From: | Mark A Shieh SHODAN+@***.EDU |
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Subject: | Spell Defense (was SR3... SpellCasting (and Game Balance)) |
Date: | Wed, 3 Mar 1999 17:43:50 -0500 (EST) |
Shaman, who has no combat spells and tried to figure out how to make
her more useful in a fight, which is what the rest of the group seems
to actively seek out. :/
I discovered what appears to be a major loophole in spell
defense, and was wondering (hoping) if I'm interpreting the rules
incorrectly. We're currently experimenting with various house rules,
and generally ignoring the problems. Anyways, on with the problem:
So, it appears that as a Free action, I can declare spell
defense dice equal to Sorcery + Magic Pool. If I use these dice, they
are gone until the end of the turn. I like having 12 spell defense
dice instead of the 6 I had in SR2, but this causes serious problems.
1) If you use Sorcery dice, is your effective Sorcery skill reduced
for the remainder of the turn? Sorcery "dice" don't really exist
outside of spell defense.
2) Even if Sorcery dice do reduce your Sorcery for the remainder of
the turn, it seems that there is no penalty for allocating dice up to
your sorcery skill into spell defense at all times. If you have to
use those dice after your last action, there are no drawbacks.
Example: Assume all relevant stats are 6. I roll a 10 for
initiative.
On 10: I cast a force 6 Manaball at the enemy, throwing all 6
spell pool dice into drain. Everything is good so far. For my free
action, I declare 6 points of spell defense (sorcery + remaining spell
pool), reducing my effective Sorcery to 0 for the remainder of the
turn.
On the next round, I roll a 10 for initiative. If I have to
resist a spell before 10, then things work properly. I spend 4 spell
defense dice, leaving me with an effective Sorcery of 2 for the
remainder of the turn (or 6, depending on how you answer question 1).
However, on 10, I can do the same thing as last turn.
(Manaball, still have 6 dice for spell defense.) However, I my
effective Sorcery is still 6, since I haven't spent any Spell Defense
dice yet.
As you can see, it appears that I have 6 (Sorcery) "free"
spell defense dice between my last action and the end of the turn. Is
this really true as the rules stand, or is this a misinterpretation?
The problem gets even worse if you don't interpret the Sorcery dice as
lowering your effective Sorcery (IMHO, a valid interpretation). Then,
I have 6 "free" spell defense dice at all times.
Further brainstorming has come up with two house-rule
solutions. However, this is non-optimal. Ideally, I'd like to see
that our entire group has misinterpreted the rules, or an errata.
Current possible house rules under consideration:
1) You only get to allocate Magic Pool to spell defense, not
sorcery+magic pool.
2) Redistributing dice to spell defense is a simple action, not a
free action.
Mark