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Stumps
QUOTE (Kanada Ten @ Oct 29 2004, 02:44 AM)
QUOTE
I could be wrong on this...but....don't you need to be astrally projected to cast astral spells in astral combat???

Astral Combat does not mean casting spells. It is a melee attack. One normally needs Astral Perception to engage in it (which adepts can purchase as a power at 2PP).

Right.

Ok, check. I'm with you. I'm reading that now.

...how is sorcery not a spell casting?

and further...

SR3 p174: "Astral Combat uses the same rules as Melee Combat (p. 120). The nature of astral space precludes ranged weapons, except for spells."

Preclude:
"To make impossible, as by action taken in advance; prevent"

The astral space makes ranged weapons impossible, but not spells, but we're not casting Sorcery spells in Astral Combat when we use Sorcery in Astral Combat...err?...??
Gilthanis
QUOTE (Da9iel)
I personally don't see it as trying too hard by removing an exception to the general rules about defaulting and pools.

So do you see any areas where it could be cheesed? That is the real question right now.

Again, many thanks to everyone for contributing. Opinions, facts, and all.
Stumps
Wait...does using Sorcery in Astral Combat reffer to using the Dice from a Sorcery Skill as melee combat dice astraly??

Really, this does tie back in with the thread.
Da9iel
I am not the most creative munchkin, so I can't see and cheeseablity (sp? word?). I think the big +'s for defaulting make it fairly solid. It seems it would be most useful for playing the I-didn't-know-I-was-a-mage character.

[edit]There is one big problem, though, with this concept. Where did this character learn the spell? It would have to be taught or learned from a formula. He or she couldn't write his or her own formula because that is capped at the spell design or defaulting skill's level.[/edit]
Kanada Ten
QUOTE
The astral space makes ranged weapons impossible, but not spells, but we're not casting Sorcery spells in Astral Combat when we use Sorcery in Astral Combat...err?...??

Astral Combat is a use of Sorcery, like Spell Defense, that is not used for casting spells but rather to damage astrally present targets using a normal melee attack with Sorcery as the combat skill. The primary use is for engaging spirits that attack you in astral space or for destroying astral barriers like wards. Would you like an example?

[edit]
QUOTE
Wait...does using Sorcery in Astral Combat reffer to using the Dice from a Sorcery Skill as melee combat dice??

Almost. It's not dice from Sorcery; it is the Sorcery skill (used just like Unarmed, Edged Weapons, ect) but it only works while astrally present via Perception - or in the case of projected magicians or free spirits.
Gilthanis
QUOTE (Stumps)
Wait...does using Sorcery in Astral Combat reffer to using the Dice from a Sorcery Skill as melee combat dice astraly??

Really, this does tie back in with the thread.

Stumps...read down to the second sentence of the last paragraph under Astral Combat tests on page 174. It answers your question. You use either Unarmed combat (unless using a weapon focus) or Sorcery in place of either skill.
Herald of Verjigorm
You are seeking what is mostly a subjective answer. A few points were made as to flaws with the process, but you have dismissed them as negligable. Without comparing the full potential proglession of two otherwise equal mages, you probably won't find any more glaring holes in the idea, and you may not even then. I'd suggest a forced sell-back on some spell points for anyone who follows that path (I don't remember if anyone suggested that yet), but I think it will be less imbalanced than some of the currently acceptable options people complain about.
Stumps
No I've got it...they weren't exact enough in the book. If you aren't thinking what they're thinking at the moment you read that it comes out like it's saying you can and cannot cast spells in Astral....

But anyways...
So we've got a new can here...

Adept with no Sorcery goes astral and Defaults to Willpower of 6 for a TN of X+4.

Two things...
1) could this be munchie? (I'm not seeing it as such with the +4 there it really keeps it in check)

2) The bigger mess...
Adept is astral Defaults Sorcery to Willpower of 6 for a TN of X +4 and uses Combat Pool (because he's an adept not a mage) to tackle that +4.

Is this possible??
Gilthanis
QUOTE (Stumps)
No I've got it...they weren't exact enough in the book. If you aren't thinking what they're thinking at the moment you read that it comes out like it's saying you can and cannot cast spells in Astral....

But anyways...
So we've got a new can here...

