ShadowGhost
Apr 18 2004, 11:11 PM
Here's a question:
Do cover modifiers apply to combat spells, i.e. Stunbolt/Stun Ball?
I have a player who says they shouldn't, saying, "If I can see the target I can hit it with a spell and there shouldn't be any modifiers."
I disagree, saying visibility and cover modifiers apply and should be added to the TN to cast a spell.
Any opinions on this?
Thanks.
RedmondLarry
Apr 18 2004, 11:12 PM
Yes, they apply. Last paragraph on page 181. They apply even for area-affect combat spells.
A Clockwork Lime
Apr 18 2004, 11:26 PM
How could anyone argue that "...if I can see the target..." means that visibility and cover modifiers shouldn't apply? Am I missing something in that logic?
RedmondLarry
Apr 18 2004, 11:29 PM
It's easy to argue that point. It's magic, and they could claim that any ability to see someone should let the combat spells through without penalty. The game designers, however, didn't make it that way. It was an deliberate choice for the game designers, and anyone who wants to argue for the other choice can easily do so.
/Edit1: It would be easy to argue that the more Armor on the subject, the harder they should be to affect with Combat Spells. And if they are completely covered, including helmet, you could argue that the couldn't be affected at all by Combat Spells. However, the game designers chose otherwise.
/Edit2: It would be easy to argue that the farther away someone is, the harder they should be to affect with Combat Spells. The game designers didn't make it that way either.
GunnerJ
Apr 18 2004, 11:32 PM
The argument is pretty much that it's not like we're aiming something here; targets of combat spells don't get a dodge test because there's nothing to dodge, so why should cover even matter?
Eyeless Blond
Apr 18 2004, 11:33 PM
I really don't see how, though. Visibility modifiers change the TN because you don't have as reliable or complete "link" to the target, which is just as necessary for targeting a spell as it is for targeting a bullet. You don't see anyone arguing that ranged combat shouldn't include visibility and cover modifiers because "If I can see the target I should be able to shoot at him with no mods." The point is, you *can't* see the target; that's the whole reason for the TN mods in the first place!
Zazen
Apr 18 2004, 11:36 PM
QUOTE |
How could anyone argue that... |
It's hardly worse than any of the other outlandish positions we've defended here. We're all guilty of that from time to time. C'mon, remember that heated thread where you insisted that throwing away the instructions should give you a TN bonus to B/R skills?
A Clockwork Lime
Apr 18 2004, 11:43 PM
I never stated that. I simply stated that it's possible to know more about a topic than a manual provides. In such cases, your bonus supercedes the non-penalty a manual provides.
That aside, I think you were missing my point, OurTeam. Visibility modifiers are there to reflect the fact that you have trouble seeing the target. Thus if those modifiers cause you to fail, you didn't see the target sufficiently.
Zazen
Apr 18 2004, 11:50 PM
You ended up changing your position when I phrased it as I just did, as this fellow surely will about visibility mods.
The point is that we're all guilty of an occasional lapse of reason, and this one is particularly forgivable. Magic already ignores armor and range, so extending it to cover and smoke is pretty natural if you didn't pay attention to the section in SR3 that says otherwise. So lets be nice about it
A Clockwork Lime
Apr 18 2004, 11:56 PM
Yeah, I changed my position all right. <just pats your head patronizingly>
Arethusa
Apr 18 2004, 11:57 PM
Awesome. Magic's not broken enough already, so let's fuck mundanes some more while we're at it.
Eyeless Blond
Apr 19 2004, 12:01 AM
QUOTE (Zazen) |
The point is that we're all guilty of an occasional lapse of reason, and this one is particularly forgivable. Magic already ignores armor and range, so extending it to cover and smoke is pretty natural if you didn't pay attention to the section in SR3 that says otherwise. So lets be nice about it |
That's one thing that bothered me. What's the point of optical magnificatin then, if electronic mag. works exactly the same for all purposes except magic, which doesn't have range modifiers anyway?
