Shadowrun

Shadowrun Play => Rules and such => Topic started by: Rosa on <06-25-15/0336:24>

Title: Force 1 killer manabolts
Post by: Rosa on <06-25-15/0336:24>
Don't know if this belongs here or in the house rules sections. But one of the Things that really put me off SR5 for a long time was what they did to direct combat spells, i initially felt that the nerf was too hard, then i started coming around only to find out that now you can run around and zap people with force 1 killer manabolts simply by expending reagents. Don't get me wrong i actually like the idea of reagents, but this just seems to be "Not working as intended"

So i was wondering if any of you Guys have made/ are using houserules that alters the way that either direct combat spells Works or how reagents Work..etc?
Title: Re: Force 1 killer manabolts
Post by: Medicineman on <06-25-15/0413:05>
in my Own Campaign (SR2055 mix from SR4A & 5 Rules)
 Direct Combatspells do 1/2 Force (round down) Base Damage Plus Net Hits
and Indirect Combatspells do Full Force Damage Plus Net Hits

There is also the Pos Qual....'Eat my hot Magic'....or 'Feel my Wrath' or something that raises base Damage of Direct Spells by two and Drain by 2 too

with a House Dance
Medicineman
Title: Re: Force 1 killer manabolts
Post by: Top Dog on <06-25-15/0426:23>
For manabolts in particular, there's no real difference in going Force 1 and Force 5 (they both inflict 2 drain). Granted, you can go higher than that with reagents, but then you have to actually spend those reagents - and setting them to, say, 8 "just in case" gets expensive quick. After all, it's wasted unless you actually roll those successes, and it takes a while to get enough dice to reliably do that. What's more, once you do, you probably have enough drain to sort-of-safely cast at, say, Force 7 as well.

It's a bigger deal for area spells, though. But still, you're basically expending a grenade's worth of resources every time to probably do less damage than a grenade would. So I don't think it's a massive issue.
Title: Re: Force 1 killer manabolts
Post by: Reaver on <06-25-15/0526:24>
Well, it gives magrs something else to spend money on 😆
Title: Re: Force 1 killer manabolts
Post by: Herr Brackhaus on <06-25-15/0655:20>
Don't forget that a Force 1 spell is harder to spot. With Spellcasting 6 a Force 1 spell is a threshold 5 test, while a Force 5 spell is a threshold 1 test; in other words, you could get away with throwing low-level spells without the opposition immediately going "GEEK THE MAGE!". I personally think this is a huge advantage, if your table plays up the subtleness of magic.
Title: Re: Force 1 killer manabolts
Post by: FasterN8 on <06-25-15/1015:28>
1/2 force round down seems like a reasonable buff.  I might go 1/3 round up, I'll have to think about that...

I might also/instead rule that Area Direct combat spells cannot be dodged with the Run for your Life interrupt actions.  It's not like indirect spells (or grenade) where there is a physical effect traveling through the air.  It just happens.  And like the manabolt or magic missile, it simply connects with the auras in the AOE.
Title: Re: Force 1 killer manabolts
Post by: Herr Brackhaus on <06-25-15/1020:17>
FasterN8; direct combat spells already cannot be dodged with Run For Your Life.

Quote from: Run & Gun page 125, emphasis mine
Immediately after a Throwing Weapons Attack or Area-Effect Indirect Combat Spell Spellcasting Test, a character can make an immediate Interrupt Action to flee.
Title: Re: Force 1 killer manabolts
Post by: Xenon on <06-25-15/1043:45>
Many spells are obvious and don't require a test to spot (including but not limited to indirect combat spells and being subject of control action spell).

Noticing magic is used to notice more subtle forms of magic (including but not limited to a spirit moving through the room in astral space, a projecting magician moving through your aura, being subject of control thought spell).
Title: Re: Force 1 killer manabolts
Post by: FasterN8 on <06-25-15/1057:20>
FasterN8; direct combat spells already cannot be dodged with Run For Your Life.

Quote from: Run & Gun page 125, emphasis mine
Immediately after a Throwing Weapons Attack or Area-Effect Indirect Combat Spell Spellcasting Test, a character can make an immediate Interrupt Action to flee.