Adept with no Sorcery goes astral and Defaults to Willpower of 6 for a TN of X+4.

Two things...
1) could this be munchie? (I'm not seeing it as such with the +4 there it really keeps it in check)

2) The bigger mess...
Adept is astral Defaults Sorcery to Willpower of 6 for a TN of X +4 and uses Combat Pool (because he's an adept not a mage) to tackle that +4.

Is this possible??

It would have to be astral combat pool.
Gilthanis
QUOTE (Gilthanis)
[QUOTE=Stumps,Oct 28 2004, 10:05 PM] No I've got it...they weren't exact enough in the book. If you aren't thinking what they're thinking at the moment you read that it comes out like it's saying you can and cannot cast spells in Astral....

I'm not following you here... what part of the book? We've jumped arround on the whole Astral/Sorcery thing.
Ol' Scratch
Look, the point of the house rule (look the term up sometime people) is that some people feel that it's both not unbalancing and consistant with in-game logic for magicians to default to a raw attribute rather than rely on a skill should the need be there.

In no way whatsoever is anything else changed. Standard adepts cannot cast spells whether they're using the Sorcery skill or defaulting to Willpower. They just don't have the knack for doing so, just like sorcerers can't conjure spirits and conjurers can't cast spells. That's just the nature of the magical beast.

It's not a difficult concept to grasp. Jesus frelling Christ.
Kanada Ten
QUOTE
It would have to be astral combat pool.

Astrally percieving characters use standard combat pool plus any astral pool. It's only projecting character's that have altered combat pool (becasue their physical attributes are different).

I think Stumps is talking about the Combat Sense granting some Combat Pool when defaulting.
Gilthanis
Doc, I don't think stumps implied the physical adept to cast a spell. Per the Sorcery description, Astral combat is a specialization (which includes astral melee). I think the Physad scenario he brings up is valid to the thread and possible cheese.
Stumps
No offense, but...can you point that out to me? I'm really needing to see that cause I'm seeing nothing like that in here.

I did see this:
SR3, Astral Combat Tests, p. 174: "Astrally perceiving characters and other dual beings use their Pysical Attributes, skills and Combat Pool in astral combat."

That tells me that the Adept uses Combat Senses bonus to the Combat Pool and uses that Combat Pool in the astral combat.
Ol' Scratch
Astral Combat Pool is only used by astral entities (which include projecting magicians). Dual-natured beings (including perceiving magicians) use Combat Pool even when battling astral entities.

Gilthanis: I was mostly responding to toturi's lame attempt to prove why it's a bad idea.
Gilthanis
QUOTE (Kanada Ten)
QUOTE
It would have to be astral combat pool.

Astrally percieving characters use standard combat pool plus any astral pool. It's only projecting character's that have altered combat pool (becasue their physical attributes are different).

I think Stumps is talking about the Combat Sense granting some Combat Pool when defaulting.

Kanada Ten is right about the Combat Pool. First sentence under Astral Combat Tests.
Stumps
QUOTE
Dual-natured beings (including perceiving magicians) use Combat Pool.

right....that's what concerns me...the adept can use a combat pool and hop (metaphorically) over the +4 with extra dice.
Kanada Ten
QUOTE
Doc, I don't think stumps implied the physical adept to cast a spell. Per the Sorcery description, Astral combat is a specialization (which includes astral melee). I think the Physad scenario he brings up is valid to the thread and possible cheese.

Just to clarify, Astral Combat is a term used only for melee combat engaged while viewing astral space. Astral Combat does not ever refer to casting spells on the astral plane.

Astral Combat Pool is also different from Astral Pool, which is a pool granted to Initiates at a rating equal to their Grade.

QUOTE
...the adept can use a combat pool and hop (metaphorically) over the +4 with extra dice.

Only if they have the power Combat Sense which grants few dice for the power's cost, though combined with Centering could be interesting.
Ol' Scratch
QUOTE (Stumps @ Oct 28 2004, 09:15 PM)
right....that's what concerns me...the adept can use a combat pool and hop (metaphorically) over the +4 with extra dice.

What are you talking about? Use of Combat Pool only adds extra dice; it never changes your target numbers. Furthermore, if you're defaulting to an Attribute you don't get to use ANY pools (save Karma Pool).
Stumps
I know that...

