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Direct Damage Spell Houserules

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jim1701

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« Reply #15 on: <08-05-15/1251:58> »
It's in Run Faster.  +2 damage for +2 drain for single target direct damage spells.

All4BigGuns

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« Reply #16 on: <08-05-15/1252:53> »
Anyone actually playing with direct damage spells?  Can't see the point.  Force of the spell matters only to set limit.  Damage is only net hits.  Seems that typically your are going to be getting 3-5 hits on your spellcasting test (assuming 12-16 dice), and your target is going to get 1-2 hits most likely, leaving you with 2-3 damage most of the time.  I do realize that 2-3 damage vs a crazy dodge monkey or tank troll might be better than nothing, but this still seems underwhelming.

I was thinking that half force rounded down sounded nice as base damage.  Just a little boost to make it comparable to direct damage spells.

House rules are a bad thing, but if you're doing anything, just pick up an SR4A core book and use those rules for direct spells.
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Whiskeyjack

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« Reply #17 on: <08-05-15/1308:51> »
It's either Street Grimoire or Shadow Spells.

EDIT: lolnope sorry my bad, it's Run Faster.
Playability > verisimilitude.

Rift_0f_Bladz

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« Reply #18 on: <08-05-15/1429:54> »
My group has the same house rule, but our two mages don't normally use the reagent trick much at all. Also, with the game being very magic heavy and majority of the big bars being either high force spirits or mages low will is not an issue and it is something that our GM rolls well on majority of the time. But we added this house rule before WMH came out at all.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

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