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cgordon_13
Hi all,

I have this recollection that the force of a spell limits the available successes that can be rolled while casting it. Any excess successes would be discarded. I was positive that I read this in the SR3 book, but when I went looking for it I couldn't find it. Am I thinking of a previous edition of SR or confusing the basic rules with a house rule?

ie. I roll 10 dice while casting a Force 3 spell with TN4. This should give 5 successes, but because the force of the spell is 3, I can only count 3 of the successes.

Any help appreciated.

Thanks,
Chris
DrJest
I think you're confusing it with a house rule.
Herald of Verjigorm
I think there was something like that in relation to spell pool usage in one of the older editions (where you rolled the spell's force as base dice and sorcery just provided spell pool). However, the only old rules I read recently are the 2nd edition anchoring rules, so I could be wrong.

Wait, misread. Some spells limit effective successes by thier force, it's in the specific spell description. Extra successes aren't discarded, they still apply against dispelling, but bring no further benefit from the primary spell effect.
Zeel De Mort
I'm pretty sure that, as a rule, most spells aren't limited in successes by the Force in SR3. Some are limited, but it mentions this specifically in the description.

We play with a house rule that you can't get more successes (or more of a bonus, where applicable, for things like Increase (Attribute)) than the Force of the spell. Stops idiots running around with Force 1 Improved Invis spells with 12 successes. In my opinion a low force spell should never be unbeatable like that.

Anyway, could well be a carry over from the good old days of SR2 in our case.
torzzzzz
grinbig.gif

It alldepends on the spell as in some spell descriptions it claerly staes the number of sucesses, eg treat or heal spells.


torz x spin.gif
ShadowGhost
QUOTE (Zeel De Mort)
Stops idiots running around with Force 1 Improved Invis spells with 12 successes. In my opinion a low force spell should never be unbeatable like that.

I completely agree. We house-ruled that illusions spells could have no more successes for the purpose of resistance than 1.5 x Force of the spell, round up.

However, if you had 6 successes on a Force 2 spell, then for purposes of Dispelling only, it counted as 6 successes. For Resistance it had 3 successes (Force 2 x 1.5, round up = 3).
LinaInverse
By Canon, no, there is no such broad-based limitation in SR3. But most spells are limited to some degree by their Force.

Levitate's speed is based on Force.
Increased Attribute won't go more than its Force.
Max Str/Quick of Magic Fingers won't go over Force.
...etc...

Most combat spells are not directly limited like this, but countering that, the Force is the target number that the opponent must roll to try to avoid the spell. So yes, while there's no "limit in successes" per say, how many Net-Successes (and thus final damage Staging) you will get will be strongly affected by the Force of the spell.

Check each spell's specific description for details.
GrinderTheTroll
QUOTE (cgordon_13)
Hi all,

I have this recollection that the force of a spell limits the available successes that can be rolled while casting it. Any excess successes would be discarded. I was positive that I read this in the SR3 book, but when I went looking for it I couldn't find it. Am I thinking of a previous edition of SR or confusing the basic rules with a house rule?

ie. I roll 10 dice while casting a Force 3 spell with TN4. This should give 5 successes, but because the force of the spell is 3, I can only count 3 of the successes.

Any help appreciated.

Thanks,
Chris

Spells like Heal or Treat fall into this category, you can get 10-successes, but you cand only heal up to the Force of the spell. There are others, but this is more the exception than the rule.

However in more standard fashion, you can't add more pool than skill dice for the Sorcery Test. This is one of the bigger magic changes from SR2 to SR3, where in SR2 you'd roll the Force of the spell instead of Sorcery Dice.
Dawnshadow
It does allow some really scary things though wink.gif

Force 2 (deadly) manabolt.. by someone with really high spellpool and sorcery.. (8 in both).. well.. you can get a lot of successes with that, and all you have to do is get more than they have willpower and you've killed them.