But look...
Adept who's Astral uses Willpower Defaulted from Sorcery because his Will is higher than anything else going for him and he uses his Combat Pool dice to add extra dice to get over the +4 TN penalty for Defaulting and now has a 6D6 power attack!
Stumps
QUOTE (Doctor Funkenstein @ Oct 29 2004, 03:16 AM)
QUOTE (Stumps @ Oct 28 2004, 09:15 PM)
right....that's what concerns me...the adept can use a combat pool and hop (metaphorically) over the +4 with extra dice.

What are you talking about? Use of Combat Pool only adds extra dice; it never changes your target numbers. Furthermore, if you're defaulting to an Attribute you don't get to use ANY pools (save Karma Pool).

Wait...why did we...oh yeah...they made the exception of saying that Spell Pools could be used...right.

Damn...got myself all turned around on that.

Thanks Doc!
Stumps
I don't think there is a mechanical error that really is going to arise out of this rule...at least not unless the rule gets playtested
Gilthanis
But on the other hand an increased attribute would be beneficial.
Ol' Scratch
Whoptido. Give yourself Willpower 12 (base TN 4 = TN 8 = 1, maybe 2 successes if you're lucky) and compare what you can do with someone with Willpower 6, Sorcery 6, and Spell Pool 6 (TN 4 = 6 successes on average). Defaulting boy still sucks ass. At best, he has an advantage with Drain. So yay, he can cast tougher spells that are still not going to do very much. Good for him.
Kanada Ten
I think the allotting of Sorcery dice for Spell Defense presents a huge mechanical challenge to the entire concept, but hey.
Gilthanis
But still has the option. I agree it isn't powerful. But, we are here to see if it can cheese enough to offset some how.
Ol' Scratch
Not particularly. If a magician never bothered to develop their natural ability and can just barely get a spell off (by learning a specific formula that shows him how), he's not going to stand a chance at defending himself from hostile magicians. That's just another advantage that goes to the traditionally trained sorcerer.

On top of that, removing the exception to the standard dice pool rules for Spell Defense actually makes Sorcery a lot more balanced even if you don't want to use the defaulting house rule. Now if a magician wants to maintain Spell Defense he has to make a conscious effort to assign some of his Sorcery dice to it for the entirity of the Combat Turn. That means fewer dice for other endeavors.
Kanada Ten
QUOTE
If a magician never bothered to develop their natural ability and can just barely get a spell off (by learning a specific formula that shows him how), he's not going to stand a chance at defending himself from hostile magicians. That's just another advantage that goes to the traditionally trained sorcerer.

But ah, what if I have a Sorcery 6 and use Increased Willpower to 12 and thus allot all 6 Socery dice to Spell Defense along with my pool and now have 6 dice to still use with support spells plus any foci I have. Manaball with 12 dice against a target number of 7 isn't that bad, really, cast at force 5 with a DL of Deadly... And then we have totem modifiers...
toturi
QUOTE (Da9iel)
Toturi:
Please don't confuse spending build points/priority to be able to use certain magics with gaining the sorcery skill. Yes, under these house rules, adepts can default to Will in astral combat just like Stumps said. No they cannot cast spells even when they have and use the full sorcery skill. You aren't arguing well. I know you have a fixed idea about the workings of magic, and that is fine, but you're not representing your points clearly.

No, they are changing the way Sorcery as a game mechanic works in the game. They are saying without learning Sorcery and a spell, a sorceror/full mage can cast a spell, althout it is one that the mage has no control over. I am playing devil's advocate by pointing out the big mess their house rule brings about.

If anyone with no Sorcery or knowledge of a spell (ie he never bothered to learn a spell) can cast, then what is the parameters that are imposed?

From my reading, they are:

1) Magic Attribute > 1
2) Default to Willpower from Sorcery/Conjuring

Therefore I have submitted that by going by their house rule a normal adept can cast a spell.
Ol' Scratch
First of all, good luck with that Increased Willpower 6 spell with a base Willpower of 6.

Second, that's definitely a choice you have. Hopefully you'll only ever run into average people with no defenses whatsoever when using your magic. And you better hope they don't get two successes on their resistance test, because that's all it takes to completely resist your spell on average (Willpower 12, TN 7, 1 success, 2 on a good day) with their 6 (Attribute 3 + Pool 3) dice.

