Jaid
Oct 27 2005, 03:57 PM
you can reroll sixes from non-edge dice provided you declared you were spending edge before you made the test, iirc.
Dancer
Oct 27 2005, 10:48 PM
QUOTE (Jaid) |
you can reroll sixes from non-edge dice provided you declared you were spending edge before you made the test, iirc. |
But it's not the re-rolling sixes that's important, its the unlimited hits. If you allow spending edge to remove the hit cap completely, many spells are effectively boosted to Force 20 by spending a point of edge on the casting roll.
fistandantilus4.0
Oct 28 2005, 06:58 AM
I was actually just looking that up the other day, and was happy to see that rule tossed in. I like it , since, to my knowledge, there is no such limit on firearms.
Correct me if I'm wrong, but with a powerfoci, it can go higher, because power foci also boost your effective magic attribute still, so you can cast a higher force spell, correct? But that is NOT possible with a spellcasting foci since it only gives you more spell casting dice, not magic.
FrankTrollman
Oct 28 2005, 07:06 AM
QUOTE (fistandantilus3.0) |
Correct me if I'm wrong, but with a powerfoci, it can go higher, because power foci also boost your effective magic attribute still, so you can cast a higher force spell, correct? But that is NOT possible with a spellcasting foci since it only gives you more spell casting dice, not magic. |
It's actually not possible with the SR4 Power Focus either. The Power Focus adds dice to any test that adds your magic, but it doesn't actually add anything to your magic attribute.
This stands in marked contrast to the SR3 version, which added to your magic attribute and also added dice to any task that used a magical skill. I'm not entirely sure why the change (except possibly the fact that the limit of magic items by magic attribute is a basic, rather than optional rule in SR4).
-Frank
fistandantilus4.0
Oct 28 2005, 07:37 AM
thanks, that's what I was looking for. I didn't recall it actually saying that it adds to the magic attribute, so those two just blurred together. Thanks for the clarification. So nice to be a human spellcaster now, with that +1 edge.
Shemhazai
Oct 31 2005, 10:13 AM
QUOTE (Dancer) |
QUOTE (Shemhazai @ Oct 16 2005, 11:15 AM) | Then cast the spell, rolling edge, and using the Aid Sorcery task. Many dice, rerolling sixes. With a little luck, you have have 9 or more hits (edge dice unrestricted by force of spell, page 172), raising your 1 stat to 9. |
My intepretation of the rule on pg172 is that only the hits on your edge dice are unrestricted. So you might roll 15 ordinary dice, rolling 5 hits and only being able to keep 1, and 4 edge dice, rolling 2 hits and totalling 3 applicable hits. You will of course keep casting the spell every session until you roll a whole bunch of hits on your edge dice, then Quicken it, but the process it slower and less godlike than you proposed.
|
Perhaps I don't follow what you are saying. The only thing I can think of that would limit the spellcasting dice pool to one hit would be casting the spell at level 1. I would cast the spells at level 10 and quicken them with 10 Karma. That is what give the spells such large dice pools for resistance.
Demon_Bob
Nov 3 2005, 02:48 AM
QUOTE (Rotbart van Dainig) |
If you only want to play a caster, Incompetence in all skills of the Conjuring Groups seems a good way to to so. |
Did'nt think you could buy incompatance for any skills you couldn't default to.
Demon_Bob
Nov 3 2005, 03:14 AM
QUOTE (Azralon) |
Regarding the Heal spell: It confounded me, too, until I stopped trying to treat it as a normal spell.
Basically what this means is that you should look at your Magic + Spellcasting pool, divide it by 3, and realize that's about how many boxes of damage you'll be healing on average. Then cast all of your Heals at that level.... or maybe a little higher, if you're feeling lucky (or Edgy).
