, but here we begin breaking away from the thought experiment of "why is astral combat hard for dual-natured creatures" and return to "how do I kill ghouls".
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BTW can ghouls eat ghoul flesh?
I suspect they *can*, but probably *don't*, either because it tastes bad or isn't as nutritious or whatever. Otherwise they'd be solitary creatures.
Edit:
I recognize my opinion is based on certain rules assumptions, but I don't think any of this is house rules territory, at least to the best of my memory. Certainly, a given GM could give surprise rolls to the spirit and ghouls, but I find that a little cheesy, and as a player would begin asking for surprise rolls every time I entered a room expecting to find an enemy, even if one wasn't there or I didn't concretely know where people were in it. But I admit, rules calls could go other ways here. It was simply to show that hey, spirits don't necessarily have carte blanche to maul ghouls in their home environs.