My mistake.  Thanks for the heads up.
Title: Re: Force 1 killer manabolts
Post by: Herr Brackhaus on <06-25-15/1146:40>
Many spells are obvious and don't require a test to spot (including but not limited to indirect combat spells and being subject of control action spell).

Noticing magic is used to notice more subtle forms of magic (including but not limited to a spirit moving through the room in astral space, a projecting magician moving through your aura, being subject of control thought spell).
Direct combat spells may or may not be more subtle than indirect combat spells due to their (potential) lack of an elemental effect. Blast is described as having a very visible and/or audible effect, but what about a stunbolt? I'd base those off of the force of the spell, and observers would have to roll against the threshold to spot who the caster were.
Title: Re: Force 1 killer manabolts
Post by: Xenon on <06-25-15/1208:23>
I'm sure there are very obvious direct combat spells as well (at least if you are the subject of one) and there might be cases were an indirect combat spell is subtle, but I can't really think of one (in most cases there will be some kind of magic effect projecting out from the magician all the way to the target... like fire or acid etc).

Some spells might be obvious to some observers but not others. Control Actions might be a subtle spell for people around the subject, but for the subject it is clear that someone is controlling his actions like a puppet master....


edit: Stunbolt is probably obvious for the recipient but might (or might not?) be subtle for a third party observer.
Title: Re: Force 1 killer manabolts
Post by: Overbyte on <06-25-15/1258:43>
I brought this up in another thread, but the consensus seems to be that casting Force 1 spells and using reagents is not perceived as "overpowered" by most other people. I actually think it is other spells where it can really shine (those that have drain much higher that a simple bolt).
Title: Re: Force 1 killer manabolts
Post by: Rosa on <06-26-15/0358:02>
Thats my opinion as well that it's very overpowered and somewhat silly as well. The Whole reagents Things Works very well when the effects are based somewhat on force, but when they aren't based on force but rather on just hits using reagents very easily becomes a way of breaking the game. Just imagine casting 3 force 1 manabolts at the same time and using ten reagents on each. So in effect you just cast 3 force ten manabolts at the same time for a measly 600 nuyen with drain that is relatively easily handled and it's extremely hard to notice to boot. That would relatively easily insta-kill most targets
@Medicineman: That houserule sounds interesting, i might give that a try.

Btw thanks for all the responses Guys.
Title: Re: Force 1 killer manabolts
Post by: prionic6 on <06-26-15/0420:08>
cast 3 force ten manabolts at the same time

You would need a massive dice pool to simultaneously cast 3 mana bolts with 10 hits each...
Title: Re: Force 1 killer manabolts
Post by: Rosa on <06-26-15/0428:57>
True, it was just an example of how it theoretically can be misused, maybe not the best example though.
Title: Re: Force 1 killer manabolts
Post by: Top Dog on <06-26-15/0438:15>
Not to mention that 600 nuyen is actually quite a lot for a single combat. Even in our local prime runner campaign I'm going to think twice on spending that much that freely.

I'm pretty sure every application has it's downsides:
The only really overpowered scenario would be with a high-drain, single target spell that relies solely on hits for the effect, but those aren't actually that common.

It still has it's uses for the above - using it with sustained spells is usually fine because counterspellers aren't actually that common, for example. But it still has appropriate drawbacks, and still costs a fair bit of money.
Title: Re: Force 1 killer manabolts
Post by: Hibiki54 on <06-26-15/0444:15>
Keep in mind that using reagents when casting spells is basically throwing money at a problem.
Title: Re: Force 1 killer manabolts
Post by: Overbyte on <06-26-15/0515:35>
Any time you use "Second Chance" edge with a high drain spell, use of reagents becomes extremely powerful IMO.
You don't have to cast at force 1, and as someone mentioned dispelling your spells is pretty rare and could take multiple actions. Keep in mind the opposition doesn't even t know it's a low force spell unless they assense it. Which takes more time.
The combat spells are actually not the really "broken" uses IMO.

For Example:
Take a Force 5 Chaotic World being thrown by some with a decent pool (say around 15-18 dice). You drop 10 reagents which costs you 200 nuyen and use Second Chance. You probably will get 9-10 hits and the opposition probably gets around 4 and that's IF they have a bunch of spell defense. BOOM. Everyone on the opposition is taking -5 or -6 to all actions right off the bat. Fight is over before it begins.
Or if you like Mob Control and Mob Mind it's instant death for everyone involved as they kill each other.