For instance, if you have Magic 5 and Spellcasting 4, then odds are you'll be making about 3 hits per roll. Ergo, you're pretty safe to cast all of your Heals at Force 3 from a statistical average point of view. |
So Drain code isn't figured by damage healed -2?
fistandantilus4.0
Nov 3 2005, 01:24 PM
so how do slay spells work now? Are they just gone? I haven't noticed any. But obviously there's a problem when the damage equals the force of the spell. So it's not like it can just deal a deadly wound, or 10 boxes, or whatever. Has this spell just fallen by the way side as incompatible with the new system, or am I missing something?
Azralon
Nov 3 2005, 03:31 PM
QUOTE (Demon_Bob @ Nov 2 2005, 11:14 PM) |
So Drain code isn't figured by damage healed -2? |
Literally it's "(Damage Value) - 2."
So then the next questions are "Great, now which Damage Value are we talking about? Their entire damage track? One particular wound? An arbitrary number of boxes that I declare I'm trying to heal?"
We're told "A character can only be magically healed once for any single set of injuries." That in itself is annoyingly vague and there are many posts on the subject already. What constitutes a "set?"
But what it does clearly do is tell us that we're supposed to be healing wounds as sets. Therefore, however many boxes of damage are in that set is what will determine the drain code.
There are three possible definitions of sets that I came up with:
1) The total number of Physical boxes of damage currently held by the character.
2) A number of boxes equal to one particular application of one Physical wound.
3) A number of boxes equal to the currently untreated Physical wounds (i.e.: the boxes that have not been magically doctored yet).
Page 244, thankfully, tells us what a "set" is in the medicinal sense: "Medicine may only be applied once to each set of wounds, but it may be applied even if First Aid and/or magical healing have already been used. Additional damage taken afterward counts as a new set of wounds."
So the set definition #3 -- assuming the usage of the word "set" is meant to be consistent between medicine and magic -- is the appropriate one.
~~~~~
Take 3P damage, then take 5P damage. A mage comes by and heals you; his drain is 6 (3+5-2). Let's say he gets 5 hits on his Spellcasting (which would require at least a Force 5 Heal to be fully effective), so your set of wounds goes from 8P to 3P.
Then you go out and take another 4P of damage. The mage rolls his eyes and goes to heal this new set of wounds. He can't touch the pre-existing 3P; that's recoverable only via rest. He can, however, attempt to heal the new set of injuries. The wound set is 4 boxes, so his drain code is 2. Let's say he gets 3 hits on his Spellcasting (again, he would have had to declare at least a Force 3 for those hits to apply), so your new set of wounds goes from 4P down to 1P.
That means your total Physical damage is now 4P (3P left from earlier and 1P left from the new stuff).
~~~~~
So basically you just need to get into the habit of tracking which wounds have been treated (and with what, since you can't use First Aid on wounds that have been magically Healed) and which are as of yet untreated.
What I do is mark a single diagonal slash through fresh wound boxes. Then when I'm given First Aid, I'll put another diagonal through the remaining boxes (making an "X") and erase the single-slash boxes that were patched up. Then when I'm magically Healed I erase the X's that were patched up and put a horizontal line through the remainders (making sort of an asterisk). Those remaining "asterisk" boxes can be healed only through rest.
If I'm ever magically Healed before receiving First Aid, then the remainder boxes go straight into asterisk mode and I shoot dirty looks at the helpful mage for a few minutes.
It's a pain (no pun intended), but that's the best way I've come up with to handle damage tracking, given the healing rules.
Shemhazai
Nov 4 2005, 12:13 AM
That is brilliant, Azralon!
Incidentally, Magicians should never be able to declare the size of the set they are attempting to heal. Then they could break the total damage into sets of 4. That would give them the minimum theshold to resist drain while at the same time making it very likely that they will, over time, be able to heal all the damage successfully.
Fortune
Nov 4 2005, 01:00 AM
A couple of notes ...
First, I think that the Drain Code for Heal should always be based on the entire Damage of the subject, regardless of the number of 'boxes' he does, or indeed can heal.
Second, a 'Set' of injuries always refers to the total damage taken since the last application of the relevant healing, be that first aid, magic, or hospitalization.