Zazen
Apr 19 2004, 12:04 AM
QUOTE (A Clockwork Lime) |
Yeah, I changed my position all right. <just pats your head patronizingly> |
Why is that such a sin? I swear, you're completely and utterly allergic to being wrong about anything.
I don't want to drag out that old thread, but feel free to look it up along with the 8 million others that involve your positions evolving in response to comment and criticism. It is normal to do this. It doesn't admit weakness.
A Clockwork Lime
Apr 19 2004, 12:12 AM
Uhm, yeah, okay. I admit when I'm wrong all the time. But whatever. Feel free to continue trolling.
Edit: Oh, and Blond, vision magnification doesn't help whatsoever in spellcasting. There are no vision modifiers for range with spells, because spells have no range categories (thus no ranges to reduce, which is all vision mag does).
Kakkaraun
Apr 19 2004, 01:20 AM
QUOTE (Arethusa) |
Awesome. Magic's not broken enough already, so let's fuck mundanes some more while we're at it. |
Well, no. Not at all.
But anyway, it does seem extremely illogical to me to apply cover modifiers if you don't apply range modifiers. What does cover mean? Smaller target. What does longer range mean? Smaller target.
I always took spells like Manabolt to mean you were targetting the aura of your victim...locking on, as it were, not just throwing something out and aiming...the case is different, of course, with spells like Flamethrower...and I fully support cover applying there, of course. But the two spells types are very different.
LaughingTiger
Apr 19 2004, 01:32 AM
QUOTE (A Clockwork Lime) |
Edit: Oh, and Blond, vision magnification doesn't help whatsoever in spellcasting. There are no vision modifiers for range with spells, because spells have no range categories (thus no ranges to reduce, which is all vision mag does). |
I thought having magnification allowed you to cast spells on things farther away that you normally couldn't see with your otherwise naked eye.
The rules as I remember them were that a mage can hit anything that he can see not modified by electronics. So digital systems couldn't be used, but casting on a target that you can see because of a pair of binocs using lenses to amplify light was acceptable As were cyber eyes, because they are "part" of the mage because he paid for them with Essence. It wasn't for modifiers, it was more for the ability to see things farther away
mfb
Apr 19 2004, 01:34 AM
theoretically true, but there are no rules for difficulty in seeing nearer or further targets.
Eyeless Blond
Apr 19 2004, 01:36 AM
Okay then, what's the maximum visual range of an unaided human? A human with Opt[1]? Opt[2]? Opt[3]? I don't recall seeing anything like that in the books.
A Clockwork Lime
Apr 19 2004, 01:38 AM
In ours games, I usually just use Assault Cannon ranges for spellcasting purposes. Dunno if it's an accurate protrayal or not, but it works for us.
mfb
Apr 19 2004, 01:41 AM
i'd base it on Intelligence--make ranges a multiplier, like for thrown grenades.
Arethusa
Apr 19 2004, 02:09 AM
Anyone have any ideas for visibility modifiers based on range, actually? Not for magic. Just for everything.
Herald of Verjigorm
Apr 19 2004, 02:14 AM
The Grimoire had optional ranges for spells (not put in any 3rd edition book yet IIRC):
150 +0
300 +2
600 +4
1250 +6
2500 +8
5000 +10
>5000 No LoS
blakkie
Apr 19 2004, 03:39 PM
QUOTE (A Clockwork Lime @ Apr 19 2004, 12:12 AM) |
Uhm, yeah, okay. I admit when I'm wrong all the time. But whatever. Feel free to continue trolling.
|
On a completely unrelated topic, i'm curious when you'll next be responding
in this thread.
blakkie
Apr 19 2004, 03:43 PM
BTW can you not dodge ranged attack spells like Clout that require an attack roll in addition to the casting roll? Or am i confused about how you roll those attacks?
