QUOTE (Liam @ Aug 23 2013, 05:51 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
True. But most firefights take place in pretty close range in SR, at least in my experience.
So all of your firefights take place at less than 5 meters? Seems a little odd to me. If it is further than that, you are going to start having range penalties. And you've never fought outdoors? If you have, 60 meters is not far
at all.
QUOTE (Liam @ Aug 23 2013, 05:51 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
So do spells. Your ammo just happens to be your health.
No, it just seems similar. Ammo is used every time you fire a gun. That is an absolute fact. Your health does not decrease every time you cast a spell. Your health has the
potential to decrease. And, if you make your character correctly, and don't overcast, you should almost
never take drain. For instance, a starting character can have 11 dice to resist drain. Cast Lightning Bolt at Force 5. So you have a limit of 5 - in order for that to be an issue, you are going to have to be rolling more than 15 dice on average. You now have to resist a 2 DV drain - with 11 dice. What are the odds of you rolling only 1 hit on 11 dice? Very nearly zero. Which means that on average, you are going to be shooting that lightning bolt every turn with no ill effects, and never running out of ammo.
QUOTE (Liam @ Aug 23 2013, 05:51 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Magic potential can be spotted before AND after the fact, and that can only be mitigated with post creation karma expenditure.
Yes, but BEFORE you use it, it can ONLY be spotted by other awakened characters - which make up a fraction of the population, and some of
them don't have astral perception. EVERYONE (including drones, and other unmanned scanners) can spot weapons - AND there is no post-creation process to make guns hidden.
QUOTE (Liam @ Aug 23 2013, 05:51 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
There are weapons that can do elemental effects, but you're right. This is a pretty good point.
Thank you - it is.
QUOTE (Liam @ Aug 23 2013, 05:51 PM)
![*](http://forums.dumpshock.com/style_images/greenmotiv/post_snapback.gif)
Pistols with APDS ammo can damage spirits up to a decent force. For higher force spirits you might want to consider assault rifles/banishing/hand grenades/running away.
What do you consider "decent force"? How about Force 6 Fire Spirit - which any starting summoner can bring. It has 12 hardened armor. I shoot my pistol at it, and it dodges using 16 dice. How many successes do you think you are going to have - given that probably aren't even rolling that many dice? Let's be generous and say you roll 1 more successes than it does. Now it has a Hardened armor of 7. Your DV is 9 - it gets 4 automatic successes, reducing your damage to 5, and now it resists with 14 more dice. But again - you probably aren't even going to hit it.
With a manabolt - you roll your dice, it rolls only 6 dice, and however many extra successes you get, it does damage - period. LOTS better.
And if your answer is - well, if you only have a gun, you should consider running away - then how does that make your argument look when if you have
magic you can banish it and or kill it with spells (which ignore its immunity - as well as its ridiculously high Reaction+Intuition?)
Not only that, you have to actually reload weapons - no reload time for combat spells.
Also - no recoil for spells either.
Spells are also completely silent (stunbolt, manabolt, etc)
And as the previous poster said, you can already have your magic do everything else in the game - is this really such a detriment to you that maybe guns are a little better than your spells? If so, by the way, you can
buy a gun. A mundane gunslinger doesn't have the ability to just buy a spell.