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Looking for ideas: How to keep Lightning Ball from "winning" SRM?

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ShadowMaster:
Page 125 of Run & Gun, RUN FOR YOUR LIFE/DIVE ON THE GRENADE
It's an interrupt action that allows you to avoid AoE attacks. I have used the Dive on the grenade to jump on a Fireball spell.
You are limiting them to 5d6 on initiative? An average roll is 17.5 on 5 dice, so getting a 40 is not easy.

Marcus:

--- Quote from: ShadowMaster on ---Page 125 of Run & Gun, RUN FOR YOUR LIFE/DIVE ON THE GRENADE
It's an interrupt action that allows you to avoid AoE attacks. I have used the Dive on the grenade to jump on a Fireball spell.
You are limiting them to 5d6 on initiative? An average roll is 17.5 on 5 dice, so getting a 40 is not easy.

--- End quote ---

Yeah that's was my thought as well, but they are apparently running Mystic Adepts using highly stacked Adrenaline surge normally that kinda drain is  a problem but their clearly built to eat mega drain.

Stainless Steel Devil Rat:

--- Quote from: Marcus on ---
--- Quote from: ShadowMaster on ---Page 125 of Run & Gun, RUN FOR YOUR LIFE/DIVE ON THE GRENADE
It's an interrupt action that allows you to avoid AoE attacks. I have used the Dive on the grenade to jump on a Fireball spell.
You are limiting them to 5d6 on initiative? An average roll is 17.5 on 5 dice, so getting a 40 is not easy.

--- End quote ---

Yeah that's was my thought as well, but they are apparently running Mystic Adepts using highly stacked Adrenaline surge normally that kinda drain is  a problem but their clearly built to eat mega drain.

--- End quote ---

Indeed.  I'm not sure how it got there, but one of them has a 30 dice pool for drain.  Not difficult with a pool that large to get lucky enough to fully soak 11-13 even w/o post-edgeing.  Counting on drain as a brake isn't in the cards, it would seem.

But there's been some good ideas expressed in the thread, and thanks to all for that.   I particularly like the idea of simply putting something they "better not break" in among the NPCs as a tool to limit the "one spell solves every combat" problem.  It can even involve "spawning" the NPCs just right there next to the PCs.. after the NPCs having snuck up on them just about into melee reach before launching the attack rather than opening up from cover at range.

ShadowMaster:
You are using adept drain rules for adept powers?
Page 308 has drain for adept powers as Willpower + Body. If they have maxed out that power the drain will be 6 or 7. Don't forget you won't be adding centering or center focus to is. Adept Center only decreases negative dice pool modifiers, so it won't help either.

I still say have 1 opponent abort and jump on the spell effect and take the damage themselves, and only they take the damage.

Stainless Steel Devil Rat:
I'm also giving serious thought about that whole "there is no dodge test for Area Indirect Combat Spells" angle.  There are at least two instances in the book which contradict this: the rule affirming that dodge tests are somehow possible as you get a "-2 modifier" when targeted by an area spell (pg 190) and the example of spell defense dice giving everyone hit by the fireball bonus dice to their nonexistent defense test (pg 295 sidebar examples).  I know it was clarified by the devs that you're not supposed to get a defense test, but clearly at one point the intent was that you would or that language wouldn't be there.  Since CGL is taking their sweet ass time errating out such troublesome references that contradict the clarification, maybe in lieu of the House Rules I'm not allowed to bring in I can just take those rules/example at face value and say you DO get a defense test vs area indirect combat spells.  There's literally no spell defense possible if you don't allow it, since I only just now realized I shouldn't have allowed a NPC mage to try to dispell a lightning ball as dispelling is only allowable on quickened/sustained spells.

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