Shadowrun

Shadowrun Play => Rules and such => Topic started by: Bradd on <10-18-10/0534:37>

Title: Indirect spells and melee combat
Post by: Bradd on <10-18-10/0534:37>
First, I'm not sure how indirect touch spells are supposed to work. My understanding is that for most spells, you establish touch with an unarmed combat attack, using melee modifiers, including +2 for touch-only, you win grazes, and net hits don't matter. If you touch, you have a magical link, and you can make your spellcasting test against that target normally.

I'm not sure how that translates to indirect spells though. For those, you make the spellcasting test as a ranged attack. Does "touch" mean that you have to touch the target and make a ranged attack? To me it makes more sense to combine the two and make the spellcasting test as a melee attack. But then I'm not sure whether you should use the +2 touch-only modifier, or whether you should win grazes. My inclination is no, but I don't want to be overly harsh.

Related to this, I seem to recall that you can cast a spell through a weapon, but I don't see the rules for that, and it's not jumping out to me how you'd handle it.
Title: Re: Indirect spells and melee combat
Post by: The_Gun_Nut on <10-19-10/1544:00>
About the only spell that one might toss through a weapon would be an electrical spell and a metal weapon.  I wouldn't hold onto the (very) hot metal weapon after that, though.

You're idea about the melee combat thing would work just fine.  However, the caster is still just using the normal casting procedure for touch based weapons.  Just substitute the close-combat skill (as needed) instead of any ranged combat attack roll.  Remember, the caster gets a (sorta) free melee combat attack roll as part of the spellcasting process.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-19-10/1552:59>
I talked about this with the other GM in my group, and here's what we came up with:

When you cast a touch indirect spell, make a melee touch attack just like you do with other spells, to establish the magical link. If you touch, then make a Spellcasting test with exactly the same modifiers. Use the same defense roll for both tests (i.e., defender only rolls once). If you win that test too, add net hits to Force and finish resolving normally for an indirect spell.

Does that seem reasonable?
Title: Re: Indirect spells and melee combat
Post by: The_Gun_Nut on <10-20-10/0614:23>
Do you mean that the defender's hits are counted twice?  Once for each roll?
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-20-10/1702:03>
Yes. Sort of like how you use one spellcasting roll for all targets in an area, or you use one counterspelling roll for all allies. In this case, you use one dodge roll for both touch and spellcasting defense.
Title: Re: Indirect spells and melee combat
Post by: Walks Through Walls on <10-20-10/2125:34>
No. You make the melee test which replaces the ranged attack test that it talks about in the book. At this point you have "hit" with the spell. Then you resolve the spell using the appropriate attribute, armor or portion there of depending on the indirect spell (or none with some elemental effects) and any counterspelling that is in effect for the resisting person
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-20-10/2137:47>
No. You make the melee test which replaces the ranged attack test that it talks about in the book. At this point you have "hit" with the spell. Then you resolve the spell using the appropriate attribute, armor or portion there of depending on the indirect spell (or none with some elemental effects) and any counterspelling that is in effect for the resisting person

If you are implying a simple Spellcasting test at melee rather than ranged thats incorrect.  Touch spells require a "Touch" attack with Unarmed AND a Spellcasting test per the description of RANGE under Spellcasting (Page 203 SR4A).  You make two tests, the question is if the bad guy rolls two defense rolls which seems silly for an action that takes place near simultaneously.  Adding the touch requirement to direct spells is much easier as they have no attack roll to begin with, just spellcasting vs attribute to resist.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/1426:19>
I dunno, I could see doing it the way Walks Through Walls suggests (although Counterspelling applies to the defense roll, not the resistance roll, for indirect spells). It just occurred to me that indirect spells don't follow the same rules for magical links, so they wouldn't necessarily use the same touch test to establish the link.

So then my question becomes: Does an indirect touch spell use ranged or melee modifiers? Is it a ranged "weapon" with a maximum range of touch, or is it melee? I think it's the latter, but not sure.

EDIT: I just re-read p. 204, and it looks like Indirect Spells use magical links like everything else: the spell construct "travels down the mystic link to the chosen target" just like everything else. So you need a link to cast it, which means you need a successful unarmed touch. Then the question is, does the target defend against the touch & spell separately or together?
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/1453:25>
A little further down the page:

Quote from: SR4A, p. 204
If the spell reaches the chosen target and it fails to dodge with Reaction (+ Counterspelling, if available), the target then resists damage with Body + half Impact armor. Each hit reduces the Damage Value. If the modified spell DV does not exceed the modified Armor, Physical damage is converted to Stun.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/1520:28>
I was thinking that in this case, "If the spell reaches the target" means that you hit with an unarmed touch attack. It seems weird to have the target roll separate dodge tests for the touch and the spellcasting.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/1547:09>
Where are you getting the Unarmed Touch attack? The rolls are a Spellcasting + Magic Opposed test against the target's Reaction (+ Counterspelling, if available), followed by a Resistance test if the mage is successful. There's no "Attack" roll.

