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Message no. 1
From: briann@*******.com
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Tue, 11 Jun 1996 04:27:15 +0000
On June 7 1996, Ben Singley wrote a question about spell defense
and damaging manipulations.

Well, here is my take on the situation.

According to Pg 132 of my SRII Hard Cover in the middle of the
last paragraph in the first column

"When protected characters or objects are attacked by magic,
the magician that allocated the spell devense dice in the first
place can choose to use those dice to protect that target."

This says nothing about not protecting against damaging
manipulations. Therefore you are correct.

However, I have one note you might want to use. When using
normal spell defense, it does not matter when you use the spell
defense dice, they can be lumped in with your normal damage
resistance roll and the effects will not make any difference.
On the other hand when using shielding, you should seperate the
damage resistance roll from the shielding roll. Here is my
reasoning.

1. in the spirit of the way shielding is stated on pg 45 of the
Grimoire II, the target number should be raised. If you do not like
the spirit of this rule, then re-read shielding and you may come to
the conclusion that shielding should raise the attributte, this would
affect the base number of dice being rolled by the target as well as
increasing the target number to be affected by the spell. after this
then those dice allocated to shielding in the magic pool would be
applied. If you interpret it this way, then a mage with a willpower
of 6 and 6 dice in his magic pool allocated to shielding, attacked by
a manabolt would have his willpower raised to 12, then apply the
shielding dice, giving him 18 dice to roll in his defense. However if
you stick to the spirit of the rule as given in the description of it's
use (also on page 45 of Grimoire II) he would only get 12 dice to
roll and the attacking magician would have target numbers of 12.

2. If you stick to the spirit of shielding, then the target number
of the spell being cast should have it's target numbers raised,
regardless of weather or not it affects an attribute. It's all in
the way you interpret the rule. Either way can have far reaching
consiquences.

Sticking to the spirit of the law, you should have the attacking
magician make his attacks, with a target number equal to 4+(number of
shielding dice allocated). Note this may vary from target to target
if it is an area effect spell, and shielding dice are being split up
un-equally between those being defended. After this you have the
targets roll their shielding dice only subtracting these successes
from the attackers successes. With this new adjusted number of
successes for the attacker, you can determine the final damage level
of the spell. Note (I believe there is a rule somewhere) that for
every 2 successes beyond a deadly wound, the power of the attack goes
up by 1 {hope this doesn't happen}. Finaly the target rolls his body
plus any combat pool dice with a target number equal to the force of
the spell minus 1/2 his impact armor rounded down. Now you determine
the nasty effect on the target.

If you want to go with the letter of the law, you should still raise
the attribute, namely Body then lump in any combat pool dice along
with adding the shielding dice. Now make two simple rolls, the
attackers roll versus the targets roll. Man is the shielded target
going to have lots of dice. Lets take a street sam with a body of 8
protected by a mage shielding him furter behind and out of the area
effect of the spell. the mage gives the samurai 4 dice 4 shielding.
and he has a combat pool of 8. He also has an armor jacket giving
him an effective -1 to target numbers for his successes. He is
getting a force 6 acid spell thrown at him oh yes, the attacking mage
is throwing all 6 of his magic pool into the spell's attack. This
gives the defending samarai the following.
effective body 12 (base 8 + 4 shielding)
combat pool of 8 because the sammy does not like spells
shielding dice of 4.

The samurai rolls 12+8+4 for a grand total of 24 dice versus the
spells force of 6 (can we say lots of successes). where as the
attacking mage is rolling 12 dice versus a target number of 4. Now
granted this is a situation taken to it's extreme, but possible. Any
way the samurai should cake walk through the spell and then gut the
mage.

If you have any coments, please read the rules first, I know this is
going to raise a lot of tempers in the room, but you can go with
whatever interpretation you like, even ignoring my possibilities.

sincerely,

Brian K. Nielsen
e-mail: briann@*******.com
Message no. 2
From: Night Prowler <ggreve@*******.hanse.de>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Tue, 11 Jun 1996 17:14:54 +0200
Date: Tue, 11 Jun 1996 17:14:50 +0200 (MET DST)

Brian K. Nielsen wrote:

> "When protected characters or objects are attacked by magic,
> the magician that allocated the spell devense dice in the first
> place can choose to use those dice to protect that target."

> This says nothing about not protecting against damaging
> manipulations. Therefore you are correct.

It doesn't say anything about helping against firearms, but I wouldn't
try to claim it does, so this can't be the crucial point. The point is
that an area damaging manipulation doesn't have a specific target, it
doesn't ground though auras and stuff, it is REAL - that is why
damaging manipulations affect even targets the caster cannot see !

The effect of damaging manipulation area effect spells is similar
to those of grenades (thats why armor helps) and for EE spells specific
circumstances (which are as mundane as it gets) help as well.

> 2. If you stick to the spirit of shielding, then the target number
> of the spell being cast should have it's target numbers raised,

The spirit of shielding is that you can "toughen" a targets aura and
hence make it much more difficult for most spells to affect that
target.

> regardless of weather or not it affects an attribute. It's all in

What has the weather got to do with it ??? Does shielding only work on
sunny days ??? ;-))) (sorry, couldn't resist)

> the way you interpret the rule. Either way can have far reaching
> consiquences.

Exactly. I don't see why it should reduce the effect of the spell for
the goon on the left if someone is shielding the guy on the right who
is 6 meters away from him but that's the consequence of allowing
shielding against damaging manipulations.

