QUOTE (Tymeaus Jalynsfein @ Jul 12 2016, 12:49 PM)

I will take a stab at a couple.
1.
Direct Spells (Powerbolt/Manabolt) are simple spells, generally resisted with a single (or maybe double) attribute, and damage inflicted is only your Net Hits.
SO if you cast at Force 5, with 5 HIts, and your Target resistsd and gains 2 hits, you will do only 3 Damage.
Indirect Elemental Effect Spells are a bit different, and depend upon your Type of spell... Single target vs. Area.
Flamethrower is a Single Target spell.
You roll your attack rool of 20 Dice, at Force 5 and gain your requisite 5 hits. Damage is Force + Net Hits, and AP -Force.
Your defender rolls his 8 Dice of Defense and rolls average, and gets 3 Hits to avoif the flames.
Now the Target must soak 7DV AP -5.
So the target loses 5 of his 12 dice of Armor, resulting in an AV of 7 and A Body of 4 for 11 DIce. Again, lets go average and give him 4 successes.
Resulting Damage is 3 DV and then you resolve special secondary effects of the Fire.
If that were an Area Effect Spell, Like Fireball, it is a little different.
There is no "Dodging" the Fireball, so you are left with but a single possible defensive action (It is in Run and Gun, and amounts to "running", if you can)
Otherwise, you assume you rolled the same 5 hits on spellcasting.
Target now resists 10 DV (Force +5 hits) with an AP -5.
So target gets those same 11 Dice as before, but he is resisting 10DV instead of 7, for a result of 6 DV taken (assumming hte same 4 soak hits).
EVERYONE In the area of effect (10 Meter Diameter) must resist that damage.
Resolve any Secondary Effects of the Fire.
Indirect/Elemental Effects are amazing for causing damage, especially if Area affecting. Direct Spells are decent for guaranteeing a small bit of damage each attack.
I tend to prefer Indirect/Elemental Spells over Direct Spells.
2.
Grenades are dodged in the same way area effect spells are... They aren't (they get the same potential defensive maneuver from Run and Gun, possibly).
Grenade causes damage across the room's area, and if there is DV when a wall is encounterd (as a grenade's damage falls off with range) you check the damage and compare to barrier, if barrier holds against the damage, the blast rebounds and causes additional damage along it's path (If blast DV exceeds the barrier, the barrier is damaged and the blast continues along its path). This makes explosive damage in an enclosed space very potentially deadly. Offensive Damaging Grenades/Explosives are the heavy hitters of the shadows. Their use can and will kill characters if they are unlucky enough to encounter them in non-optimal situations.
So Damage Resolution... 18DV AP +5 (-1/Meter)
Corner of a 4x10 Meter Room - I will assume the grenade is at the leading edge of the Trap Door.
And I will assume that it is reinforced so that the wall can take the initial 18p blast and reflect it once before they are damaged enough to no longer reflect the blast (maybe not realistic, but who knowns - I will include a second rebound for completeness sake, but only iin a non-additive manner as Additive Chunky Salsa is super deadly - but to be fair, blasts in an enclosed space built to take them are super deadly).
A/B are pretty screwed, being right at the epic center of the blast. They will suffer the initial 18p, plus 3x14p, plus 4p (for a single rebound (note that I did not include floor or Ceiling in the rebounding chunky salsa calculation), which then destroys the walls of the room). Chuncky Salsa says to add all that up (I would disagre a bit and have them roll individual soaks on each damage) so that comes to 64p AP +5. Your very unhappy A/B Runners now get to soak with their 12 /+3 Armor and being Trolls, I will give them 8 Body, so 23 Dice, plus the AP of +5 for 28 AV. Even if they got a hit on every die, they are still spread across the room in a red mist (taking 36 DV remaining from the 64 DV of the explosion). Even if they were in a room that only reflected the damage once (or if you applied each reflection individually, they would still be taking 18p AP +5, resulting in 28 Damage Reduction Dice ( 12+3+5+8 ) for an average of 9 DV soaked, so give them 9, taking 9s DV in damage (18p is lower than their adjusted Armor Value of 20). Additional reflections (3x14p AP +5) would result in an additional 15s in Damage, the last reflections if applied (dv10 would result in 1 additional DV x2) for a total Reducing total of 9+5+5+5+1+1 DV Stun. Total of 25dv in Stun Damage. Assume 10 of that is actual Stun before Overflow, reduce the 15 to 8 Damage Physical for Overflow into physical (2 Stun = 1 Physical Damage) and your Trolls are still alive, though not very happy at all... That is, of course, if you use non-additive Chuncky Salsa. If it is additive, the only one left alive in the room is Character C.
C is looking pretty good, as he will only have to soak 10 DV (8 meters away) so that is 28 Soak Dice gaining 9 hits and taking a single DV in Damage.
^^ We ran into a fireball. On page 281 its says ALL INDIRECT SPELLS get the 'dodge' roll, yet you are saying that a fireball does not get a dodge and is a Fireball dmg reduced on distance form center of blast?
Example:
Fireball force 8.. Caster rolls 4 'hits' and lands on target.
Do the Runner all four get to roll (reaction+intuition) to avoid it and why not..the header at the top of paragraph says ALL INDIRECT SPELLS this includes fireball, where is the exception? So runners are in the fireball dmg is 8+4 =12, the it does -8ap so the runners roll only Body+Armor (troll body 9, troll armor is 14~ {do we add combat sense also?}... so the book reads as if it its two step process we 'argued' over if he gets the dodge roll to reduce the damge and on distance degradation...
So to recap my game on this help me out.
Do you get dodge roll on Fireballs? Why not?
Do you get Combat Sense to reduce damage on Fireballs?
Does damage on Fireballs degrade on distance like a grenade and if so what is degradion amount per meter?