Third, and most important, always apply First Aid before any magical healing. That applies to all editions of Shadowrun. A quirk in SR4 is that you are better off just letting a high-rating medkit work its magic unless you have a very high skill level.
blakkie
Nov 4 2005, 03:03 AM
QUOTE (Fortune @ Nov 3 2005, 07:00 PM) |
First, I think that the Drain Code for Heal should always be based on the entire Damage of the subject, regardless of the number of 'boxes' he does, or indeed can heal. |
I think it's a bit clearer with Resist Pain, which has a drain with a similar notation (Damage Value - 4), that it is all the boxes of damage (of that type being addressed i guess) the patient currently has. But only a bit clearer, and by inference.
Shemhazai
Nov 4 2005, 03:33 AM
Hey, that's great too!
The set of "healable" damage may be small, but the drain code would be higher (the size of the set of total injuries minus two) because wounds farther down the damage track are nastier.
Azralon
Nov 4 2005, 04:00 PM
QUOTE (Fortune) |
First, I think that the Drain Code for Heal should always be based on the entire Damage of the subject, regardless of the number of 'boxes' he does, or indeed can heal.
Second, a 'Set' of injuries always refers to the total damage taken since the last application of the relevant healing, be that first aid, magic, or hospitalization. |
Just to stave off confusion -- and Fortune please correct me if I'm misinterpreting -- the first point is a "I'd like it better if" statement and the second point is a "this is the way it actually is" explanation.
Fortune
Nov 4 2005, 11:53 PM
Pretty much, although I don't recall seeing anything that specifically rules out #1 as being accurate in canon.
Azralon
Nov 7 2005, 08:44 PM
QUOTE (Azralon @ Nov 3 2005, 11:31 AM) |
Page 244, thankfully, tells us what a "set" is in the medicinal sense: "Medicine may only be applied once to each set of wounds, but it may be applied even if First Aid and/or magical healing have already been used. Additional damage taken afterward counts as a new set of wounds." |
That's the best definition of a set that I've found so far.
Note that the use of the word "afterward" keeps things firmly vague. After what? After the Medicine skill has been applied? After you've had First Aid and/or magical healing?
Demon_Bob
Nov 10 2005, 12:23 AM
Quick Question about the touch spells.
Because casting is a complex action does that mean that you have to cast the spell one combat pass and then attempt to strike them the next, is the attempt to hit them considered part of the action of casting the spell, or does it mean that the character just needs to be standing next to the target?
By looking at the list of combat spells provided with GM approval one could also have elemental range touch spells at (F/2) +1 Drain.
Fortune
Nov 10 2005, 01:29 AM
According to canon, the actual 'attack' is part of the spellcasting process for a Touch-based spell.
Azralon
Nov 10 2005, 02:32 PM
A popular combo is to have a low Strength, a high Unarmed skill, and use Death Touch. Not only do you get +2 to hit, but since all you have to do is make contact ties go to the attacker.
The jury (possibly the Adam Jury) is still out on if you'd be doing your unarmed damage plus the damage of the spell, or just the spell's damage.
Millamber
Nov 11 2005, 09:42 AM
I have noticed a few people mentioning about taking incompetence just to get a few extra BP's. One thing you may not be aware of is that having incompetence in a skill gets you a point of notoriety, for each instance of the incompetence.
RunnerPaul
Nov 11 2005, 07:38 PM
QUOTE (Millamber) |
I have noticed a few people mentioning about taking incompetence just to get a few extra BP's. One thing you may not be aware of is that having incompetence in a skill gets you a point of notoriety, for each instance of the incompetence. |
Woohoo! That makes my Intimidation Troll character even more effective!
Azralon
Nov 15 2005, 04:09 AM
Not sure if this is the right thread to talk about Incompetence and Notoriety, but I'll risk a blurb.
Oddly enough, my group was just talking about that today. You can be the most incompetent SOB ever -- taking it 7 times in different skills -- and for some reason you effectively get +7 to Intimidate.
Is that why Jabba had a palace? He was a fool to take Infirm; it's worth only +1 to Intimidate!
