Everyone seems to forget that spirits in astral space MUST use mana based attacks, or melee combat. If it uses melee combat, then you can attack it back. If it uses mana spells, block its line of sight.
I will get right on blocking the line of sight from something that can pick me out of the crowd (I am obvious) and that can move at 100m/turn in any direction it pleases, through air and walls, and in fact through anything except the earth and wards it doesn't have permission to pass through. Oh, and 100m/turn is it's walking rate. It's running rate is 50 kilometers/turn.
Really, this is the "Nerf guns cause my melee combat character dies all the time" whine, except over dual natured status.
there are pros and cons to it.
I can take cover against guns. People with guns cannot fly around and be immune to my own guns, or thrown weapons, or literally every ranged option I have that isn't manabolt, stunbolt, or their AOE equivalents.
There is a pro to it, and tremendous cons.
Suck. It. Up.
Inspiring. Truly.
Vamps and dual natured, ghouls are dual natured. 80% of the para-critters are dual natured..... and yet there are not exploding critters left and right all over the city and countryside... hmmmmmm......
I have seen exactly one vampire that is not at least an adept. For that matter, the only Infected I've seen that was only an adept was my own. I've also only seen one sasquatch and one naga. Mind you, I'm a long-standing member of a living community in addition to multiple home games. I've seen literally hundreds of different character builds, probably pushing a thousand now, with over a hundred personally inspected.
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In our game astral perception is only as sure as normal perception, i.e. completely dependent on the circumstances/ area. Most action happens in a city where there's plenty of cover to hide/ run from astral presences. Our team recently plunged into the amazon and in triple canopy jungle the amount of cover is even more dense.
This is entirely reasonable most of the time. However, a dual natured entity is going to stand out. They're
obvious. And unlike your mages or adepts, they cannot turn it off.
Wards, yeah you could crash into one but you could also crash into a wall (you can see both at a distance being dual-natured).
The only real ward risk is ward in an elevator shaft, my team (see above) has run into that scenario precisely once in a year of continual play.
They survived.
I cannot enter a situation where I will hit a wall because of a device that hundred of people use every day. Elevators are not the only risk - go into a parking garage, for example, or try driving through a secure checkpoint. If you're in any situation where you are not propelling yourself, you likely can be caught by surprise, given how astral sight interacts with physical objects. Regardless, your mages are safe from this! They won't get knocked unconscious unless they're actively assensing. A dual natured creature is not. They cannot turn it off. They cannot be safe.
Sure wards are all over corporate targets and players often have corporate targets. However they're not all (or even mostly) going to be force 6. And they won't cover the entire facility, they will be used on the most high-value areas that are small enough to feasibly protect.
There was an excellent writeup at some point - I can find it if necessary - that detailed the costs and efforts behind using wards as a corporate entity. What it broke down to was that even a mom and pop shop could afford rating 6 pretty easy, and a corporate facility could afford rating 12 pretty easy, due to the math behind setting them up. And most places, particularly corporate facilities, are heavily encouraged to reach high, as in order to re-establish wards later, they would have to shut down operations over at least large chunks of their facility to, well, facilitate the ritualists.
Spirit try's to wiz by and melee you're dual-natured person? I'd permit an interrupt melee attack in return.
Reasonable, if they pass a surprise test. Doesn't get around spirits of man or mages with manabolt, who never have to come within your reach.
You think your astral entity can fly through an entire cityblock in a microsecond because astral flight is so fast and thereby invalidate the chance of someone hiding?
Sure but there's nothing that says (or even suggests) they can take in and visually process everything that passes in front of their eyes as they move through a 100 rooms at close to the speed of light.
And I quote (Page 314, Core, under Astral Movement) "If you're looking for a particular place or thing, you must travel at a slower pace. "Slower" in this case means up to 100 meters each combat turn - this is considered to be the Walking rate in astral space."
You can quite explicitly look for things - particularly obvious things, like an astrally active entity - while moving at 100m/turn. Aside from that, they typically won't need to. None of the situations described have involved canvassing hundreds of rooms. At most, a watcher or spirit watching the entrance or main lobby and the road outside would cover all situations I've personally described, without any need for dedicated searching.
I can appreciate that your playstyle doen't involve challenging astral entities in a manner consistent with the core book, but given that the core book does, the errata team should keep that in mind.
As to the rest of you, I think I might have been a little unfair. It feels like many of you are new to the game, and definitely have started with 5th edition. Many of you seem to have have made brand new accounts just to post in this thread, which is ........ interesting
The discussion on reddit was devolving past where I felt anything useful was getting through to the errata team, so I came here. I suspect others have done similar.
I get it, you're new, and you're trying to apply real world physics to the astral world.
I am not.
Maybe find someone who's played the game with for a while....? There are lots of people on roll20. Or try Runnerhub.
This is, among other things, an insulting ad hominem attack. The duration of time I have played Shadowrun is not relevant to my arguments. For that matter, you have absolutely no way of knowing how long I or any others have been playing. I know for a fact that of the people who have recently participated, whose experience with the system I am aware of, I am the only one who has only played on 5th edition - and I've been doing that since before Run n Gun was released - several years at this point, more than long enough to attain system mastery.
But you know what? That doesn't matter. I am familiar with and have played on Runnerhub. I am an active member of ShadowNET, which has a spread of both players new to 5e, experience with 5e, and coming from any of the older systems up to and including 1st.
Ultimately, though, even that doesn't matter. We're not talking about those editions. We're talking about Shadowrun 5th Edition, and the nominal errata it is to be receiving. Which, thus far, has not fixed any of the major confusion, and has instead added abilities to a subset of PCs that were not in need of anything other than some clarity, abilities which now threaten to ruin their functionality as shadowrunners.
Spirits are far easier to kill in astral than material plane if you can engage them.
How do you engage a spirit that is out of reach? Step into a room.
Assuming the room isn't warded (neccessitating a struggle to get in) the spirit pokes it's head into a corner, relays where you are to it's summoner through it's link, manabolts you, then moves out through the same way. If it is warded, it kills you while you're trying to get in. If you get in, it saunters through, easily possessing the skill to make the check, since it's a spirit, even assuming it isn't keyed to said wards.
A better option, a good way to draw out your slow death, but not a way to win the fight.