Imagine following situation:

Mage A is casting an "acid bomb" which goes off pretty nasty. There
are two poor goons in the area of effect (I call them goon A and goon
B). Fortunately there is Mage B around, shielding goon A. Mage B
cannot see Mage A, goon B or the spell, but his shielding helps goon B
nearly as much as it does goon A, because Mage A has to roll dices
against (4+shielding dice) which results in a lot less successes
(all this although Mage B has never seen anything of the actual
spell).
Now think one step further: Mage C (who cannot see Mage A, goon A or
the spell) wants to shield goon B, so Mage A rolls against
(4+shielding of Mage B+shielding of Mage C) although neither Mage B or
C has ever seen Mage A, the spell or the other goon, both affect the
spell and both goons...

Allowing shielding for damaging manipulations only leads to a huge big
mess, that's why I tend to disallow it.

Later,
Georg

--
+------------------------------------------------------------------------+
| "The curse of love is the cause of the pain [...] |
| If you give them a finger, they'll take off your hand" |
| AC/DC - "C.O.D." |
+------------------------------------------------------------------------+
| Georg Greve greve@*******.Hanse.DE |
| Tel.: +49-40-8223482 greve@*******.uni-hamburg.de |
+------------------------------------------------------------------------+
Message no. 3
From: briann@*******.com
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Tue, 11 Jun 1996 14:15:47 +0000
Night Prowler wrote on June 11, 1996

> It doesn't say anything about helping against firearms, but I wouldn't
> try to claim it does, so this can't be the crucial point. The point is
> that an area damaging manipulation doesn't have a specific target, it
> doesn't ground though auras and stuff, it is REAL - that is why
> damaging manipulations affect even targets the caster cannot see !
>
I didn't say it helped against firearms, and I am not making that
claim. However if you re-read shielding in the Grimoire 2nd Edition,
you will note that it works just like spell defense with 2
exceptions. It increases the number of dice a protected character
rolls to resist a spell, and it also enhances his resisting
attribute. Two distinct advantages over Spell defense which already
increases the number of dice a protected character rolls. This means
that the affected attribute would be raised, for defending against
spells only, and then you would add your assigned shielding dice from
the magic pool.
>
> The effect of damaging manipulation area effect spells is similar
> to those of grenades (thats why armor helps) and for EE spells specific
> circumstances (which are as mundane as it gets) help as well.
>
The big advantage of damaging manipulations is that you do not have
to see your target to affect him. However, although in cases of area
effect spells they do have what is called a blast radius similar to a
grinade, that is not exactly a correct analogy. the effect of the
spell does not start at it's center and blow out, it is created all
over the area effect simultaniously, so an acid bomb creates a
spherical area filled with acid for 1 instant. The game balancing
side of damaging manipulations is the allowing of armor to help
defend against it, plus any other modifiers related to hitting your
target (yes as if throwing a grenade).
>
> The spirit of shielding is that you can "toughen" a targets aura and
> hence make it much more difficult for most spells to affect that
> target.
>
The spirit of spell defense and shielding is to protect against magic
attacks.
>
> > regardless of weather or not it affects an attribute. It's all in
>
> What has the weather got to do with it ??? Does shielding only work on
> sunny days ??? ;-))) (sorry, couldn't resist)
>
Just call me an old english teacher ;)
>

>
> Exactly. I don't see why it should reduce the effect of the spell for
> the goon on the left if someone is shielding the guy on the right who
> is 6 meters away from him but that's the consequence of allowing
> shielding against damaging manipulations.
>
wait a minute, I have a question for you. Are you still using first
edition? If so, pick up the second edition and read the way spell
defense works now.
>
> Imagine following situation:
>
> Mage A is casting an "acid bomb" which goes off pretty nasty. There
> are two poor goons in the area of effect (I call them goon A and goon
> B). Fortunately there is Mage B around, shielding goon A. Mage B
> cannot see Mage A, goon B or the spell, but his shielding helps goon B
> nearly as much as it does goon A, because Mage A has to roll dices
> against (4+shielding dice) which results in a lot less successes
> (all this although Mage B has never seen anything of the actual
> spell).
>
Goon B gets no help at all from the shielding dice. the target
numbers to hit goon B are 4's, in the one roll count up everything 4
and above and apply it to goon B. Now against Goon A you would use
the modified target number. Spell defense only works for the
protected individual. It does not weaken the spell as a whole which
it used to in First Edition Shadowrun.
>
> Now think one step further: Mage C (who cannot see Mage A, goon A or
> the spell) wants to shield goon B, so Mage A rolls against
> (4+shielding of Mage B+shielding of Mage C) although neither Mage B or
> C has ever seen Mage A, the spell or the other goon, both affect the
> spell and both goons...
>
No, no, no. again re-read spell defense in the basic Shadowrun
Second Edition rule book page 132 in my hardcover. Spell defense and
shielding (which works just like spell defense except for increaseing
the defending attribute, and giving extra dice for resisting the
spell) can only be applied to individuals inside the Line Of Sight of
the mage providing the spell defense or shielding. If you are out of
sight, you get diddly. Again spell defense and shielding do not
weaken the whole spell as it used to in first edition. It only
strengthens the individual being protected.
>
> Allowing shielding for damaging manipulations only leads to a huge big
> mess, that's why I tend to disallow it.
>
I don't think it's that big of a mess. However it does cause one
axium to come to mind that hold's true in every shadowrun game.

Shoot the Mage first.

