QUOTE (Falconer @ Aug 2 2012, 10:25 PM)
The bits on stealth as well... where is it written that flamethrower makes any sound for example. Nowhere. Similarly, you only look at the initial damage. You completely ignore the secondary elemental effects. That's the entire reason elemental spells add an extra +2 drain to evoke the elemental effect according to the formula in street magic. Does that mean ALL the elementalized spells now get a -3 adjust on top of the +2 adjust for GAINING a special benefit! There's others besides just the indirect combat spells with some punishing drain.
Simiarly, if only looking at direct INITIAL damage. You realize I can make an indirect combat spell BY THE RULES with the exact same drain code as powerbolt? Just don't add an elemental effect and you're done.
1) Fire makes sound. Anyone with any life-experience can attest to this. Burning things also make sound. Burning things also set of fire alarms, which tend to also make sound.
2) 4P, -1/2 AP is likely to get soaked by all but the weakest opposition (including most drones), which begs a different question: why are you using powerful, flashy spells to take out weak opponents if the drain is likely to do serious harm to yourself?
QUOTE (Falconer @ Aug 2 2012, 10:25 PM)
Another one... you ignore that you can't subtarget with direct spells, you either attack the entire whole or you don't. Indirects you can call shots and aim at weak points.
Allrighty, found one more niche that Indirects have over Directs!
QUOTE (Falconer @ Aug 2 2012, 10:25 PM)
I see so much posted about how this balances when it does nothing of the sort... if you need to add a little drain to directs it's one thing... but dropping drain on indirects only makes mages far stronger against drones and eliminates their natural weakness. Which is an unintended balance consequence. At the same time... odds ranging from 1in6 @ 9dice to 5in6 @21 dice, with 60% midrange at 15 dice. So even for most casters... direct spells are not a panacea with non-neglible chance of failure (one other notable poster in this thread instists failure chance doesn't matter for estimating drain). That's assuming the drone is ONLY OR5 as well... RPM can raise that to OR7 easy... if a ward is anchored on the drone/vehicle higher even (every 3 points of force of ward
Here's another unintended consequence... astral. Direct mana spells are a mages only option there.
Not only that but the sheer number of people who have no idea how much they increase drain with these sledgehammer tuning tactics. Just to give an example... on 10 dice drain... just to keep the sample size small.. the same shape still applies at higher dice pools. On 2 drain, there's just under a 2% chance of 2 drain, and just over an 8% chance of 1 drain. That's an average of 0.12 drain for 2 on 10 dice. HOWEVER, adding 1 more drain... 2% of 3 drain, 8% of 2 drain, and 20%! of 1 drain. The average drain goes up to .42! The average drain has MORE THAN TRIPLED! If I go up, to a drain of 4, 2%-4, 8%-3, 20%-2, 26%-1 Average: 0.98 again more than doubled. That's why I refer to these gross drain massive drain adjustments as ignorant of how the dice actually work.
I still find problems with your math. If I take 0.42 drain on average then that means it takes three casts to actually take one point of Drain; meaning most of the time you don't take any drain, which is the point of threads like this in the first place! It doesn't matter if almost nothing is three times higher than almost nothing - it's still almost nothing. You get lost in your "three times as much" and "quintuples" and lose sight that you're making the very point I'm arguing against.
On 2 drain, with 10 dice (your numbers, your math), you have a 90% chance of no drain (roughly). For 3 drain on 10 dice, you have the math saying a 69% chance of no drain - again, a clear majority, a likelihood of success without any drain. "Tripled" or not, the majority of the time you're not taking drain.
QUOTE (Falconer @ Aug 2 2012, 10:25 PM)
Personally, rather than putting a microscope on two closely related spells and ignoring the SYSTEMIC balance (and game style). I'm more curious how people would alter the spell crafting rules in street magic which formalizes how drains fit together. I could see dropping the elemental from +2 to +1 (but don't believe in something for nothing. However, i don't think it's wise because it nerfs riggers vs mages all in the name of making indirects more usable against animate targets and expanding their niche.
I'm often the only defender of the optional rule as published as well. Not because I like how they did it, but because it does exactly what it aims to do while also being widespread and well known and understood. Noticably increase the drain of direct combat spells without affecting drain codes directly. Yes it results in even more overcasting, but my experience is those spells were already being overcast (force 7 being the most common, then using free successes to increase damage to knockout/kill levels). So forcing the increase to force 11 right away is a flat increase of 2 drain over the status quo ante (and see above about how a mere +1 drain increase doubles the average drain... +2 then is quite significant). It also causes more complications with spell cleanup. And while flexible signature can help it relies on a high initiate grade! At that point we're no longer talking some low karma starting mage but some really really top flight mage. Most of the house rules (like this thread) are so bad, that people aren't even playing shadowrun anymore they screw the spell balance up so badly.
None of this even starts to touch on the nature that indirects are stylistically meant to be hard to use in SR as a matter of canon.
You even pointed out that the formula chart for spells is off and doesn't work entirely as designed.
You defend the problem with the O-RAW in that you're overcasting anyways, so why stop there? Really? I don't even need to formulate an argument against this.
And then you (predictably) end your arguments by pointing at the fluff from the game, which I change in my House Rule. Fluff doesn't matter when it comes to Crunch, and the Crunch is what we have a problem with here.
QUOTE (Falconer @ Aug 3 2012, 08:33 PM)
As far as looking at it within context of a system. In the other thread I did the math based on how much does it takes to blow up a steel lynx (4bod, 12 armor) in one go. Indirect spells out damaged direct spells, even including for miss chance and soak. I setup a large multi-dimensional probability matrix. I set the goal as blowing up the drone in one hit. Using the optional rule only made this more so.
And if you don't trust my math. Look in the other thread.. I posted my equations and work there for others to verify.
The single best way I've seen handled to keep directs down is to keep OR high. One of my current GM's takes OR 5+ quite literally. Drones are not OR5... they are OR5+ by the book! So we go off the device rating. Consumer and lower DR3 and less stuff gets an OR5, Security equipment has higher tech so is more processed and is OR6, milspec is even higher tech and gets OR7. That can raise higher with RPM or by using a ward OR directly contributes to the chance of failure of direct spells while indirects ignore it and simply blast away.
Actually, you posted the average damage done to a drone, not the probability to destroy a drone outright. Not to mention that I brought up drones to begin with, and the discussion was the minimum Force spell to deal at least 1 point of damage, assuming 3 dice for 1 success (which is the commonly accepted law of averages that you both dislike and prove with your math), and checking the Force of Spell versus the Drain done. I don't like how you misrepresent the facts in order to try and prove your argument.
So the single best way you can handle Direct vs. Indirect is to make sure OR is really high? And you don't see that as a symptom of the problem, not the cure?