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Posted: August 4th, 2009, 22:19
by Joose
If I were GMing, I would go for the first roll. Unlikely!=impossible or broken.
Posted: August 4th, 2009, 23:20
by HereComesPete
Yeah, I'd stop using that if I was you, or possibly not given you're getting better results than you ever do with chopper!
Use deej's -
here or try
this one from that site joose recommended.
I'll take the first set you rolled,
As for your drain - Joose summed it up better than I could -
Direct combat spells now don't automatically have the hits added as extra damage. The mage can choose to use the hits to up the damage value, but it raises the drain by the same amount and they can choose to use just some of the hits if they want, but they need to choose before rolling for drain resist.
Posted: August 5th, 2009, 1:19
by deject
my dice roller is awesome and handles everything for you including Edge.
Posted: August 5th, 2009, 7:20
by Dog Pants
deject wrote:my dice roller is awesome and handles everything for you including Edge.
^
And it works for SLA.
Posted: August 5th, 2009, 17:57
by Roman Totale
Sorry, I'm clearly retarded but I don't understand what I'm doing now. So, I've rolled from a dice pool of 10 and have got a ridiculous 9 hits. I planned this to be a level 6 horse spell, so does that mean if I wanted to I could add an additional 3 levels of horse on to the spell, but I'd have to resist Drain as if it were a horse 9 spell?
I've been spoiled by the simplicity of SLA - Shadowrun just confuses the fuck out of me.
Posted: August 5th, 2009, 18:12
by deject
Your 9 hits are resisted by the target's Willpower (as it's a mana spell) and if he has Spellcasting that would also be used in the resistance roll. Net hits increase the damage of the spell (from the default level of the horse it was cast at). With the new rules though, net hits applied to direct combat spells also increases the Drain value.
In this particular case, with 9 hits the potential damage of the spell would be 15(p), but the Drain would be (6 / 2) + 9, for 12. If he scored 4 hits on his magic resistance test, then your 9 hits minus his 4 would give you 5 net hits. With the new rules, you can apply as many of those hits to the spell as you wanted, with a minimum of one hit, obviously.
The Sorcery rules are pretty complicated, but the Conjuring rules seem even more inane to me.
Posted: August 5th, 2009, 18:42
by Roman Totale
Well I'm just going to stick with horse 6 spell to keep it simple.
Posted: August 5th, 2009, 20:22
by Joose
deject wrote:Your 9 hits are resisted by the target's Willpower (as it's a mana spell) and if he has Spellcasting that would also be used in the resistance roll. Net hits increase the damage of the spell (from the default level of the horse it was cast at). With the new rules though, net hits applied to direct combat spells also increases the Drain value.
In this particular case, with 9 hits the potential damage of the spell would be 15(p), but the Drain would be (6 / 2) + 9, for 12. If he scored 4 hits on his magic resistance test, then your 9 hits minus his 4 would give you 5 net hits. With the new rules, you can apply as many of those hits to the spell as you wanted, with a minimum of one hit, obviously.
The Sorcery rules are pretty complicated, but the Conjuring rules seem even more inane to me.
aaaalmost right, except you cant resist with Spellcasting, only Counterspelling.
Oh, and no matter how many hits you score, they only count up to the horse of the spell. So although you scored 9 hits, only 6 of them count as its a horse 6 spell.
Posted: August 5th, 2009, 22:04
by HereComesPete
Right, this shit stops here!
After me and Joose banged heads (fnar) we've decided that yes, the direct combat spells are too complicated. The effort to tone down their power has led to rather too many steps.
Here's how we'll do it. You will no longer be reliant on the gm giving you a 'net hits on the target' number to work with.
Instead you the mage pick your spell horse and roll your magic + spellcasting +/- modifiers and generate a number. This number can then be used wholly or partly to up the damage value of your spell, it also ups your drain value as a result. No matter how well you roll, you can only add dice up to the horse the spell was cast at.
EG - Roman, his manabolt and his rather exceptional roll. He chose horse 6 so the drain is 6/2. He can then add up to 6 of his 9 hits to the damage value of 6 given the horse he chose. If he adds all 6 then the damage value would be 12 and the drain would be 9.
A word of caution however! Because Roman is overcasting here (His magic level is 5 but he is casting at horse 6), any un-resisted drain is taken as physical not stun damage.
Posted: August 5th, 2009, 22:17
by deject
Joose wrote:
aaaalmost right, except you cant resist with Spellcasting, only Counterspelling.
Oh, and no matter how many hits you score, they only count up to the horse of the spell. So although you scored 9 hits, only 6 of them count as its a horse 6 spell.
ah yes counterspelling is what I meant. oops.
Posted: August 6th, 2009, 7:15
by Dog Pants
Next up: summoning!
Posted: August 6th, 2009, 14:01
by deject
I don't think conjuring is as difficult as it looks in the rule book, but it still looks a bit crazy.
Posted: August 6th, 2009, 15:31
by HereComesPete
Roman, you still sticking with your horse 6 manabolt, fully resisted and no additional damage dice?
And does the new rule make sense to y'all that are going to use it?
As for conjuring and in particular summoning for you Doggers, as and when it arises we'll run through it and if shit gets all messed up then it may need looking at. Vanilla for the first attempt though.
Posted: August 6th, 2009, 16:43
by Dog Pants
Shouldn't be too complicated.
Posted: August 6th, 2009, 17:19
by Roman Totale
HereComesPete wrote:Roman, you still sticking with your horse 6 manabolt, fully resisted and no additional damage dice?
Yes.
I could've sworn I read that you can cast up to your Magic x 2 before it counts as overcasting. Ah well, let's not dwell on that!
Posted: August 6th, 2009, 17:36
by deject
No, it's only up to your Magic level.
Posted: August 6th, 2009, 18:59
by HereComesPete
Okay. The spell has no noticeable affect on Faustus, he doesn't even flinch.
The Wicca mages are looking a little shaken with how fast one of their number has been offed, but they're still working on taking down Faustus. A few hit him with spells, which he doesn't seem to notice and a few continue muttering to themselves. You can't really tell what they're doing. None of them seem to be leading any efforts though.
Pants! You still running away?
Posted: August 6th, 2009, 19:17
by Dog Pants
Depends. I'm close to the back anyway so there's a good buffer of hairy women between me and him. Since I didn't roll and you never told me anything when I last asked, I'll do an ass-sense as I edge towards the door.
Ass-Sensing: 3 + 4 INT = 7
3, 3, 3, 1, 2, 2, 1: 0 hits.
Gah, faildogs.
Posted: August 6th, 2009, 19:18
by Joose
Dog Pants wrote:Depends. I'm close to the back anyway so there's a good buffer of hairy women between me and him. Since I didn't roll and you never told me anything when I last asked, I'll do an ass-sense as I edge towards the door.
Ass-Sensing: 3 + 4 INT = 7
3, 3, 3, 1, 2, 2, 1: 0 hits.
Gah, faildogs.
You sense no ass.
Posted: August 6th, 2009, 19:21
by Dog Pants
Wait, I'm getting GM confusion
Although I'm confident you're right.