Teulisch
Nov 15 2005, 05:03 AM
hmm. i can see someone taking the adept quality, then getting the points back from incompetance in various magic skills... and then getting a LOT of cyberware. free points for making a burnt out mystic adept. and there just happen to be 7 magic skills in all. 25 free points, no real disadvantage, and +7 intimidate. obviously broken.
the only limit on incompetance is that it be an active skill you have to ranks in. they should probably add an errata clarification.
Fortune
Nov 15 2005, 05:27 AM
QUOTE (Teulisch @ Nov 15 2005, 04:03 PM) |
the only limit on incompetance is that it be an active skill you have to ranks in. they should probably add an errata clarification. |
I don't recall anything about a requirement that a Skill be 'Active' in order for one to be incompetent in it. In fact, the Conversion Guide has an example of someone with the Incompetent Quality for a Knowledge Skill (Yakuza).
I do recall that SR4 canon specifically states that a character cannot have any 'ranks' in a Skill in which he is incompetent (which is the exact opposite of SR3)
Teulisch
Nov 15 2005, 06:16 AM
it says active skill. "may not be applied to knowledge or language skills". p. 82.
the conversion guide is probably the text in error.
Millamber
Nov 15 2005, 11:04 AM
Notoriety, apart from helping with intimidation is bad. The GM should impose penalties on characters with low notoriety, like it specifies in the book.
QUOTE |
Depending on the situation, Notoriety serves as a modifiier to the character’s Street Cred. If a character is trying to earn someone’s trust or otherwise win them over |
and
QUOTE |
Highly notorious characters are also more likely to be targeted by police, revenge-seekers, or young hotshots looking to make a rep for themselves. |
but a GM should look carefully at allowing any character with too many incompetencies.
Rotbart van Dainig
Nov 15 2005, 11:36 AM
QUOTE (Millamber) |
The GM should impose penalties on characters with low notoriety, like it specifies in the book. |
High, you mean.
Azralon
Nov 15 2005, 04:39 PM
Street Cred and Notoriety only apply when the other guy knows about your reputation, though. So they'd need to roll an appropriate Knowledge skill ("Seattle Shadowrunners" or the like), adding your Public Awareness rating to their pool, to discover if they've heard of you before.
Then your SC & N would apply. That is, if you're not disguised, invisible, talking to them over only text chat, or whatever that would prevent them from identifying you.
Lilt
Nov 15 2005, 10:13 PM
Has there been anything back on the seemingly insane reaction attributes of spirits?
To give an example, by the book a force 6 air spirit has a reaction of 24. Air spirits get F*4, fire spirits get F*3, and others get F*2.
A search reveals a post suggesting that they're the same as the movement multipliers on SR3 spirits, implying a bad cut&paste job. It seems that the attribute multiplier has made its way over to the actual initiative column implying that it was a concious choice, and each spirit type also has a listed speed already.
What gives?
Fortune
Nov 16 2005, 04:01 AM
QUOTE (Teulisch) |
it says active skill. "may not be applied to knowledge or language skills". p. 82.
the conversion guide is probably the text in error. |
Fair enough ... thanks.
Azralon
Nov 16 2005, 10:04 PM
QUOTE (Lilt) |
Has there been anything back on the seemingly insane reaction attributes of spirits? |
Word is that the German errata officially changed the x's to +'s.
fistandantilus4.0
Nov 27 2005, 05:49 AM
Just double checking, as spellcasting is an active skill, and Imp ability boosts dice for 'Active Skills', it is now possible to apply this adept power to spell casting, yes?
Feshy
Nov 27 2005, 07:45 AM
QUOTE (fistandantilus3.0) |
Just double checking, as spellcasting is an active skill, and Imp ability boosts dice for 'Active Skills', it is now possible to apply this adept power to spell casting, yes? |
No.
Improved Ability applies to Combat Skills (.5 power points / level ) or to Physical, Social, or Technical skills (.25 power points / level). None of those categories include the separate category of Magical Skills. Also not included are Resonance and Vehicle skills.
