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Mailing List Logs for ShadowRN

From: Mark A Shieh SHODAN+@***.EDU
Subject: Spells and Force Level
Date: Tue, 31 Aug 1999 11:01:04 -0400 (EDT)
Lars Ericson <lericson@****.edu> writes:
> Mark A Shieh wrote:
> > "NightRain" <nightrain@***.com.au> writes:
[useful spells at force 1]
> > > > Illusions
> > > > invisibility
> > > > improved invisibility
> > > > stealth

> > Actually, these aren't completely worthless. Your TN is 4,
> > and theirs is Force. If you throw everything into it, you'll get ~6
> > successes + totemic/focus modifiers. They'll need to roll 6 2s on
> > intelligence in order to break through.
> > Get the 7th success and even most runners will have problems.
>
> I don't like game mechanics that make average thugs have no chance of
> spotting/defeating the runners' tactics. Even if they only have a 1%
> chance, I'm happy. That's why I use a different system for illusions.

I suppose, but it seems to work fine as is. I have no
problems with making it difficult for a group of thugs without magic
support to have no chance. Astral backup or ultrasound can take down
the spell rather trivially, and any security system worth its nuyen
will have methods of detecting and dealing with invisible intruders.
In addition, the mage has difficulty concealing more than one person
with a force 1 spell.

Mark

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