A Clockwork Lime
Apr 19 2004, 03:49 PM
QUOTE (blakkie @ Apr 19 2004, 09:39 AM) |
On a completely unrelated topic, i'm curious when you'll next be responding in this thread. |
Why bother? The people who had a clue were able to figure out what I meant despite my crappy communication (and math) skills.
And no, a Ranged Combat Attack test is not required. Sorcery functions in that regard for most elemental attack spells.
blakkie
Apr 19 2004, 03:59 PM
QUOTE (A Clockwork Lime @ Apr 19 2004, 03:49 PM) |
QUOTE (blakkie @ Apr 19 2004, 09:39 AM) | On a completely unrelated topic, i'm curious when you'll next be responding in this thread. |
Why bother? The people who had a clue were able to figure out what I meant despite my crappy communication (and math) skills.
|
Really, i thought it might have something to do with the fact that you didn't actually use a technique like "Stop-Think-Post", then when in too deep couldn't bring yourself to admit it. But onto topic....
QUOTE |
And no, a Ranged Combat Attack test is not required. Sorcery functions in that regard for most elemental attack spells. |
I thought that you made a ranged combat attack with your Sorcery skill dice. Hmmm, i'll have to go back and reread that text.
EDIT: ...for the Clout spell.
A Clockwork Lime
Apr 19 2004, 04:01 PM
1. I fully said that my communication skills sucked, yet despite that, some of the people who were actually interested in the conversation as opposed to individuals like you (who apparently just like to get your knickers in a twist) were able to get the gist. Go figure.
2. Yes, Sorcery is used for the attack test. You do not make additional attack tests when using elemental spells. Hence the use of "Sorcery functions in that regard for most elemental attack spells."
blakkie
Apr 19 2004, 04:14 PM
QUOTE (A Clockwork Lime @ Apr 19 2004, 04:01 PM) |
1. I fully said that my communication skills sucked, yet despite that, some of the people who were actually interested in the conversation as opposed to individuals like you (who apparently just like to get your knickers in a twist) were able to get the gist. Go figure. |
Er ya, it wasn't me that cared about the conversation of the subject....even though i actually started the thread. Remember; Stop-Think-Post, it's about more than "communication".
EDIT: I did get the gist, that a good number of people were still quite confused about WTF you were talking about. But given your "logic" that was completely understandable. I personally don't even really care about you view on that subject since you obviously slipped past the point of reason.
A Clockwork Lime
Apr 19 2004, 04:20 PM
At least I'm not the one dredging up dead and wholly off-topic threads in some pathetic attempt to get a "zinger" off on someone I don't like.
QUOTE (blakkie) |
On a completely unrelated topic, i'm curious when you'll next be responding in this thread.
[...]
EDIT: I did get the gist, that a good number of people were still quite confused about WTF you were talking about. But given your "logic" that was completely understandable. I personally don't even really care about you view on that subject since you obviously slipped past the point of reason. |
But it's nice to know that you're at least admitting to your trolling. "When are you going to reply to this topic? Not that you should bother 'cause I'm just trolling and don't care what you have to say. Teehee."
blakkie
Apr 19 2004, 04:34 PM
QUOTE (A Clockwork Lime @ Apr 19 2004, 04:20 PM) |
At least I'm not the one dredging up dead and wholly off-topic threads in order to get some pathetic attempt to get a "zinger" off on someone I don't like. |
Zigger? No. Trying to point out Zazen has a VERY good point. I really don't like dragging this thread off-topic, which i guess means this will be my last post here, but frankly you seem to be oblivious to what you do. You project your mistakes onto others, labeling people that disagree with you as "dumbasses".
But i guess you'll just slot me into the dumbass catagory. OK, i realise you likely did that some time back on-or-before you were embarrased by shoving your foot down your throat (no need for a link, you know the thread, it's etched into the bullet you carry for me) but at least i'm in good company.
I also realise it very likely that you'll continue your attemps to try piss on me at any turn you can, no matter how illogical you need to be to do it. But i thought i might mention that i will be laughing at you, just so you know, until you actually decide make discussions about that instead of about some sort of wang swinging contest. *shrug*
Now back to our regularly scheduled thread.....