Oddly, the wording is weird... the description says you can use it with a "specific active skill" (which is probably why you got that impression), but only lists the cost for Combat, Physical, Social, and Technical. So presumably, only those 4 categories are valid.
fistandantilus4.0
Nov 27 2005, 08:19 AM
thanks, hadn't thought to check the different costs. I was just looking under the 'any active skill'. I'll look in to that.
apple
Nov 27 2005, 10:01 AM
QUOTE (Azralon) |
QUOTE (Lilt @ Nov 15 2005, 06:13 PM) | Has there been anything back on the seemingly insane reaction attributes of spirits? |
Word is that the German errata officially changed the x's to +'s.
|
Word is, that these changes are official (according to some german freelancers/playtesters) and should be included in a future english errata.
SYL
Eyeless Blond
Nov 27 2005, 10:16 AM
Frankly they ought to change some of those +'s to -'s. Attributes are much more difficult to get in SR4 than SR3, and far more valuable. That is, except for spirits, who alone of all the critters/NPCs are direct copies of what they were previously. Most spirits are still far too damn powerful for their Force level, even without the completely insane levels of Reaction they have currently.
maa01
Nov 27 2005, 11:45 PM
When I'm casting a spell with spirit using Aid Sorcery, do I need one or more actions? Can I tell him to help me and cast in complex action, or do I need command spirit action first?
Cold-Dragon
Nov 28 2005, 05:24 AM
QUOTE (Eyeless Blond @ Nov 27 2005, 05:16 AM) |
Frankly they ought to change some of those +'s to -'s. Attributes are much more difficult to get in SR4 than SR3, and far more valuable. That is, except for spirits, who alone of all the critters/NPCs are direct copies of what they were previously. Most spirits are still far too damn powerful for their Force level, even without the completely insane levels of Reaction they have currently. |
that's partly why they're spirits - you'll notice a lot of para critters or similar are deadlier than regular people - it's part of the tread of being newborn to magic again and the fact not having a dependant physical body gives spirits an edge over fleshies.
as for dual-bodied - dragons would be very embarassed if they weren't stronger than people by default (being that big, but so weak...no hoard is safe) but other dual critters have to contend to the fact they have a open weakness if they can't defend on one side of the planes. your mage buddies don't have to come to the fight physically if there's an astral target for them to hunt down.
lots of disadvantages (but yes, advantages too) to being paranormal. You just have to find the right boxes, push the right buttons, and don't use the hold out pistol (the last one will just get you laughed at).
Demon_Bob
Dec 3 2005, 03:17 AM
Could a Magical Lodge be primarily in VR?
Was wondering about options for those mages who do not have spave for their own private lodge.
Demon_Bob
Dec 4 2005, 04:55 AM
QUOTE |
And because they are ment to be the kickass, awakened watch dogs. Sonar helps them to avoid getting fooled by Invisibility. It even gives them a chance to detect sneaks that are augmenting their stealth with Silence, by the gaping void that spell tends to create in sonar "vision". |
Would the spell stealth make you harder to be detected by sonar?
ogbendog
Dec 6 2005, 05:32 PM
along those lines, Ultrasound specifically can see invisible people (page 324) but what about improved invisibility?
Feshy
Dec 6 2005, 08:22 PM
QUOTE (ogbendog) |
along those lines, Ultrasound specifically can see invisible people (page 324) but what about improved invisibility? |
Improved invisibility actually bends light around the target -- sound waves are unaffected. Therefore, logically, improved invisibility does not defeat ultrasound.
However... Normal (un-improved?) invisibility works on the living target's mind, causing him to not see you. As this is entirely independent of the method of perception, logically it would defeat ultrasound. Unfortunately, the page you list contradicts this logic, and then gives no mention of improved invisibility.
So, flip a coin I guess; 'cause logic doesn't apply.