See Ya Chummer

Brian K. Nielsen
e-mail: briann@*******.com
Message no. 4
From: bsingley@*****.com (Ben Singley)
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Tue, 11 Jun 1996 17:41:22 -0400
On 6/11/96, Brian wrote:


>Sticking to the spirit of the law, you should have the attacking
>magician make his attacks, with a target number equal to 4+(number of
>shielding dice allocated). Note this may vary from target to target
>if it is an area effect spell, and shielding dice are being split up
>un-equally between those being defended. After this you have the
>targets roll their shielding dice only subtracting these successes
>from the attackers successes. With this new adjusted number of
>successes for the attacker, you can determine the final damage level
>of the spell. Note (I believe there is a rule somewhere) that for
>every 2 successes beyond a deadly wound, the power of the attack goes
>up by 1 {hope this doesn't happen}. Finaly the target rolls his body
>plus any combat pool dice with a target number equal to the force of
>the spell minus 1/2 his impact armor rounded down. Now you determine
>the nasty effect on the target.
>
>If you want to go with the letter of the law, you should still raise
>the attribute, namely Body then lump in any combat pool dice along
>with adding the shielding dice. Now make two simple rolls, the
>attackers roll versus the targets roll. Man is the shielded target
>going to have lots of dice. Lets take a street sam with a body of 8
>protected by a mage shielding him furter behind and out of the area
>effect of the spell. the mage gives the samurai 4 dice 4 shielding.
>and he has a combat pool of 8. He also has an armor jacket giving
>him an effective -1 to target numbers for his successes. He is
>getting a force 6 acid spell thrown at him oh yes, the attacking mage
>is throwing all 6 of his magic pool into the spell's attack. This
>gives the defending samarai the following.
> effective body 12 (base 8 + 4 shielding)
> combat pool of 8 because the sammy does not like spells
> shielding dice of 4.
>
>The samurai rolls 12+8+4 for a grand total of 24 dice versus the
>spells force of 6 (can we say lots of successes). where as the
>attacking mage is rolling 12 dice versus a target number of 4. Now
>granted this is a situation taken to it's extreme, but possible. Any
>way the samurai should cake walk through the spell and then gut the
>mage.
>
>If you have any coments, please read the rules first, I know this is
>going to raise a lot of tempers in the room, but you can go with
>whatever interpretation you like, even ignoring my possibilities.
>
>sincerely,
>
>Brian K. Nielsen


Thanks for all the research. With your permission, I'd like to e-mail this
over to the gamers in my group.

Here's something interesting. One of our GMs found a rule somewhere about
area affect spells. The rules state specifically (this is outta Grimoire)
that in terms of game mechanics, the player rolls the dice ONCE. The
implication is that you can't use karma for rerolls (doesn't apply to
drain, etc). The basic idea, according to his interpretation, is that when
you're throwing the spell and there are different target numbers depending
on what is in the area of affect, you really don't know which dice to
reroll.... or something like that.

Any word on this from FASAMike, the DLoH?

Ben
Message no. 5
From: Ubiquitous <weberm@*******.net>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Tue, 11 Jun 1996 18:51:04 -0400 (EDT)
At 05:14 PM 6/11/96 +0200, Georg wrote:
>Brian K. Nielsen wrote:
>
>> "When protected characters or objects are attacked by magic,
>> the magician that allocated the spell devense dice in the first
>> place can choose to use those dice to protect that target."
>
>> This says nothing about not protecting against damaging
>> manipulations. Therefore you are correct.
>
>It doesn't say anything about helping against firearms, but I wouldn't
>try to claim it does, so this can't be the crucial point.

It would only do so if a mage had cast a DM spell which created a bullet
which then flew at the target at a high rate opf speed. Elemental blast
side effects anyone? *grin*

>The point is that an area damaging manipulation doesn't have a specific
target,
>it doesn't ground though auras and stuff, it is REAL - that is why damaging
>manipulations affect even targets the caster cannot see !

As I see it, the material is created/guided by magic, so I'd allow spell
defense and shilding to work.

>> 2. If you stick to the spirit of shielding, then the target number
>> of the spell being cast should have it's target numbers raised,
>
>The spirit of shielding is that you can "toughen" a targets aura and
>hence make it much more difficult for most spells to affect that
>target.

We've always resolved it by raising the attribute wrt target numbers, if
applicable and giving the target defense dice equal to the "new" rating,
then adding the number of shielding dice. The shielding question hasn't come
up very much in my group, so maybe it chagned since 1st edition.

>Imagine following situation:
>
> [snip]

Aaaieeee!!! My head exploded!

>Allowing shielding for damaging manipulations only leads to a huge big
>mess, that's why I tend to disallow it.

But honestly, Georg, just how often is the situation you described take place?
It looks rare enough to not be a problem as long as everyone keeps his wits
about himself.

--
"I remember my first sexual encounter because I kept the recipe."
- Jeff Dahmer
Message no. 6
From: Ubiquitous <weberm@*******.net>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Tue, 11 Jun 1996 18:58:12 -0400 (EDT)
At 05:41 PM 6/11/96 -0400, Ben wrote:

>Here's something interesting. One of our GMs found a rule somewhere about
>area affect spells. The rules state specifically (this is outta Grimoire)
>that in terms of game mechanics, the player rolls the dice ONCE. The
>implication is that you can't use karma for rerolls (doesn't apply to
>drain, etc). The basic idea, according to his interpretation, is that when
>you're throwing the spell and there are different target numbers depending
>on what is in the area of affect, you really don't know which dice to
>reroll.... or something like that.

I can kinda understand that for area Combat spells on people with different
W/B scores (Now isn't THAT a scarey thought?), but since the target for area
DM spells is always 4 ...


--
"I remember my first sexual encounter because I kept the recipe."
- Jeff Dahmer
Message no. 7
From: briann@*******.com
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Tue, 11 Jun 1996 16:40:30 +0000
>
>
> Thanks for all the research. With your permission, I'd like to e-mail this
> over to the gamers in my group.
>
Go right ahead, you have my permision.
>
> Here's something interesting. One of our GMs found a rule somewhere about
> area affect spells. The rules state specifically (this is outta Grimoire)
> that in terms of game mechanics, the player rolls the dice ONCE. The
> implication is that you can't use karma for rerolls (doesn't apply to
> drain, etc). The basic idea, according to his interpretation, is that when
> you're throwing the spell and there are different target numbers depending
> on what is in the area of affect, you really don't know which dice to
> reroll.... or something like that.
>
Your GM is correct you roll the dice once for area effect spells.
Let me give you an example.

first some titles
Mage A = Attacking Mage
Mage B = Defending Mage Willpower of 6
Goon A = Buddy of Mage B Willpower of 4
Goon B = Buddy of Mage B Willpower of 5
Goon C = Lesser aquantance of Mage B, but on his side.
Willpower of 4
Shadowrunners = Mage B + Goon's A - C.

