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Mailing List Logs for ShadowRN

From: Doctor Doom <JCH8169@*****.TAMU.EDU>
Subject: Q&A with the Dark Lord on High
Date: Tue, 20 Apr 1993 17:36:03 -0500
This information is from the most recent Question & Answer session I have had
with The Dark Lord on High, Tom Dowd.










"Now they shall know why they are afraid of the dark.

Now they shall learn why they fear the night."











Here are the results...

1. Do target modifiers due to wounds apply to damage resistance tests?

No. To use the Dark Lord's description, it's a vicious circle, and the
process just snowballs. He termed such a suggestion "nasty."

2. Combat Pool -- several queries involved with this issue, which boil
down to the essential question: What Target Numbers should be used, i.e., the
old "Skill or Weapon Power" debate.


Herr Nightstalker was quite correct in his interpretation (erroneously
dubbed as "limited" by some) It is NOT a dodge test. Dodging, under ShadowRun
First Edition was a *reactive* pool...one is responding to the actions of the
assailant.

Upon formulating the Second Edition, the designers re-thought the
mechanics of combat and concluded it was far more simultaneous in nature, not
allowing for cognitive evasion of ballistic weapons. The Combat Pool is an
attempt to reflect natural agility and intelligence (which explains how it may
be utilized in an offensive role), a simple metaphor for which could be,
"being in the right place at the right time". In many ways, it is a "luck
of
the draw" if it functions properly, which is only one of the reasons that the
target number is the Weapon's Power, as opposed to the attacker's skill.

Another reason is that the designers felt that due to the rapidity of
action and the dynamic nature of combat, it did not afford the time for DODGING
attacks, or conversely sufficient duration to permit the assailant to carefully
select his target such that dodging would be far more challenging (which is to
say that it would have the Skill as the Target Number). Also, as the Combat
Pool (and Body) resistance is an act that runs simultaneous with the
aggressor's attack, it is an opposed success test.

I should point out that we are not the only ones to have debated about
this... Herr Dowd mentioned receiving several letters complaining about the
removal of the Dodge Pool, or suggesting that the target numbers be based on
the assailant's adroitness rather than his weapon. All such points were
dismissed.

3. Physical Adepts -- May they acquire Spell Defense?

No. Even in the instance of possession of Astral Perception. A
Physical Adept is just that--an adept. Hence, a specialist, but nevertheless a
"lesser" magician. In line with this, it logically follows that some
capabilities of full Magicians and Shamans inaccessible to them. Further, the
argument was put forth by Dowd that the manipulation of the metaphysical forces
was quite different for adepts, which accounts for this restriction. As to the
Physical Adept acquiring Sorcery, yes. However, "it is only for mundane
purposes", i.e., theory.

4. Quickenings -- Are they terminated upon the expiration of the magician?

No. It is defined as a permanent circuit to Astral Space, and thus is
not ended upon the Mage's demise. Another supportive fact is that the Mage
used Karma to establish this circuit, thereby causing it to be independent. It
shall continue until attacked and destroyed or Dispelled.



Colonel Count von Hohenzollern und von Doom, DMSc, DSc, PhD.

Doom Technologies & Weapon Systems -- Dark Thought Publications
>>> Working on solutions best left in the dark.
<<<
[ Doctor Doom : jch8169@********.tamu.edu ]

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.