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Message no. 1
From: Mike & Linda Frankl mlfrankl@***.com
Subject: Dodging Area Effect Elemental Spells...
Date: Sun, 14 May 2000 13:55:04 -0400
Hi all,

In my game last night a question arose about dodging area effect elemental
spells. The rules allow for it but do not provide any modifiers (that I
could find at the time) for the area effect vs. the single target. When
dodging burst or autofire (which is comparable to the area effect) the
targets go up vs. a single shot which is just 4. If anyone knows of any
canon based rules for this please let me know.

Thanks,

Smilin' Jack

Franklin Isshinryu School of Karate
http://msnhomepages.talkcity.com/RallyRd/mlfrankl/fiskhome.htm
Message no. 2
From: Manolis Skoulikas great_worm@*****.com
Subject: Dodging Area Effect Elemental Spells...
Date: Wed, 17 May 2000 21:00:37 +0300
Mike & Linda Frankl wrote:
>
> Hi all,
>
> In my game last night a question arose about dodging area effect elemental
> spells. The rules allow for it but do not provide any modifiers (that I
> could find at the time) for the area effect vs. the single target. When
> dodging burst or autofire (which is comparable to the area effect) the
> targets go up vs. a single shot which is just 4. If anyone knows of any
> canon based rules for this please let me know.
>
> Thanks,

Damage mods are self explanatory.
Burst anf full auto do not apply.

I take it you use the shotgun spread rules for dodging area affects. I
know we do, as a team, since the begining of SR3.
(+1 per meter of shotgun spread)
It is only logical that if greater spread makes it more difficult for
you to dodge flechettes,
it is as difficult to dodge acid or flames or blasts for that matter.
It's basically getting out of the way and positioning your body out of
harm's way.

So +1 per meter to the nearest safe point.
(e.g. A blast is centered near you and it is 5 meters to the end of the
spell's area of effect, it's a +5 to the dodge TN)

the wiz

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