And since these spells are low force you can sustain them just fine with Focused Concentration or a Spell Sustain Focus.
Even an "normal" spell like Combat Sense suddenly becomes super powerful with 10 unopposed hits.

I find this not to be desirable in my games, so I limit the use of reagents.
Title: Re: Force 1 killer manabolts
Post by: Top Dog on <06-26-15/0534:04>
Take a Force 5 Chaotic World being thrown by some with a decent pool (say around 15-18 dice). You drop 10 reagents which costs you 200 nuyen and use Second Chance. You probably will get 9-10 hits and the opposition probably gets around 4 and that's IF they have a bunch of spell defense. BOOM. Everyone on the opposition is taking -5 or -6 to all actions right off the bat. Fight is over before it begins.
Until they move out of the 5 meter radius zone and stop being affected. And that's assuming you can hit everyone with a 5 meter radius spell.

I mean, it's powerful, yes. I use a similar tactic often enough, and it's usually quite effective. But it costs a point of edge, ánd 200 nuyen - it's supposed to be. Many characters can do fight-defining things with a decent application of Edge.

Mob Control is nice, but the extra hits don't add that much in the typical fight - once you cast it at a high enough force, it'd be over before they can break free anyway.

You have a point about Combat Sense though. It is most powerful for sustained spells - because it becomes so much easier to sustain, and the drawback is less important.
Title: Re: Force 1 killer manabolts
Post by: Herr Brackhaus on <06-26-15/0651:43>
Using reagents profusely quickly get very costly.

A single dram costs 20¥, which may not seem like much. But, when you're regularly casting at Force 1 with a limit of 5 or 6, that's 100 to 120¥. That's the same as 10 rounds of APDS or EX-Explosive rounds, or 3 Assault Cannon rounds, or 1 frag or HE grenade.

Reagents can be highly effective for spells with single-target effects. For spells whose effects are based in some way, shape, or form on Force; not so much. Overbyte's suggestion of Edge + Reagents may win you a battle, but those kinds of tactics are likely to get you noticed somehow because that's a lot of astral signatures to clean up.
Title: Re: Force 1 killer manabolts
Post by: Senko on <06-26-15/0803:14>
I rather like medicineman's houserule.
Title: Re: Force 1 killer manabolts
Post by: White_Ghost on <06-26-15/1050:17>
Until they move out of the 5 meter radius zone and stop being affected. And that's assuming you can hit everyone with a 5 meter radius spell.

Actually, since it's a direct spell, the effect persists even if the targets move outside the area. The effect ends when the targets get enough hits on their resist check, as per the illusion rules.

Having played 3rd and 4th, I've found that the changes to direct/indirect spells brought them more in line with game balance. Direct gives automatic damage with little chance to resist, and indirect are more powerful than sniper rifles at high levels. It prevented 'Magicrun' which is unfortunately what we had in prior editions.
Title: Re: Force 1 killer manabolts
Post by: UnLimiTeD on <06-26-15/1059:37>
Well, so far as I've seen it's been quickly replaced by Adeptrun. :P
Title: Re: Force 1 killer manabolts
Post by: Top Dog on <06-26-15/1102:25>
Until they move out of the 5 meter radius zone and stop being affected. And that's assuming you can hit everyone with a 5 meter radius spell.

Actually, since it's a direct spell, the effect persists even if the targets move outside the area. The effect ends when the targets get enough hits on their resist check, as per the illusion rules.

Having played 3rd and 4th, I've found that the changes to direct/indirect spells brought them more in line with game balance. Direct gives automatic damage with little chance to resist, and indirect are more powerful than sniper rifles at high levels. It prevented 'Magicrun' which is unfortunately what we had in prior editions.

Wait, what? Where did you get that from?

As I read it, Direct/Indirect is only a thing for Combat spells. There is nothing in the Illusion rules about getting enough hits on resist checks later (that's only a Mental Manipulation thing).
Title: Re: Force 1 killer manabolts
Post by: White_Ghost on <06-26-15/1118:10>
Until they move out of the 5 meter radius zone and stop being affected. And that's assuming you can hit everyone with a 5 meter radius spell.