EDIT: Edit labels, not just for breakfast anymore. No need to quote your addendum, as this point actually addresses that.
A Clockwork Lime
Apr 19 2004, 04:44 PM
<just pats your head> I'm sorry if you took "and anyone who doesn't think a ward is an astral barrier is a dumbass" comment as a personal insult, even though you never said you thought that. Because, in fact, the whole world does revolve around you and naturally anything anyone says must be a direct insult to you. Good call on that one.
But please, feel free to continue to derail the thread with your continued jibes and insults. I'm sure it'll make you feel better about yourself.
BitBasher
Apr 19 2004, 04:54 PM
Juts like emoting patting someone on the head is condescending and a personal insult.
You are both doing it, you both did it in the past, Heck, ive done it myself. Why dont we all just drop it and move on, eh? =)
Eyeless Blond
Apr 19 2004, 04:58 PM
QUOTE (Herald of Verjigorm) |
The Grimoire had optional ranges for spells (not put in any 3rd edition book yet IIRC):
150 +0 300 +2 600 +4 1250 +6 2500 +8 5000 +10 >5000 No LoS |
Ehhhh... I don't particularly like these modifiers, as they really don't follow the same rules as the weapon ranges on p. 111. Also they seem to unfairly penalize the sorcerer at longer ranges; even at maximum range normal weapons only differ from their Short range TNs by 5 (4-9), and here the difference is +8 or more. Personally I think the sorcerer'd be better served with four ranges, much like other weapons: a "Short" range at +0 modifier, a "Medium" range at +1, a "Long" range at +2, and an "Extreme" range at +5.
Moon-Hawk
Apr 19 2004, 05:06 PM
QUOTE (A Clockwork Lime) |
Uhm, yeah, okay. I admit when I'm wrong all the time. But whatever. Feel free to continue trolling. |
Feel free to post a link to an example.
Zazen
Apr 19 2004, 05:21 PM
QUOTE (blakkie) |
I really don't like dragging this thread off-topic, which i guess means this will be my last post here, but frankly you seem to be oblivious to what you do. |
I feel a lot better knowing that other people notice this stuff. Thanks.
Kakkaraun
Apr 19 2004, 05:26 PM
Yes, let's argue about one another, instead of the topic. Trust me, that's not a good idea, you'll get flamed off the board for like...almost a year or something.
A Clockwork Lime
Apr 19 2004, 05:30 PM
QUOTE (Moon-Hawk) |
QUOTE (A Clockwork Lime @ Apr 19 2004, 12:12 AM) | Uhm, yeah, okay. I admit when I'm wrong all the time. But whatever. Feel free to continue trolling. |
Feel free to post a link to an example. |
Eyeless Blond
Apr 19 2004, 05:33 PM
Would you guys mind bitching at each other in PMs or something? It's hard to keep the thread of the conversation going with you two beating your chests at each other.
Moon-Hawk
Apr 19 2004, 05:39 PM
Sorry.
Herald of Verjigorm
Apr 19 2004, 09:31 PM
That chart is the closest thing to an official, up to date, guide to visibility by range TN penalties that I have. I point out that those are TN penalties, not changes to base TN, so centering can reduce the effect at all ranges below 5,001 m.
Lilt
Apr 19 2004, 09:42 PM
Hmm. What about letting people aim spells? Maybe only possible with elemental manipulations but even then it could have cool visual effects as the mage powers-up his fireball slowly.