And that's against a regular Joe Schmoe.
Ol' Scratch
QUOTE (toturi)
No, they are changing the way Sorcery as a game mechanic works in the game. They are saying without learning Sorcery and a spell, a sorceror/full mage can cast a spell, althout it is one that the mage has no control over. I am playing devil's advocate by pointing out the big mess their house rule brings about.

No, it doesn't bring about any mess except in your little head.

ANYONE with Magic 1 can ALREADY learn Sorcery by CANON. Even Conjurers. However, only full magicians and sorcerers can USE sorcery -- the act of casting spells, defending against spells, and all that other mojo. It doesn't matter if they have the skill or not, that's a fundamental ability of their particular brand of magic.

You're the only delusional one who seems to think otherwise.
Herald of Verjigorm
What pool does a mundane opponent get to resist manaball?
Kanada Ten
QUOTE
And you better hope they don't get two successes on their resistance test, because that's all it takes to completely resist your spell on average (Willpower 12, TN 7, 1 success, 2 on a good day) with their 6 (Attribute 3 + Pool 3) dice.

What pool can one use in defense of Manaball? Other than Spell Defense (or Sheilding, Absorbing, or Magic Resistance) I can think of nothing that aids in resisting combat spells.
Ol' Scratch
I was speaking in general terms, sorry. Combat Spells don't allow for standard dice pools. Your chances for taking out an average Joe Schmoe are still only marginal even after all that investment you made. You're only going to score a single success on average, and he's got a good chance of getting a single success on his Resistance Test, too, using your scenario.

Feel free to compare your scenario against someone worth attacking now. Let's say a Security Mage with Attributes of 5 across the board and 3 dice assigned to Shielding. Note that since you've already assigned all your Sorcery and Spell Pool dice to spell defense, you only have your Willpower 12 to rely on for the entire Combat Turn. Oh, and be sure to apply a few situational modifiers while you're at it; let's just go with +2.
Tal
... I thought manaball only affected mages and other astrally active entities?
Ol' Scratch
Nope. It only affects living entities, however.
Kanada Ten
QUOTE
I thought manaball only affected mages and other astrally active entities?

Manaball effects any living target within the caster's line of sight. If he or she is astrally present that includes astral beings. They need only be physically present (astrally perceiving or normal sight) to effect everything else.

QUOTE
Feel free to compare your scenario against someone worth attacking now. Let's say a Security Mage with Attributes of 5 across the board and 3 dice assigned to Shielding. Note that since you've already assigned all your Sorcery and Spell Pool dice to spell defense, you only have your Willpower 12 to rely on for the entire Combat Turn.

So reverse the scenario and allot 6 Willpower dice to spell defense. Either way I see it as a mechanical error: extra dice beyond what all other skills are able to grant using defaulting.
toturi
QUOTE (Doctor Funkenstein @ Oct 29 2004, 11:41 AM)
QUOTE (toturi @ Oct 28 2004, 09:37 PM)
No, they are changing the way Sorcery as a game mechanic works in the game. They are saying without learning Sorcery and a spell, a sorceror/full mage can cast a spell, althout it is one that the mage has no control over. I am playing devil's advocate by pointing out the big mess their house rule brings about.

No, it doesn't bring about any mess except in your little head.

ANYONE with Magic 1 can ALREADY learn Sorcery by CANON. Even Conjurers. However, only full magicians and sorcerers can USE sorcery -- the act of casting spells, defending against spells, and all that other mojo. It doesn't matter if they have the skill or not, that's a fundamental ability of their particular brand of magic.

You're the only delusional one who seems to think otherwise.

The limitations to the use of Sorcery was exactly as you have stated, Funk. BUT previously the Canon rules also stated no defaulting on Sorcery.

So far by my reading, the limitations imposed on "who can use Sorcery" has only been:

1) Magic Attribute

If it had been "any character who has the ability to cast spells, but has no Sorcery and did not learn any spell, can default to the Willpower Attribute in place of the Sorcery skill", I would not have any problems with that.