Mage A is attacking Shadowrunners with a manaball spell (or any other
area effect spell). Mage A is casting the spell at force 6 and is
using all 6 of his magic pool dice, he really want this group dead.
Now Mage B is a grade 0 initiate and has allocated all 4 of his 6 magic
pool dice to shielding. Goon A is standing in the open in full sight of
Mage A. Goon B is hiding behind a crate, but can just be made out by
Mage A this gives Goon B partial cover +4 to hit Goon B. Goon C is
also standing out in the open. Mage B is next to Goon B and has the
same partial cover modifier of +4.
Now Mage B allocates his 4 shielding dice as follows. 2 for himself,
and 2 for Goon A his buddy out in the open. He decides Goon C the
new guy needs a lesson (possibly a deadly lesson, but decides his
buddy just got unlucky). this gives you the following target
numbers.
Mage B Willpower 6 + Partial Cover 4 + Shielding 2 = Target Number
of 12 for attacking mage. Willpower 6 + 2 shielding dice gives
him 8 dice to resist the attack. Mage B wants to live.
Goon A Willpower 4 + Shielding 2 = Target Numbers of 6 for the
attacking mage. And also gives him 6 dice to resist the spell.
Goon B Willpower 5 + Partial Cover (no shielding) = Target Numbers
of 9 for attacking mage. and gets just his willpower of 5 to
resist the spell.
Goon C Willpower 4 (no partial cover, and no shielding) = Target
Numbers of 4 for the attacking mage. And only 4 dice to resist
the effects of the spell.

Now the attacking mage for his manaball just once. Not disturbing
the dice, the Games Master has him count up every dice that has a 4
or more on it and writes that number down to apply to Goon C later.
Still not touching the dice, the GM now has the attacking mage count
up every dice roll that came up a 6. The GM writes this down to
apply to Goon A later on. Now the GM has the attacking mage pick up
just those dice that came up sixes, removing the other die from the
path of the re-roll. Now the GM has him count the dice that came up
3's or higher, adding to 6 gives 9's or higer and applies those to
Goon B again later having written them down. Finally the GM counts
up the new rolls of 6 adding them to the previous 6 roled on that
dice for target numbers of 12, These are written down so that they
can be applied to Mage B.

I know this is a long example, but this is basically how it works.
The attacking mage rolls once, and then counts up successes twards
the lowest target number first, then recounts for higher target
numbers. After this paper work is out of the way, then the defenders
should roll to resist the spell, and the attacking mage rolls for
Drain.

Hope this helps you out

Brian K. Nielsen
e-mail: briann@*******.com



>
> Any word on this from FASAMike, the DLoH?
>
> Ben
>
>
>
>
Message no. 8
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Wed, 12 Jun 1996 08:48:50 GMT
briann@*******.com writes

> Your GM is correct you roll the dice once for area effect spells.
> Let me give you an example.
>
cut details, all correct.

> Mage B Willpower 6 + Partial Cover 4 + Shielding 2 = Target Number
> of 12 for attacking mage. Willpower 6 + 2 shielding dice gives
> him 8 dice to resist the attack. Mage B wants to live.
> Goon A Willpower 4 + Shielding 2 = Target Numbers of 6 for the
> attacking mage. And also gives him 6 dice to resist the spell.
> Goon B Willpower 5 + Partial Cover (no shielding) = Target Numbers
> of 9 for attacking mage. and gets just his willpower of 5 to
> resist the spell.
> Goon C Willpower 4 (no partial cover, and no shielding) = Target
> Numbers of 4 for the attacking mage. And only 4 dice to resist
> the effects of the spell.
>
> Now the attacking mage for his manaball just once.
Yes
cut again

> I know this is a long example, but this is basically how it works.
Correct. For those that need to check read the bottom of quickening
p44 GR2 that refers to the specific case of having to generate a
single target number for the number of rounds you have to sustain the
quickened spell - yes i was reding GR2 last night :)

> The attacking mage rolls once, and then counts up successes twards
> the lowest target number first, then recounts for higher target
> numbers. After this paper work is out of the way, then the defenders
> should roll to resist the spell, and the attacking mage rolls for
> Drain.
>
And if you want to karma the roll only dice which are not success at
the lowest target number get rerolled, this can make clipping spare
pedestrians a real pain as lots of dice will get themn but not a
shielded bad guy, as they are successes they will not reroll. I have
been known to want 'that phsad to be body 6' so i could reroll as
many dice as possible cause the car is a fixed 8 and it was the twin
miniguns thats needed shut down.

> Hope this helps you out
>
> Brian K. Nielsen
> e-mail: briann@*******.com
>
Overall very good, but the comment on karma was needed after some
peoples confusion, this is not all that hard to apply generally, all
the GM may want to request is don't use ceneteraing vs penaties to
target numbers in this situation, the maths is easy but you need a
pencil and paper to write down all the numbers that result!

Mark


>
>
> >
> > Any word on this from FASAMike, the DLoH?
> >
> > Ben
> >
> >
> >
> >
>
Message no. 9
From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Wed, 12 Jun 1996 11:42:03 GMT
briann@*******.com writes

Lop!