It's not the spell or force in that case that's doing the killing though, it's just how good the person is at throwing the spell
GrinderTheTroll
QUOTE (Dawnshadow)
It does allow some really scary things though wink.gif

Force 2 (deadly) manabolt.. by someone with really high spellpool and sorcery.. (8 in both).. well.. you can get a lot of successes with that, and all you have to do is get more than they have willpower and you've killed them.

It's not the spell or force in that case that's doing the killing though, it's just how good the person is at throwing the spell

This works the same way as using a gun does in SR, with enough successes targets can't do anything but die.
Dawnshadow
I know -- it's just that the threshold of successes tends to be lower than with a gun. You can dodge the shot, and soak it, so you can do a lot better. Against a spell, you just have willpower and/or spell defence if the mage really likes you, so it takes fewer successes..

And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.. Can go all the way up to force 4 with no measurable difference (base TN stays at 2), and it's even more pronounced there.
Fortune
QUOTE (Dawnshadow)
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.. Can go all the way up to force 4 with no measurable difference (base TN stays at 2), and it's even more pronounced there.

Nitpick: Up to Force 5 with no change ... Drain rounds down. smile.gif
Dawnshadow
QUOTE (Fortune)
QUOTE (Dawnshadow @ Feb 23 2005, 06:35 AM)
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.. Can go all the way up to force 4 with no measurable difference (base TN stays at 2), and it's even more pronounced there.

Nitpick: Up to Force 5 with no change ... Drain rounds down. smile.gif

Shoot.. I need to up my Magician Adepts spells.. he's only throwing force 4.. poor guy.. he's got to write them at higher force to be able to do it..

Not that it matters nyahnyah.gif My GM loves keeping us at serious stun. We spend a large amount of the time during major runs like that. At least we haven't woken up on the edge of Seattle with nothing but our pants in a couple years (game-wise).
hahnsoo
A list that I wrote up a while back when the same question came up in our group:

QUOTE
Spells that are limited in successes by Force
(Mass) Agony
Alter Temperature
Analyze Device
Animate
Antidote
Astral Window
(Mana) Bind/Net
(Mass) Blindness
Combat Sense
(Mass) Confusion
Control Fire
Chaff/Chaos/Chaotic World/Flak
Create Food
Cure Disease
Decrease/Increase Attribute
Deflect
Diagnose
Enhance Aim
Eyes of the Pack
Fix
Flash
Freeze Water
Gecko Crawl
Heal/Treat
Hibernate
Hot Potato
Ice Sheet
Ignite
Intoxication
Levitate
Light
Lock
Magic Fingers/Use Skill
Mana Static
Mist
Prophylaxis
Redirect
Reinforce
Resist Pain
Shadow
Shape Earth
Shape Water
Silence/Stealth
Spell Shield/Wall
Stench/Stink
Sterilize
Translate
Vehicle Mask (for altering signature)
Wind


QUOTE
Spells that are not limited in successes by Force
All Combat Spells in general
Most damaging Elemental Manipulations in general (some have secondary effects based on successes)
Alter Memory
Alleviate Allergy
Analyze Magic
Analyze Truth
Animal Sense
(Limited) Armor
Astral Armor
Astral Barrier
Awaken
Barrier
(Physical) Camo
Catalog
Catfall
Cause Allergy
Clairaudience
Clairvoyance
Clean (Element)
Clout
Compel Truth
Control Actions/Animal/Pack/Mob Mind
Control Emotions/Calm Animal/Pack/Mob Mood
Cripple Limb
Detect (Something) Spells (Force * Magic Att. = Radius)
Detox (Force must exceed power of drug/poison)
(Physical) Double Image
Dream
(Trid) Entertainment
Fashion
Fast
Firewall
Flame Aura
Fling
Foreboding
Glue (Strip)
Healthy Glow (actually Force * 24 hours)
(Improved) Invisibility
Increase/Decrease Reflexes
Influence
Makeover
(Physical) Mask
Mindlink
Mind Probe
Night Vision
Nutrition
Oxygenate
Petrify
(Trid) Phantasm
Poltergeist
Preserve
Shapechange/Transform
Spirit Barrier
Stabilize (Force must be greater than overflow damage taken)
tisoz
QUOTE (Dawnshadow)
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.