Correction: Am I correct in saying thus:

Any character who can use Sorcery or Conjuring may default to their Willpower when using these skills.
Herald of Verjigorm
Ok, 12 dice vs 7: 12 *1/6 = 2
3 dice vs. 5: 3 * 2/6 = 1

More often:
6 dice vs. 3: 6 * 4/6 = 4

That +4 statistically halves your successes in such a case.
Karma pool usage is benefitted by the lower number as well.
There is one case where the 12 dice may help:
When you can center vs. the Tn penalty instead of using centering for extra successes. This only becomes relevant when you have no other TN mods.
Ol' Scratch
Centering won't help much at all. You have the exact same target number and need two successes to negate a single +1 modifier. Even if your base TN was 0 (which it can't be, but I'm being really nice here), you'd need Centering 16 (and Artistic Skill 16) to reliably ignore your defaulting penalty.

As was mentioned earlier.
Herald of Verjigorm
6 vs. 7: about 1 success.
ok, that won't help much.
In the specific example, 4 centering successes would be needed for any change in the results.
12 vs. 5: 12 * 2/6 = 4
And even then, no better than a real skill with 6 dice.

I don't use centering myself, and didn't remember if it provided some benefit based on initiatory grade on those tests. As I just reread, it doesn't.
Kanada Ten
Another mechanical oddity occurs because Sorcery is the only skill that had multiple target numbers in the same test. By the letter of the rules you can't default cast Powerball when Highly Processed Materials are in the Spell's Area of Effect because one cannot default when the TN is eight or above.
Ol' Scratch
Or to explain that phenomenon, you say that you didn't have the training or the juice to affect such a highly processed object due to your lack of training. Just another reason why you should seek out professional-level training if you want to excel at your craft.

Just like any other skill.

Though I understand what you mean about the area of effect. All it really means is that you can't affect those objects because your spell isn't strong enough even if you roll a whole slew of 20's. Everything else is still a valid target in the area, however.
Kanada Ten
Except you can't default with the spell at all even to effect every other less than TN8 target if one such target is present. It's an oddity totally different from all other skills.
toturi
So K10, you are saying that as long as there is a target with TN > 8, the character cannot default?

But he still can default for a singular target spell such as powerbolt right?
Kanada Ten
QUOTE
So K10, you are saying that as long as there is a target with TN > 8, the character cannot default?

That is the canon rule, right (one cannot default if the TN reaches 8 or above)?

QUOTE
But he still can default for a singular target spell such as powerbolt right?

I'm actually saying that Sorcery has an inherent number of mechanical oddities that it should be excluded from defaulting on that basis alone (regardless that neither Conjuring or Sorcery will ever be defaulted to in my games). But by the rule they want, as long as the TN is below 8 then they can default.

Also, Spell Defense TN is variable but the dice are used before the TN is known. I think that means default dice may not be allotted for Spell Defense (if we agree that allotting is a use of the skill) because the TN isn't known at the time of allotting.
Ol' Scratch
The only thing you have to do is aim the area effect at something with a base TN of 8. Everything else in the area of effect just gets caught in the after effect; it's not your actual TN, but the TN to determine the effect it has on them (a subtle difference).

If you don't like that, change the wording just a touch. "A magician capable of using Sorcery can default to Willpower to cast their spells. Any target that would have a target number of 8 before the defaulting penalty is immune to the spell."

Assuming you simply have to have everything spelled out to you by the letter when scribing your own house rules rather than rely on good judgement and personal understanding.

EDIT: Note that it's no more odd than the rules for grenades or explosives.

QUOTE
Also, Spell Defense TN is variable but the dice are used before the TN is known. I think that means default dice may not be allotted for Spell Defense (if we agree that allotting is a use of the skill) because the TN isn't known at the time of allotting.

With the house rule presented here, you can only assign Spell Defense if your have Sorcery. Defaulting isn't allowed at all, and the logic for that was detailed several posts up.
Kanada Ten
Then I rest my case: Sorcery doesn't default like everyother skill and thus shouldn't have to default at all.
Ol' Scratch
So you feel the same way for Thrown Weapons and Demolitions, eh? I imagine Shotguns are covered in there too, particularly those weilding shot.
Kanada Ten
To be honest I don't know about Thrown Weapons or Demolitions. I don't use canon shotguns so that's irrelevant. You've failed to sway me so you've resorted to being obtuse?
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