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From: Loki <daddyjim@**********.COM>
Subject: Re: [SR3] Combat Spells
Date: Wed, 16 Jul 1997 22:21:25 -0700
---TopCat wrote:
>
> Combat spells on the other hand: never run out of ammo, don't cost
a dime,
> don't have to mess with range or visibility,

Just to interject a little into the debate here. :o)

The BBB on page 130, under "Situation Modifiers" states:

"Standard injury modifiers, and cover and visibility modifiers apply
to spell casting. The harder it is to see a target, the harder it is
to hit is."

There are some optional range rules for LOS spells in the Grimmy (page
111). Plus some spells are touch requiring and limited range.

Fetish requiring spells (though agreeably not the norm) could also be
thought of as having an ammo restriction.

> won't jam or misfire

What determines the shotgun's misfire? If it's a roll of one's,
wouldn't the same roll have an affect on the spell casting? (Shadowrun
Companion, page 81, fleshes magical misfires out further.)

> don't care if the target has some cover or not,

Cover affects spellcasting T#'s. See my reference above.

> don't have to mess with the target's combat pool

No, but then shotgun's aren't affected by a magician's magic or
shielding pools.

And the biggie, somone shooting a shogun has yet to take drain for
using the weapon.

(The above two point are lame, I know but I had to point it out. :o)

===
@>--,--'--- Loki <gamemstr@********.com>

Poisoned Elves: www.primenet.com/~gamemstr/

"You're being held up by a stim patch, Loki's almost a pile of ashes
thanks to that fire elemental, and we've got the Baron running around
screaming assassins...assassins...oh eek, assassins!"
--> Caric to Ook during the Harlequin Campaign
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