Actually, since it's a direct spell, the effect persists even if the targets move outside the area. The effect ends when the targets get enough hits on their resist check, as per the illusion rules.

Having played 3rd and 4th, I've found that the changes to direct/indirect spells brought them more in line with game balance. Direct gives automatic damage with little chance to resist, and indirect are more powerful than sniper rifles at high levels. It prevented 'Magicrun' which is unfortunately what we had in prior editions.

Wait, what? Where did you get that from?

As I read it, Direct/Indirect is only a thing for Combat spells. There is nothing in the Illusion rules about getting enough hits on resist checks later (that's only a Mental Manipulation thing).

You're totally right, I mistook chaotic world for a manipulation spell. I think you may be right on the AOE, I don't see anything that says it persists after the target leaves. (which I would assume physical spells fall under) but for mana illusions I would probably rule that it's still in their minds. What do you think?
Title: Re: Force 1 killer manabolts
Post by: Top Dog on <06-26-15/1927:30>
I'm pretty sure it's the same rules-wise - if they move out, they're no longer affected.

Mana confusion-like spells don't really need a buff in comparison to the Physical version either.
Title: Re: Force 1 killer manabolts
Post by: I_AM_ZHOUL!!! on <06-29-15/1300:36>
True, it was just an example of how it theoretically can be misused, maybe not the best example though.

In an Infinite Universe all theoretical possibilities have to happen through quantum mathematics... that doesn't make them ever a relevant to in reality. Magic 12 + Spellcasting (Combat spells) 12(+2) + Power Focus 12.... to throw consistently and get 10 hits for you Force 1 spell with reagents. Congrats you are a Great Dragon have won Shadowrun, now roll up a new character and restart the fun!
Title: Re: Force 1 killer manabolts
Post by: Marcus on <06-29-15/1702:19>
Thats my opinion as well that it's very overpowered and somewhat silly as well. The Whole reagents Things Works very well when the effects are based somewhat on force, but when they aren't based on force but rather on just hits using reagents very easily becomes a way of breaking the game. Just imagine casting 3 force 1 manabolts at the same time and using ten reagents on each. So in effect you just cast 3 force ten manabolts at the same time for a measly 600 nuyen with drain that is relatively easily handled and it's extremely hard to notice to boot. That would relatively easily insta-kill most targets
@Medicineman: That houserule sounds interesting, i might give that a try.

Btw thanks for all the responses Guys.

If this was possible we would have seen it by now. No one can get that many spellcasting dice.
Indirect even with the run faster buff still lags behind direct, and this is in an edition where armor has become stronger then it possibly has ever been before.

Magic is lagging a little in 5th, I contribute this in part to SG being pretty fail, but mostly to the devs working very hard to push tech.
5th thus far is the decker edition of SR, which is fair given that 4th edition was certainly the nadir for deckers. I don't expect  to see much change in this state of affairs. Even lagging magic is still totally viable, and it's far better off then Technos, and riggers.
 
Title: Re: Force 1 killer manabolts
Post by: Reaver on <06-29-15/2212:32>
Part of it too Marcus, is that the greatest compliant that came up over SR was that the magic was too powerful.... to the point it was often called "Magerun" :(


Balancing tech and magic, two directly opposite things, never makes everyone happy.
Title: Re: Force 1 killer manabolts
Post by: Senko on <06-29-15/2250:34>
Yep if magic is too powerful you get the pathfinder complaint of "martials can't have nice things" but if tech's too powerful you get "Why play a mage when my most powerful combat spells do less damage than a cheap grenade". Even trying to match things up so you have a range from X (cheap, single shot, shoddy pistol and basic combat spells) to Y (tactical nukes and top end, military only combat spells or spell rituals probably in this system) are going to have somneone unhappy with how they were "balanced".
Title: Re: Force 1 killer manabolts
Post by: prionic6 on <06-30-15/0515:21>
Magic 12 + Spellcasting (Combat spells) 12(+2) + Power Focus 12.... to throw consistently and get 10 hits for you Force 1 spell with reagents.

Even then, he was talking about casting three of those at the same time, splitting the dice pool!