> effective body 12 (base 8 + 4 shielding)
> combat pool of 8 because the sammy does not like spells
> shielding dice of 4.
>


> The samurai rolls 12+8+4 for a grand total of 24 dice versus the
no 12+8, read the explicit example p45 Grimoire 2!

so 20 dice, yes you can dodge while someone ELSE shields.
> spells force of 6 (can we say lots of successes). where as the
> attacking mage is rolling 12 dice versus a target number of 4.
Correct.

> Now
> granted this is a situation taken to it's extreme, but possible. Any
> way the samurai should cake walk through the spell and then gut the
> mage.
Which is why you use the right spell, in this case levitate the bad
guy, grab a gun or plain use something harder to resist.

>
> If you have any coments, please read the rules first, I know this is
> going to raise a lot of tempers in the room, but you can go with
> whatever interpretation you like, even ignoring my possibilities.
>

carefully read p45 GR2
> sincerely,
>
> Brian K. Nielsen
> e-mail: briann@*******.com
>
>
>
Mark
Message no. 10
From: Night Prowler <ggreve@*******.hanse.de>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Wed, 12 Jun 1996 22:56:33 +0200
Date: Wed, 12 Jun 1996 22:56:29 +0200 (MET DST)

> wait a minute, I have a question for you. Are you still using first
> edition? If so, pick up the second edition and read the way spell
> defense works now.

I started playing Shadowrun when it first came out but I am playing
Second Edition since the day it was released. Why ?

> The spirit of spell defense and shielding is to protect against magic
> attacks.

Yup. But a damaging manipulation area effect spell isn't a direct
magical attack. The effects are REAL - that is why chemically shielded
suits give 100% protection against EE:acid spells...

> Goon B gets no help at all from the shielding dice. the target
> numbers to hit goon B are 4's, in the one roll count up everything 4
> and above and apply it to goon B. Now against Goon A you would use
> the modified target number. Spell defense only works for the
> protected individual. It does not weaken the spell as a whole which
> it used to in First Edition Shadowrun.

Sorry, but it does. You only make ONE success test and count your
successes - that determines how strong the REAL existing manipulation
becomes. That's why you do have 4 as TN and NOT anything that's target
dependant.

> No, no, no. again re-read spell defense in the basic Shadowrun

Yes, yes, yes. ;-)

> Second Edition rule book page 132 in my hardcover. Spell defense and
> shielding (which works just like spell defense except for increaseing
> the defending attribute, and giving extra dice for resisting the
> spell) can only be applied to individuals inside the Line Of Sight of
> the mage providing the spell defense or shielding. If you are out of
> sight, you get diddly. Again spell defense and shielding do not
> weaken the whole spell as it used to in first edition. It only
> strengthens the individual being protected.
Yeah. That's exactly why Shielding doesn't work for damaging
manipulations. ;-))

Later,
Georg

--
+------------------------------------------------------------------------+
| "The curse of love is the cause of the pain [...] |
| If you give them a finger, they'll take off your hand" |
| AC/DC - "C.O.D." |
+------------------------------------------------------------------------+
| Georg Greve greve@*******.Hanse.DE |
| Tel.: +49-40-8223482 greve@*******.uni-hamburg.de |
+------------------------------------------------------------------------+
Message no. 11
From: Lady Jestyr <s421539@*******.gu.edu.au>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Thu, 13 Jun 1996 10:20:05 +1000 (EST)
>
> >Here's something interesting. One of our GMs found a rule somewhere about
> >area affect spells. The rules state specifically (this is outta Grimoire)
> >that in terms of game mechanics, the player rolls the dice ONCE. The
> >implication is that you can't use karma for rerolls (doesn't apply to
> >drain, etc). The basic idea, according to his interpretation, is that when
> >you're throwing the spell and there are different target numbers depending
> >on what is in the area of affect, you really don't know which dice to
> >reroll.... or something like that.
>
> I can kinda understand that for area Combat spells on people with different
> W/B scores (Now isn't THAT a scarey thought?), but since the target for area
> DM spells is always 4 ...

Not all of them. Thunderclap: TN = Body. I think that's a DM, anyway.

Lady Jestyr

------------------------------------------------------
I don't have enemies, it's just that my best friends
are trying to kill me.
------------------------------------------------------
Elle Holmes s421539@*****.student.gu.edu.au
http://www.geocities.com/TimesSquare/1503/
------------------------------------------------------
The opinions expressed are my own, unless you don't
agree with them, in which case they are my evil twin
sister's opinions.
Message no. 12
From: Jeff Perrin <jperrin@*********.net>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Thu, 13 Jun 1996 00:47:52 -0400
Lady Jestyr wrote:
>
> >
> > >Here's something interesting. One of our GMs found a rule somewhere about
> > >area affect spells. The rules state specifically (this is outta Grimoire)
> > >that in terms of game mechanics, the player rolls the dice ONCE. The
> > >implication is that you can't use karma for rerolls (doesn't apply to
> > >drain, etc). The basic idea, according to his interpretation, is that when
> > >you're throwing the spell and there are different target numbers depending
> > >on what is in the area of affect, you really don't know which dice to
> > >reroll.... or something like that.
> >
> > I can kinda understand that for area Combat spells on people with different
> > W/B scores (Now isn't THAT a scarey thought?), but since the target for area
> > DM spells is always 4 ...
>
> Not all of them. Thunderclap: TN = Body. I think that's a DM, anyway.
>

but isn't that a non-magical side effect of the thunderclap that the
spell generated? Effects like acid, fire, thunderclap stuns,
electricity, and other type effects are real not magical so shielding
won't work vs. it. One the other hand, combat spells the side effects
(acid, fire, etc) dont stay around. That is at least how I remember the
rules (it has been awhile and I dont have a book to look it up in).