Feshy
Dec 6 2005, 08:29 PM
QUOTE (Demon_Bob) |
QUOTE | And because they are ment to be the kickass, awakened watch dogs. Sonar helps them to avoid getting fooled by Invisibility. It even gives them a chance to detect sneaks that are augmenting their stealth with Silence, by the gaping void that spell tends to create in sonar "vision". |
Would the spell stealth make you harder to be detected by sonar?
|
Stealth *might* make you harder to detect by sonar, or it might make you glaringly obvious.
To draw an analogous situation, absorbing all sound waves (affected by the stealth spell) is equivalent to wearing all black (which absorbs all visible light). If you are standing in front of a steel wall, which is echoing back all the sound very clearly, you'll stick out just as clearly as someone in all black standing against a white backdrop. However, if you are standing in an open field, with nothing but the horizon behind you (which won't reflect the sonar) then you will be effectively invisible. You would also be fine in front of a wall coated in acoustical foam.
So, wether or not the stealth spell makes you harder to detect by sonar depends on what is behind you, basically.
Eyeless Blond
Dec 7 2005, 05:44 PM
Or, you know, it could work analogously to the Invisability spell, but for sound. If Invisability just blocked all light, you'd just be a big black outline standing there. Since Invis doesn't work that way, there's no reason to believe that Stealth does either.
Feshy
Dec 7 2005, 05:59 PM
QUOTE (Eyeless Blond) |
Or, you know, it could work analogously to the Invisability spell, but for sound. If Invisability just blocked all light, you'd just be a big black outline standing there. Since Invis doesn't work that way, there's no reason to believe that Stealth does either. |
The rules of silence really imply that the character makes no noise at all; and I'm pretty certain that would include echoing back Sonar and the like. Contrast that with illusion, which specifically states it warps light around a target.
However, I like your interpretation better, even if it's not exactly supported by the spell description. It adds a nice symmetry between stealth and invisibility. Besides, *something* has to counteract Ultrasound; and as the rules specifically state that un-improved invisibility isn't it, it might as well be stealth.
Eyeless Blond
Dec 7 2005, 06:10 PM
What I'd still like to see is a spell or *something* that makes you invisible on the Astral. As it stands Astral Perception is just too good in terms of vision modifiers, even if you now have to pay for a second skill just to use it.
Feshy
Dec 7 2005, 06:41 PM
QUOTE (Eyeless Blond) |
What I'd still like to see is a spell or *something* that makes you invisible on the Astral. As it stands Astral Perception is just too good in terms of vision modifiers, even if you now have to pay for a second skill just to use it. |
Would normal invisibility work here? It is a mana spell, and thus can be cast on the astral. Of course, it presumably doesn't hide *itself* on the astral, so you might still see a spell walking around. Or, maybe that too would be cloaked from the mage's mind.
Really, I think I have strong disagreements with the game designers about what "affecting the mind of the target" would accomplish.
Actually, as "invisibility" affects a single sense, sight (according to older rulebooks) I could see an argument for it not working on "astral sight" which is a "sixth" sense and thus not tied directly to sight. But, that would leave open the possibility of spells affecting this sixth sense... which could be interesting to say the least.
Astral invisibility might be fun... but not half as much fun as astral phantasm (Actually, phantasm is already multi-sense, to use the old terminology, so maybe this is already doable?)
I'm not sure, but that might be rather unbalancing for the game. But I agree, there needs to be *some* way to pull "dirty tricks" on the astral. As it stands, anyone with astral perception (and fluff text aside, that's a lot of people in SR) can effectively negate any and all cool "sneaky magic tricks" by astrally perceiving and thus being unaffected.
So, it might be good to come up with some mechanism for astral shenanigans. And things probably won't be *too* unbalanced, whatever that mechanism is, because it'll work only from one magic user to another -- so it won't really make magic more or less powerful relative to the rest of the game.
ogbendog
Dec 8 2005, 08:33 PM
Mentor sprit bonus dice.
It does say specifically; can they be used for drain, for casting, for either?
ogbendog
Dec 8 2005, 08:33 PM
duplicate