Arethusa
Apr 19 2004, 09:48 PM
QUOTE (Eyeless Blond @ Apr 19 2004, 12:58 PM) |
QUOTE (Herald of Verjigorm @ Apr 18 2004, 09:14 PM) | The Grimoire had optional ranges for spells (not put in any 3rd edition book yet IIRC):
150 +0 300 +2 600 +4 1250 +6 2500 +8 5000 +10 >5000 No LoS |
Ehhhh... I don't particularly like these modifiers, as they really don't follow the same rules as the weapon ranges on p. 111. Also they seem to unfairly penalize the sorcerer at longer ranges; even at maximum range normal weapons only differ from their Short range TNs by 5 (4-9), and here the difference is +8 or more. Personally I think the sorcerer'd be better served with four ranges, much like other weapons: a "Short" range at +0 modifier, a "Medium" range at +1, a "Long" range at +2, and an "Extreme" range at +5.
|
While I agree they're far from flawless, I like the concept. I do agree it should be kept more in line with the way guns are currently handled, but spell casters should still be getting harsh penalties here.
As a side note that is kind of related, I'm just curious: does anyone think that allowing aiming actions equal to skill (instead of half skill, as it is now) would make things more balance in terms of range between magic and guns? A skill of six is pretty fucking good, after all, that that is 9 seconds of aiming for the average human. Maybe make it progressive and require two simple actions for each point of aiming after half.
[edit]
Lilt, that cool visual effect would be the mage exploding as all fire from the enemy suddenly turned on him.
Lilt
Apr 19 2004, 10:00 PM
Yup
Well: Does it seem reasonable even without the visual effect?
Arethusa
Apr 19 2004, 10:04 PM
Although I'd want to strictly limit it, given how powerful mages already are, I'd say it's reasonable— assuming it were visual. The ability to sit and state at someone and then smack a crown with a manaball far deadlier than normally possible, however, is just too insanely powerful.
Lilt
Apr 19 2004, 10:20 PM
I was going to limit it to Elemental Manipulations... Allowing it for other spell types would probably break the game.
They would probably have to hold-out their hands menacingly or gesture to do it, does that seem reasonable for a visual effect?
Arethusa
Apr 19 2004, 11:00 PM
Ahem. Break the game more.
But, yes, for elemental manipulations, limited to half skill (or maybe half magic?) for aiming actions, and requiring a noticable visual signature (say hands positioned somehow around small, glowing ball of fire, etc) would be just fine. It would, however, require a complex action to aim, which kind of limits its usefulness.
A Clockwork Lime
Apr 19 2004, 11:05 PM
I wouldn't allow it. Spells are completely different than firearms. There are no targeting devices and it's all done 'from the hip' as it were. It's more like trying to aim a swing of a sword than aiming a rifle.
With firearms and even Int-linked weapons, you have an argument for aiming since it's using your agility or your perception to aim the attack. With spells, it's basically just a raw outburst of emotion focused by your willpower. There's very little that's graceful about it, and what grace there is is already covered by the use of the Sorcery test to begin with.
Eyeless Blond
Apr 19 2004, 11:21 PM
I wouldn't even think about allowing spell aiming unless there were much stiffer visability penalties--even at short ranges--than normal ranged weapons; the ones mentioned above from SR2.0 would do, although the shorter ranges would have to be shortened further (say to increments of 20 for the first two or so). Spells are powerful enough already; no need to make them worse by allowing the mage to aim.
Zazen
Apr 20 2004, 04:03 AM
QUOTE (A Clockwork Lime) |
I wouldn't allow it. Spells are completely different than firearms. There are no targeting devices and it's all done 'from the hip' as it were. It's more like trying to aim a swing of a sword than aiming a rifle.
With firearms and even Int-linked weapons, you have an argument for aiming since it's using your agility or your perception to aim the attack. With spells, it's basically just a raw outburst of emotion focused by your willpower. There's very little that's graceful about it, and what grace there is is already covered by the use of the Sorcery test to begin with. |
Then again, there's the Enhance Aim spell
A Clockwork Lime
Apr 20 2004, 05:45 AM
Err, what's your point? Enhance Aim is a detection spell that enhances your ability to aim. It has no influence on spellcasting. I guess you could claim that Sorcery is a ranged attack, but the spirit of the spell strongly suggests otherwise.
But getting into semantics here is apparently a "bad thing," so I won't bother going any further on that topic.