--
Luc aka BobW

EXCUSE ME! EXCUSE ME! EXCUSE ME!
BUT THE CORPSE STILL HAS THE FLOOR!!
--Kevin Spacey as Lloyd in The Ref (1994)
Message no. 13
From: briann@*******.com
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Thu, 13 Jun 1996 01:44:16 +0000
Greeting again. And although I hope some of peoples questions have
been awnsered by this thread, I am posting to it one last time.

Night Prowler has remained a diligent opponent to the idea of using
spell defense and shielding against Damaging Manipulations. This can
be a good thing, because as I stated originally this can be a big can
of worms. Therefore I am throwing Night Prowler a concession, and an
exception. First the concession.

Pg 131 of my Shadowrun II Hardcover does state the following in the
last paragraph under the heading of Spell Resistance Test.
"If the spell cast is a damaging manipulation spell, then this
is actually a Damage Resistance Test as in ranged Combat (see pg 87).
The reason is that damaging manipulations create energy in the
physical world, and that energy is 'hurled' or directed against the
target, much like a ranged weapon. See Manipulation Spells pg 156,
for more information."

turning to page 156 we find the following just below the heading of
Manipulation Spells.

" Manipulation spells are, potentially, the most powerful class
of spells in Shadowrun, and thousands of variations are possible.
Control spells can transform or control matter and energy. Control
spells can also affect the actions and the thoughts of living beings.
Transformation spells change the material structure of a target.
Telekinetic spells are various forms of mind over matter, from wild
poltergeist phenomena to subtle work-controlling machinery.
Manipulation spells that affect characters contrary to their
wishes must be resisted. Willpower is used, and the casting magician
must generate an equal or greater number of successes than the target
for the spell to succeed."

Hmmmm I would say damaging manipulations affect characters
contrary to their wishes. I guess they get a willpower roll as part
of the process in determining the base damage the spell will do,
before resisting the damage of the spell. And if the target gets
more successes in his willpower roll then, then the spell does
nothing to the character.

Note: I do not think this is very good common sense, however it is
the letter of the law. And if you wanted to go this way, then
allowing shielding and spell defense would unbalance this.

Now my exception which was supposed to be a clarification in the
Grimoire 2nd Edition.

Pg 112 of my Gimoire 2, first column about half way down under the
heading of Damaging Manipulations states.

" Some players and gamemasters have found the explanation of
manipulation spells that do damage confusing as presented in the
basic rules. In this spell, the magician creates a physical effect
that does damage rather than pumping astral energy directly into a
target. The effect is aimed and uses the same modifiers as ranged
combat. The Base Target Number for the Sorcery Test is 4. A
magician can aim an area-effect spell at a point in space rather then
at a specific target.
As with physical ranged combat, the successes generated by the
casting magician are compared to the successes generated by the
target, and each stages any net successes.
Having determined the final Damage Level, the target resists the
spell's damage normally. Use a number of dice equal to the Body
Attribute to make the damage resistance, adding any dermal armor
modifiers. The Force Rating of the spell is the Power Level of the
attack. Impact armore resists damage, but at one-half (round down)
its normal rating, reducing the Force Rating of the Spell (Power
Level of the attack {my note}). The target may use dice from his
combat pool to resist damage. Unlike against combat spells, hard
cover does add its protective effects against damaging manipulation
spells (Barrier Ratings, pg 98 SRII)"

In hopes of trying to keep this short I invite you to read the rest
of this section on page 112 of the Grimoire 2nd Edition.

However this seems to imply that there is a 2 step process to
determining the effects of what damaging manipulations do.

First there is an opposed roll the Attacker vs. Defender. This
would result in the following

Attacker: Force of Spell plus Magic Pool Dice with Target Number of
4.

Defender: Willpower with Target Number equal to Force of Spell.

Attackers Successes are compared to Defenders Successes. If Attacker
gets more successes he stages damage up 1 Damage Level per 2 net
successes. If Defender scores more successes, the spell does not
affect him. Ties go to the Attacker with the spell doing it's base
damage.

After this, the defender (if he or she needs to) makes a body roll
applying any combat pool dice to the roll in an attempt to negate as
much of the damage as possible.

Note: Again this is not necessarily good common sense, however again
it is the letter of the law as laid out in the rule books. And if
you really want to do it this way be my guest. If you do do it this
way however I definately would not allow shielding or spell defense.
It weakens Damaging Manipulations too much.


Now, I do want to clarify one thing. Just because you have 3 or 4
targets inside the area effect of a spell, Damaging Manipulation or
Combat Spell, does not mean you are going to have the same target
numbers for affecting those characters (although if you use the
method above you probably would have the same target numbers for
damaging manipulations). However when you have multiple target
numbers, you still only make one roll. And as I stated in a previous
post, you have to do a little writing down to figure out how many
successes you have against each individual target. After all
situational modifiers still apply to Damaging Manipulations, as the
do to any spell, and as they do to throwing a grenade. Your
situational modifiers to the base target number for the attacking
mage include, wounds of attacking mage, visibility modifiers, and
finally cover. All of these situations modifiers can bump your
target number, and may very from target to target in the area-effect of
the spell.

Anyway, I hope this has given you some food for though.

sincerely,

Brian K. Nielsen
e-mail: briann@*******.com
Message no. 14
From: Night Prowler <ggreve@*******.hanse.de>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Thu, 13 Jun 1996 23:14:31 +0200
Date: Thu, 13 Jun 1996 23:14:27 +0200 (MET DST)

> Night Prowler has remained a diligent opponent to the idea of using
> spell defense and shielding against Damaging Manipulations. This can

*blush* I know - I just cannot resist having a good argument... *sigh*

> wishes must be resisted. Willpower is used, and the casting magician
> must generate an equal or greater number of successes than the target
> for the spell to succeed."

Uhm - sorry. This line is for CONTROL MANIPULATIONS which in fact ARE
resisted by willpower AND can be helped against by shielding. Damaging
manipulations are something TOTALLY different and are resisted by
Body. The other thing is that damaging manipulations are the ONLY form
of spells armor helps against !!!!