I didn't think wound modifiers applied to drain resistance tests.
tisoz
Shapechange/Transform are surely limited by force. Oops, successes aren't limited by force.

Successes in casting Fashion are added to force (2:1) to effect armor rating.
LinaInverse
QUOTE (Dawnshadow)
Force 2 (deadly) manabolt.. by someone with really high spellpool and sorcery.. (8 in both).. well.. you can get a lot of successes with that, and all you have to do is get more than they have willpower and you've killed them.

It's not the spell or force in that case that's doing the killing though, it's just how good the person is at throwing the spell

Your example is correct, but extreme. Someone with a Sorcery 8 is a world-class caster (SR3, p98-99); the number of people who get up that high are very few (assuming your group uses Canon rules on skill advancement in terms of time, Karma and Target#). A base Spell Pool of 8 is also extremely hard to get; you're talking about an average Int, Wis, and Magic scores of 8 or more. The alternative way, binding Power Foci, is easier, but again, that points to someone who's an elite spell thrower, not some punk caster-wannabe on the streets.

The other thing to consider, if the target you're casting against has a Willpower of 8, even the above uber-caster will be lucky to get more than 3-4 successes. The target would only have to roll 4 success to shrug the spell off and with a Target# of 2 (the above mana bolt), that won't be hard.
hahnsoo
QUOTE (tisoz @ Feb 22 2005, 04:22 PM)
Shapechange/Transform are surely limited by force.

Oh, it is. But successes aren't limited by Force, just the overall difference in change. Half of the spells in the latter category are limited by Force somehow, but they do not limit the success test in any way.

To put it another way, you can change your body to +1 or -1 with a Force 1 Shapechange spell. But you can get as many successes as you want on the test (and in fact, you have to, because of the Threshold).
Dawnshadow
QUOTE (tisoz)
QUOTE (Dawnshadow @ Feb 22 2005, 01:35 PM)
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.

I didn't think wound modifiers applied to drain resistance tests.

Don't know about canon, I do know they apply to us though wink.gif

LinaInverse:
You're absolutely correct about both. I deliberately set it up as an extreme case, although I've done similar to goons with sorcery 6, 5 spell pool, and a force 2 power focus, on a force 4 area spell.
GrinderTheTroll
QUOTE (Dawnshadow)
QUOTE (tisoz @ Feb 22 2005, 04:20 PM)
QUOTE (Dawnshadow @ Feb 22 2005, 01:35 PM)
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.

I didn't think wound modifiers applied to drain resistance tests.

Don't know about canon, I do know they apply to us though wink.gif

LinaInverse:
You're absolutely correct about both. I deliberately set it up as an extreme case, although I've done similar to goons with sorcery 6, 5 spell pool, and a force 2 power focus, on a force 4 area spell.

No this is true.

Wound modifiers don't apply to drain or other Damage Tests, but do still effect TN for futures Sorcery Tests, etc.
LinaInverse
True Dawnshadow; almost every awakened Shadowrunner starts w/ a Sorcery of 6; most have spell pools of 5+. A Power Foci is harder, but at Force 2, that's not that hard.

My concerns (if it were my character) is a Force 4 combat spell; that means on average, your opposition is going to score 50% successes. In our runs, the average target numbers I've seen are about 5-6 (we go up against semi-pros these days), which means the caster is only going to score 16.7%-33% successes. If the opposition have any mages playing Spell Def against me (which is slowly becoming the norm as we get stronger), it wouldn't be hard for them to blow my spells off.

Yes, the mage has more dice, but with only a few unlucky dice, your spell will be hash. Don't forget; Combat spells are usually all-or-nothing affairs. And if it's the latter, you (the mage) have just painted a target on your chest by lighting up that spell (insert old Shadowrun axiom about geeking and mages...).

