QUOTE (Tanegar @ Jul 17 2018, 02:59 AM)
I had an idea earlier today for how to (possibly) balance overcasting: in addition to Physical drain damage, overcast spells require an additional Complex Action for each point beyond the caster's Magic attribute. A Magic 6 magician casting Stunbolt at Force 8 takes 3 turns to do so (one Complex Action to cast a spell, plus two for overcasting two points beyond his Magic). This makes overcasting useful when ambushing, but reduces its utility in regular combat.
I guess that would make overcasting in combat completely useless.
In SR4A (not sure, which system you refer to here, but I guess it is SR4 more than SR5, since overcasting direct combat spells being too easy is much more of a problem there) I used the following house rules to give overcasting the bite it is supposed to have.
1) Overcasting causes Drain twice, once for physical and once for stun damage (two seperate Drain resistance tests).
2) Drain from overcasting is calculated differently. Instead of (F/2) you use (F-M+M/2) or simpler (F-M/2; round down after (!) subtracting).
What does that formula do? Essentially, the points of Force that exceed your Magic attribute are not halved. For example, Force 9 Powerbolt with Magic 5: Drain is F/2, so it becomes F-M/2 here, which is 9-5/2 = 9-2.5 = 6.5 rounded down to 6.
You do not actually need to remember the formula, since it is really simple. Calculate Drain as if you would use a Force equal to your Magic attribute. Then add +1 for every point Force exceeds Magic, i.e. (F-M), on top. For example, a Force 5 Powerbolt has a Drain Value of 2. Add 4 more for the 4 points of Force the Force 9 Powerbolt exceeds your Magic 5, for a total of 6.
Of course, one could dial it up even more and simply make it (F) instead of (F/2).
3) The -1 Drain Value modifier for Stun spells is removed; i.e. all Stun spells (Stun Bolt, Stun Ball) have +1 DV.
Bye
Thanee