From: | Gurth gurth@******.nl |
---|---|
Subject: | Limited spells (was Re: Turn to goo spell effects) |
Date: | Sun, 18 Jun 2000 19:48:34 +0200 |
> > IMHO, you'd have to recast it to change the subject of the spell, or at
> > least resist Drain again when you do. [snip]
>
> And outside the mechanics of the spell as far as I understand them. The
> "Detect (Object)" spell for instance. You actually have to learn a
"Detect
> Firearm Type" "Detect Cyberdeck" "Detect Bug Scanner"
"Detect Special Ares
> Prototype-A" etc... ad nauseum. Hence, you'd have to have something
> similar.
That's why I suggested target types for spells, instead of very specific
targets, and having to select a specific target from that type at the
moment the spell is cast.
> Hmm ... I can see where the real problem would come in. The readers (GM or
> Players) interpretation.
Yep.
[Bonus Game Effect modifiers]
> The reason they were removed was simply because they were too transient. It
> was left up to the GM what was what level of "Bonus Game Effect". That
also
> made it hard for a comparison of effects between FASA canon material and
> what a GM might consider what level of effect.
IOW, they were removed to cater for the lowest common denomintor, instead
of assuming the readers can think for themselves. Great...
> > Maybe there would have to be some broad groups (People/Animals, Plants,
> > Electronics, Vehicles, etc.) from which you can select more specific
> > targets. You'd learn a Detect (Plants) spell and then be able to cast it
> > as Detect Oak Tree, Detect Rose Bush, or Detect Grass. This is much more
> > useful than needing to have all those as separate spells, but not so
> > powerful that you can detect anything by learning a single spell.
>
> Not really sure I see the comparison using these words.
The thing Mongoose and I are trying to do is find a way to allow (in this
case) a certain type of detection spell to be more useful than it is now,
and for that, it looks to me like we need something that isn't in the SR
rules -- namely, the possibility of changing a spell's parameters while
it's being cast (or perhaps while being sustained).
> Personally, I think the idea of using the Detection Spell modifiers as
> far as determining targets and such would come into play, and at least
> are written down in the book now.
IMHO, that's precisely the problem. Using the spell design rules as they
exist in MITS, you just won't be able to build a spell like what's needed
here...
> In this case, I am referring to the usage of the Superficial Mind
> Interaction (Detect Enemies), and similar instances.
Superficial Mind Interaction has gone the same way as Bonus Game Effect :)
--
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