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Message no. 1
From: Brian Johnson <john0375@****.TC.UMN.EDU>
Subject: Re: Spell Defense (question)
Date: Thu, 9 Jan 1997 14:17:44 -0600
Ok,. Am I missing a change to SRII, because in the past, you never split
the dice for spell defense, if you allocate 4 dice, everyone (up to your
sorcery skill in people/objects) gets four more dice to resist spells
(the magician can hold back dice if he thinks another spell will need to
be resisted).

What this means is if a force 1 spell (TN=2 to resist) comes in before
the force 10 spell, the dice are not automatically wasted on the first
spell, because the magician can hold them until the second spell comes in.

Of course, if the defending magician has an action in between the first
spell and the second spell, he's wasted the defense dice for his first
action.

Shielding worked in the same way, except dice also added to the TN for
the attacking magician, (four dice to shielding= +4 TN to offensive spells)
With the limit of the number of shields a magician can provide equal to
his grade, (or grade+1, I forget.) And that Shielding and spell defense
cannot be used at the same time. But these dice also were not split,
each shield is at the same effectiveness.
Message no. 2
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Spell Defense (question)
Date: Fri, 10 Jan 1997 13:26:07 GMT
Brian Johnson writes

> Ok,. Am I missing a change to SRII,
yes. SR2 simply never says spell defense protects multiple people,
which means if you played SR1 its easy to miss they dropped this.

> because in the past, you never split
> the dice for spell defense, if you allocate 4 dice, everyone (up to your
> sorcery skill in people/objects) gets four more dice to resist spells
> (the magician can hold back dice if he thinks another spell will need to
> be resisted).
while in SR2 you allocate dice per person, yes six spell defence does
not go far.

> What this means is if a force 1 spell (TN=2 to resist) comes in before
> the force 10 spell, the dice are not automatically wasted on the first
> spell, because the magician can hold them until the second spell comes in.
>
you can still do that with most GM's

> Of course, if the defending magician has an action in between the first
> spell and the second spell, he's wasted the defense dice for his first
> action.
>

as always.

> Shielding worked in the same way, except dice also added to the TN for
> the attacking magician,
in 2nded it says it raises the defending attribute and hence the TN,
why folks disagree about its effect on damaging manipulations in
2nded as they are fixed TN, not attribute based.

> (four dice to shielding= +4 TN to offensive spells)
> With the limit of the number of shields a magician can provide equal to
> his grade, (or grade+1, I forget.)
it was grade +1, so you got 1 at grade 0, i finally tracked down a
GR1 for the two minutes i needed to clear that one up. Note the term
'shields' in this context never appears in SR2, which means 80% odd
of the 'veihcles and initiate shielding' p104 RBB is irrelevant in
2nded as there are no 'shields' to limit.

> And that Shielding and spell defense
> cannot be used at the same time. But these dice also were not split,
> each shield is at the same effectiveness.
>
But in 2nded there is no limit on how much shield you can put on a
target! which makes it very handy even at grade 0, manabolts rappidly
lose effectiveness, however you now need a staggering amount of grade
(or dice from some source) to effective shield several teammates from
a fireball.
But you can now protect the riggers van quite well, and i have seen
TN's of 24! never yet bothered above that but to date no one has
attacked one of the few NPC's capable of putting out 18 dice of
shield even with magic pool, astral pool and dedicated shielding all
thrown in!

Mark

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