> Note: Again this is not necessarily good common sense, however again
> it is the letter of the law as laid out in the rule books. And if
> you really want to do it this way be my guest. If you do do it this
> way however I definately would not allow shielding or spell defense.
> It weakens Damaging Manipulations too much.

I think you got something wrong there. Damaging manipulations are
resolved in the following way:

1.) The caster throws the spell (TN 4) and looks at his successes - the spell
is staged, if it is staged above D the caster keeps track of the extra
successes.

2.) The victim rolls Body + Combat Pool (if not surprised or trapped)
against Force-(Impact Armor/2)-(Other Protective Barriers). First his
successes are subtracted from the casters extra successes, then he has
to stage the thing down completely !

What would be worth discussing is a "chunky-salsa" kind of effect for
damaging manipulations...

> Anyway, I hope this has given you some food for though.

>>>>>[*Yum* *Yum* *burp*]<<<<<
- The Brain <23:14:01/06-13-96> ;-))))))))))

Later,
Georg

--
+------------------------------------------------------------------------+
| "The curse of love is the cause of the pain [...] |
| If you give them a finger, they'll take off your hand" |
| AC/DC - "C.O.D." |
+------------------------------------------------------------------------+
| Georg Greve greve@*******.Hanse.DE |
| Tel.: +49-40-8223482 greve@*******.uni-hamburg.de |
+------------------------------------------------------------------------+
Message no. 15
From: bsingley@*****.com (Ben Singley)
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Thu, 13 Jun 1996 18:41:33 -0400
Brian Wrote:

>Greeting again. And although I hope some of peoples questions have
>been awnsered by this thread, I am posting to it one last time.
>
>Night Prowler has remained a diligent opponent to the idea of using
>spell defense and shielding against Damaging Manipulations. This can
>be a good thing, because as I stated originally this can be a big can
>of worms. Therefore I am throwing Night Prowler a concession, and an
>exception. First the concession.

Skip alotta good stuff.

>Anyway, I hope this has given you some food for though.

Brian, Brian, Brian,

You are relentless. I posed the question about damaging manipulations
several days ago and have gotten alot of good responses. I'm not sure of
how many well-detailed messages you've posted, but I thank you.

And as much as I hate to admit it--and I'll do so to my friend and fellow
hermetic player on Saturday when we game--I WAS WRONG!!! OKAY, I ADMIT IT!
I'HAVE TO GET DOWN ON MY KNEES AND KISS HIS GEEKY FEET!!!!

YES, YES!!!! I DESPAIR!!!! YOU CAN'T USE SHIELDING DICE TO DEFEND AGAINST
DAMAGING MANIPULATION SPELLS!!!!!! AIGGGHHIEE! MY HEAD EXPLODED, TOO!!!!

NEVERMIND THE FACT THAT MY MAGE HAS FLAMETHROWER AND FIREBOMB AT FORCE
LEVELS OF 9 (expendible fetishes get the force level up that high)!!!!!.
WHAT IT REALLY MEANS IS THAT HIS GEEKY, VAIN, SELF ABSORBED MAGE HAS GOT
THE DROP ON MY AMAZING, WONDERFUL, WELL-BALANCED, (MOSTLY)
ALTRUISTIC-MINDED MAGE. GAKK. NOW I GOTTA GET A PERSONAL PHYSICAL BARRIER
SPELL TO COUNTER DAMAGING MANIPULATIONS!!!! MY FRAGGING MANA BARRIER WON'T
DO IT!!!! NO! NO!! NO!!! AND FORGET ABOUT THE BULLET BARRIER!!!!!!
THAT DOESN'T WORK EITHER!!!!!! HIS FREAKY MAGE HAS A PHYSICAL BARRIER AND
A SPARK SPELL AT FORCE 6!!!!!!! GOOD BYE CRUEL WORLD!!!!! I'M GROUNDING A
PHYSICAL SPELL THROUGH MY FOCI!!! WAIT A MINUTE!!! I'VE UNDERTAKEN ASTRAL
QUESTS TO HIDE THE ASTRAL LINKS!!! I CAN'T!!!! I KNOW, I'LL GROUND THROUGH
MY QUICKENED SPELLS!!!!!!- BUT, BUT,-----I CAN'T. I'LL GROUND THROUGH MY
ASTRAL FORM INSTEA-

boom.


Thanks again, Chief.

Toasty in Fairfax, VA
Message no. 16
From: bsingley@*****.com (Ben Singley)
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Thu, 13 Jun 1996 18:45:10 -0400
Brian Wrote:

>Greeting again. And although I hope some of peoples questions have
>been awnsered by this thread, I am posting to it one last time.
>
>Night Prowler has remained a diligent opponent to the idea of using
>spell defense and shielding against Damaging Manipulations. This can
>be a good thing, because as I stated originally this can be a big can
>of worms. Therefore I am throwing Night Prowler a concession, and an
>exception. First the concession.

Skip alotta good stuff.

>Anyway, I hope this has given you some food for though.

Brian, Brian, Brian,

You are relentless. I posed the question about damaging manipulations
several days ago and have gotten alot of good responses. I'm not sure of
how many well-detailed messages you've posted, but I thank you.

And as much as I hate to admit it--and I'll do so to my friend and fellow
hermetic player on Saturday when we game--I WAS WRONG!!! OKAY, I ADMIT IT!
I'HAVE TO GET DOWN ON MY KNEES AND KISS HIS GEEKY FEET!!!!

YES, YES!!!! I DESPAIR!!!! YOU CAN'T USE SHIELDING DICE TO DEFEND AGAINST
DAMAGING MANIPULATION SPELLS!!!!!! AIGGGHHIEE! MY HEAD EXPLODED, TOO!!!!

