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
I get it, you're new, and you're trying to apply real world physics to the astral world. Well, don't. It's weirder than that. Maybe find someone who's played the game with for a while....? There are lots of people on roll20. Or try Runnerhub.
Sorry, I didn't realise you were going to attack our shadowrun credentials that we are under no obligation to present to someone who is out of hand dismissing rules legal, effective and deadly threats to a wide range of characters.
I literally GM'd this last night, so assuming I'm a decent GM, who has GM'd over 50 games in 5e alone in the past year, and played in at least that many, with characters covering all archetypes and niche spots, I would like to announce: I have played this game for quite a while.
Your assumptions that astral combat are not an instant death sentence for dual natured characters relies on:
1. The character being able to win a stand up fight vs the astral attacker. Not always possible, and contains dual natured PCs to having high Cha and unarmed combat.
2. That the astral attacker cannot easily move in the astral at speeds so in excess of the PC's material movement that cover, line of sight, and prolonged melee range engagements are a thing. None of this is in any way backed up by any quotes from the rulebooks, and assumes that creatures able to move at near speed of though aren't accustomed to perceiving while doing so.
3. That this game takes place exclusively in locations where there is plentiful, three dimensional, dense cover. Given that dual natured creatures are bound to the material plane, they are bound to material cover, which is almost exclusively two dimensional, and easy to track people from place to place in. Additionally, astral beings, able to ignore gravity, can attack from straight above, negating 99% of cover and making tracking even easier.
4. That the PCs are going to be high magic pcs. Almost every single threat to a dual natured PC increases in danger for a magic 2-3 PC. Mana barriers are harder to pass. Your limits on astral things are lower. Your have less adept powers and lower forces.
I suggest, before placing a trait on a wide range of characters, a trait that is a death wish as read from rules, you instead put this entire idea on hold, and clear up all these questionable grey areas and assumptions you are using about what being dual natured means, how astral combat works, and how astral cover and movement work.
Can you please provide me a citation for:
1. High speed astral movement prevent easy perception.
2. This game taking place in locations with plentiful cover such that a PC can reliably break line of sight.
3. How a PC with say, Agi 5, and 20 movement / turn can expect to outrun an Astral Form with no listed upper limit to movement.
Finally, can you please show me how all these delaying actions lead to the PC winning rather than simply delaying their death?