For me, any spells that have to go against enemy opposition shouldn't be lower than Force 6; any less and you're asking to be resisted way too much for my taste.

QUOTE (GrinderTheTroll)
No this is true.

Wound modifiers don't apply to drain or other Damage Tests, but do still effect TN for futures Sorcery Tests, etc.


Really? Where is this? If true, our group has been playing it all wrong. I had assumed that, once one starts taking damage and/or stun, everything gets harder and harder.
GrinderTheTroll
This is a thread around about this exact subject where I referenced 4 places in SR3. I'll see if I can find it.

It's one of the items that changed from SR2 to SR3.
Dawnshadow
Mmhmm. I agree 100%. Been working on getting his anti-personnel spells up, bit by bit, but, mostly because he's a shaman of Darkness (every time someone finds out that they go 'hmm. Never seen that one before') , he has to write them himself.

The only people the spell is any good against are goons really. Everyone else is will 6+ typically. The flip side, is that with the goons, there are typically a lot of them, so anything to clean their numbers out is a good thing -- especially when the drain isn't that high. Really does wonders on the surprise round. Throw everything, and the goons are resisting with only a few dice.

Shielding and spell defense are the other things to worry about.. he'd stopped a lot of spells, up until he had to go toe-to-toe against a hermetic mage that threw force 10+ spells. Desperate defense just isn't enough.

Haven't had mages defending against his spells yet -- the defense seems to be 'stunbolt' or 'manabolt'
GrinderTheTroll
I can't seem to find the post I made, but here's another that asks the "does damage apply to drain test" question:

http://forums.dumpshock.com/index.php?show...l=sr3\.127

EDIT - Check SR3.126, 180, 183
cgordon_13
Thanks everybody for the responses. I'll have to fess up to my gaming group that I was wrong. Maybe we'll just adopt it as a house rule to prevent the Unstoppable Manabolt 2 of DEATH.

In any case, thanks. I can stop looking in my book for that rule. smile.gif

Chris
GrinderTheTroll
QUOTE (cgordon_13)
Thanks everybody for the responses. I'll have to fess up to my gaming group that I was wrong. Maybe we'll just adopt it as a house rule to prevent the Unstoppable Manabolt 2 of DEATH.

In any case, thanks. I can stop looking in my book for that rule. smile.gif

Chris

I just remind my players that the bad guys follow the same rules they do. Mages might hold back for some spell defense for chummer-knows-who when another mage comes on scene.
cgordon_13
I talked it over with my GM and we'll be using the rule anyways as a house rule. He likes that it gives characters a reason to buy spells at higher forces. I like it because an enemy mage can't fry me by rolling a fistful of dice that I can't hope to match.

Can anyone see reasons why this would be a bad rule to adopt?

Thanks,
Chris
Kanada Ten
Well, with focus addiction, it may make carrying sustaining foci more of a balancing act... which isn't necessarily a bad thing.
GrinderTheTroll
QUOTE (cgordon_13)
I talked it over with my GM and we'll be using the rule anyways as a house rule. He likes that it gives characters to have a reason to buy spells at higher forces. I like it because an enemy mage can't fry me by rolling a fistful of dice that I can't hope to match.

Can anyone see reasons why this would be a bad rule to adopt?

Thanks,
Chris

Another option to consider is that runners would feel slighted using a "legal" version of any spell (Rating <3). Make it so Fixers or Talismongers that don't ask questions only carry Rating > 4 (probably also a bigger profit margin for them too).
Fortune
Just a nitpick ... Legal is Force 2 and under with regards to anything magic. A permit is needed with anything 3 and over.
GrinderTheTroll
QUOTE (Fortune)
Just a nitpick ... Legal is Force 2 and under with regards to anything magic. A permit is needed with anything 3 and over.

yeah Rating < 3 would be Rating=1 or Rating=2...
Fortune
Yeah yeah ... It was 6 AM, I'm still up and I misread the post. nyahnyah.gif biggrin.gif
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