NEVERMIND THE FACT THAT MY MAGE HAS FLAMETHROWER AND FIREBOMB AT FORCE
LEVELS OF 9 (expendible fetishes get the force level up that high)!!!!!.
WHAT IT REALLY MEANS IS THAT HIS GEEKY, VAIN, SELF ABSORBED MAGE HAS GOT
THE DROP ON MY AMAZING, WONDERFUL, WELL-BALANCED, (MOSTLY)
ALTRUISTIC-MINDED MAGE. GAKK. NOW I GOTTA GET A PERSONAL PHYSICAL BARRIER
SPELL TO COUNTER DAMAGING MANIPULATIONS!!!! MY FRAGGING MANA BARRIER WON'T
DO IT!!!! NO! NO!! NO!!! AND FORGET ABOUT THE BULLET BARRIER!!!!!!
THAT DOESN'T WORK EITHER!!!!!! HIS FREAKY MAGE HAS A PHYSICAL BARRIER AND
A SPARK SPELL AT FORCE 6!!!!!!! GOOD BYE CRUEL WORLD!!!!! I'M GROUNDING A
PHYSICAL SPELL THROUGH MY FOCI!!! WAIT A MINUTE!!! I'VE UNDERTAKEN ASTRAL
QUESTS TO HIDE THE ASTRAL LINKS!!! I CAN'T!!!! I KNOW, I'LL GROUND THROUGH
MY QUICKENED SPELLS!!!!!!- BUT, BUT,-----I CAN'T. I'LL GROUND THROUGH MY
ASTRAL FORM INSTEA-

boom.


Thanks again, Chief.

Toasty in Fairfax, VA
Message no. 17
From: bsingley@*****.com (Ben Singley)
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Thu, 13 Jun 1996 19:15:36 -0400
Brian Wrote:

>Greeting again. And although I hope some of peoples questions have
>been awnsered by this thread, I am posting to it one last time.
>
>Night Prowler has remained a diligent opponent to the idea of using
>spell defense and shielding against Damaging Manipulations. This can
>be a good thing, because as I stated originally this can be a big can
>of worms. Therefore I am throwing Night Prowler a concession, and an
>exception. First the concession.

Skip alotta good stuff.

>Anyway, I hope this has given you some food for though.

Brian, Brian, Brian,

You are relentless. I posed the question about damaging manipulations
several days ago and have gotten alot of good responses. I'm not sure of
how many well-detailed messages you've posted, but I thank you.

And as much as I hate to admit it--and I'll do so to my friend and fellow
hermetic player on Saturday when we game--I WAS WRONG!!! OKAY, I ADMIT IT!
I'HAVE TO GET DOWN ON MY KNEES AND KISS HIS GEEKY FEET!!!!

YES, YES!!!! I DESPAIR!!!! YOU CAN'T USE SHIELDING DICE TO DEFEND AGAINST
DAMAGING MANIPULATION SPELLS!!!!!! AIGGGHHIEE! MY HEAD EXPLODED, TOO!!!!

NEVERMIND THE FACT THAT MY MAGE HAS FLAMETHROWER AND FIREBOMB AT FORCE
LEVELS OF 9 (expendible fetishes get the force level up that high)!!!!!.
WHAT IT REALLY MEANS IS THAT HIS GEEKY, VAIN, SELF ABSORBED MAGE HAS GOT
THE DROP ON MY AMAZING, WONDERFUL, WELL-BALANCED, (MOSTLY)
ALTRUISTIC-MINDED MAGE. GAKK. NOW I GOTTA GET A PERSONAL PHYSICAL BARRIER
SPELL TO COUNTER DAMAGING MANIPULATIONS!!!! MY FRAGGING MANA BARRIER WON'T
DO IT!!!! NO! NO!! NO!!! AND FORGET ABOUT THE BULLET BARRIER!!!!!!
THAT DOESN'T WORK EITHER!!!!!! HIS FREAKY MAGE HAS A PHYSICAL BARRIER AND
A SPARK SPELL AT FORCE 6!!!!!!! GOOD BYE CRUEL WORLD!!!!! I'M GROUNDING A
PHYSICAL SPELL THROUGH MY FOCI!!! WAIT A MINUTE!!! I'VE UNDERTAKEN ASTRAL
QUESTS TO HIDE THE ASTRAL LINKS!!! I CAN'T!!!! I KNOW, I'LL GROUND THROUGH
MY QUICKENED SPELLS!!!!!!- BUT, BUT,-----I CAN'T. I'LL GROUND THROUGH MY
ASTRAL FORM INSTEA-

boom.


Thanks again, Chief.

Toasty in Fairfax, VA
Message no. 18
From: "Sascha Pabst" <Sascha.Pabst@**********.Uni-Oldenburg.DE>
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Fri, 14 Jun 1996 19:08:36 +0200
On 14.06.96, Ben Singley wrote about "Re: Query: Damaging Manipulations &
Spell Defense":
> [...] DESPAIR!!!! [...]
I can understand this, but why
a) did you have to scream all the time and
b) did you send it three (3) times?

Sascha

--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst |The one who does not|
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| learn from history |
| \___ __/ | | is bound to live |
|==== \_/ ======| *Wearing hats is just a way of life* | through it again. |
|LOGOUT FASCISM!| - Me | |
+------------- http://www.informatik.uni-oldenburg.de/~jhary -----------------+
Message no. 19
From: bsingley@*****.com (Ben Singley)
Subject: Re: Query: Damaging Manipulations & Spell Defense
Date: Fri, 14 Jun 1996 15:50:15 -0400
Hello Sascha.

Sasch wrote:


>a) did you have to scream all the time and

I meant it as a joke. Sorry.

>b) did you send it three (3) times?

Computer software glitch. Sorry.

Ben

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