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From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: [SR3] Drain
Date: Tue, 8 Jul 1997 13:53:25 GMT
Paul J. Adam writes
>
This reply is going to ramble around the subject in general not just
specific replies ok.

> Mages _are_ extremely powerful, by virtue of their flexibility and
> versatility.
Very true.

> They don't need to be face-stomping combat machines on top
> of that.
no but they do need a chance of at least managing to dive for cover
before the sammie gets 3 actions ahead of them.

> I support enthusiastically the "cast this and fall over" area-
> effect nuke spell,
I have a liking fo force 2 expendable exclusive fireballs for that
job, 6S area hurts like mad but 4D drain either causes drain or does
very nasty things to your karma pool. I tend to save such things for
'this had better kill em because i'm going to be in a fit condition
to dive behind HARD cover and thats about it afterwards' situations.

A note to those keen on F based drains, this spell would only go up
to 5D drain with that rule change, not much given the devastaing
effect in other areas! And if you have the brains to research a
version without the elemental effects you do 6S area for 3D drain
even at F drain.
I have not found magic as it stands unbalancing even forcing people
to stage magic down to nothing all the time. Why because however you
fiddle willpower 4 and lower targets in the open against an unhurt
mage are dead, but then such a target against a sammie is smeared all
over the street, along with his mate for the second simple action.
Force spells below force 6 and targets in partial cover rapplidly
become immune to magic not just very hard to hurt (which they should
be) The difference between magicians (especially initiates) and
mundanes now for combat spell resistence is enough now, i have pretty
much given up throwing even force 6 plus combat spells at initiates
even if they have to stage them down because even if you can get 1
success at the TN (12+, if grade or cover gets involved easily 18+)
they have a much easier time generating the 7 6's required to ignore
a manabolt.

As we started on Charisma would the solution be to give everyone a
Charisma and intelligence based magical defense pool (don't include
willpower) which they may use against spells (unless using combat
pool against damaging manipulations) in addition to any other dice
they get.

Willpower 6 mundane can go from 6 to 12 dice (Cha 6 + int 6 / 2 =6)
while the mage only gets +50% more dice for the same, mundanes
usually have better attibutes so. ??????

> but for a combat situation a magician has many more
> options (Invisibility, Physical Mask, Confusion, Control Thoughts, et
> cetera) to avoid being shot at.
Very true.

> With all that, saying you "need" combat capability is like demanding
> deckers be given Firearms-6 and wired-2 so they don't get left behind in
> combat scenes.
My arguement on the initiative thread was you 'need' to have a chance
to dive for cover, i have been very annoyed at some GM's because i
just couldn't get an action to find some cover until half way through
the combat round despite increased reflexes on a spell lock! I have a
very healthy liking for that +4 TN for partial cover and have seen a
lot of characters lives saved by a bit of sense and some cover.

Mark

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