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From: Elindor Quinn rjakins@****.murdoch.edu.au
Subject: SR3... SpellCasting.
Date: Tue, 2 Mar 1999 23:11:13 +0800
Protokol13 indicated Re: SR3... SpellCasting.

> Thanks for the help! :)
>
> But now this raises several questions that I considered if these rules
> really did change this way.
>
> For example, what benefit would anything higher than a HEAL-1 be to a mage.
> LEt's say I have a Sorcery of 6, and a pool of 6.... Then, no matter what,
> my mage could roll up to 12 dice in a single heal. Getting a more powerful
> HEAL would not increase the number I can heal up a mage. Thus anyone could
> min/max by getting HEAL-1, and using most of his pool in the healing
> process, because the drain resistance would be a target of 2 (Actually 1,
> but you cannot go lower than 2 target). Even if I got a HEAL-12, I would
> still heal the same, unless my sorcery increased.

Read the spell descriptions. All spells have Force involved as a
limiting factor. In the case of heal, it's the number of boxes of
damage that can be healed by the spell. Any extra successes go
into reducing the time the spell must be sustained for.

> Another example is this. Let's say I'm casting a FIREBALL-1 spell. Someone
> not even that good in a spell can get a lot of successes. EVen though it's
> relatively easy to resist against, the mage could easily get a whooping 12
> successes! Making this a very deadly spell indeed, and giving him very
> little reason to cast any higher unless the other group has mage help.

Yes, it is possible. However, on average, your magician is going to
be using three to six points of Karma pool on rerolls.

Additionally, the fireball spell (and all damaging manipulations) is
treated like a firearm attack. The character gets a dodge test and
then resists the damage. A single point of hardened armour will
totally negate that fireball spell.

> My thoughts were that allocating dice meant that you were limited by the
> spell's force. Meaning you could allocate 4 sorcery dice to a FIREBALL-4,
> but no more. But in the case of a FIREBALL-8, not only would you not be
> able to allocate 8 Sorcery dice, but it would do Physical damage! Thus it
> is a wiser decision to get a higher Sorcery in SR3, because your pool will
> not let you get away with casting powerful spells. Or you could cast
> MANABOLT-2, and FIREBALL-4, which would equal 6 dice (Sorcery Skill).

That's almost the same as magic under second edition. The new
system is much more streamlined and is consistent with the rest
of the game mechanics.

Elindor Quinn
People tell me things. I'm approachable.

Disclaimer

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