Quote from: SR4A, p 204
Indirect Combat spells are treated like ranged combat attacks; the caster makes a Spellcasting + Magic Success Test versus the target’s Reaction.

I think you're confusing this with Touch Attacks in D&D.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/1604:37>
SR4A, p. 203:
Quote
Some spells, particularly health spells, require the caster to touch
the intended target in order for the spell to work. To touch an unwill-
ing target, the caster must make a normal unarmed attack as part of
the Complex Action of spellcasting (see Melee Combat, p. 156). A tie
on the Opposed Melee Test is sufficient for the caster to touch the
target (p. 63).

Establishing the magical link for a touch spell requires an unarmed attack.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/1615:33>
Ah, okay, I see what you're talking about now. Spells with the range of Touch. In that case, I'd say that the Indirect Touch spells only require you to make the Opposed Melee Test since the wording of the original Indirect Spells mentions it should be treated as a "ranged attack".

In other words, Indirect Touch spells require Opposed Melee Tests, while all other Indirect Spells require the Spellcasting + Magic Opposed Test against the target's Reaction (+ Counterspelling).
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/1627:48>
So, roll Spellcasting + Magic + melee modifiers vs Reaction + melee defenses + Counterspelling? That's one of the three main approaches I was thinking of. It might not be exactly right technically, but it's a reasonable simplification.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/1644:48>
Actually, if it's a Touch attack Spell, it would be Unarmed Combat + Agility + melee modifiers vs Reaction + melee defenses + Dodge + Counterspelling to get the touch on the target. Then roll Resistance as normal.
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-21-10/1652:27>
We thought of that. The problem we had with that approach is counterspelling is applied before any spellcasting roll is made (or if any spellcasting roll is made at all).  This is how we came to the single dodge roll for the touch and the spell (with counterspelling adding to the spell defense when appropriate).
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/1701:31>
@FastJack: You still need to roll Spellcasting in there somewhere. ;)
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/1856:29>
The Spellcasting is as normal to figure out the hits for the Opposed Resistance Test.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/1913:47>
OK, I'm not sure why you included Counterspelling in the touch attack then. That normally goes on the Spellcasting test. Could you please go through all of the tests that you think are involved in resolving a touch-range indirect combat spell?

Here's my thoughts on how it's supposed to work.

1. Establish magical link. For touch spells, this is an Unarmed Combat + Agility vs defense test (touch only, win grazes).

2. Cast the spell down the link. For indirect spells, this is a Spellcasting + Magic vs defense + Counterspelling test.

3. Resist the damage (indirect combat spells only). Reduce damage by Body + half Impact Armor + Spell Resistance.

The parts I'm not sure about: Can you consolidate any parts of steps 1 & 2? For touch spells, is step 2 a ranged or melee attack?
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/1924:22>
Too many steps.

1) Establish Magical Link: Unarmed Combat + Agility vs Defense test + Counterspelling - The counterspelling is there because this is where the link is established and where the target can break that link.
2) Once the touch "hits", the spell goes off. Spellcasting + Magic to determine how successful the spell was vs. the target's Resistance test.
Title: Re: Indirect spells and melee combat
Post by: voydangel on <10-21-10/1944:41>
In my groups we run it in 2 steps as well, but slightly differently than FJs 2 steps.

We go:

1) Establish Magical Link: Standard melee combat test. (Unarmed Combat + Agility vs Defense test) The attacker/caster gets +2 dice because only a touch is required as per SR4A pg. 159.
2) If the melee touch attack succeeds: Spellcasting + Magic vs. Body/Willpower + Counter-spelling (and some armor and other random stuff if applicable to the spell). To determine spell effectiveness/potency.

This is fairly directly explained on pg. 183 where in Step 3: "Choosing a target", it mentions that if its a touch spell you must succeed in a melee attack vs the target to create the link. Then in step 4 you make your casting test, then step 5 the target resists.

Also on pg 203, it explains that a standard melee attack is required as part of the complex action of casting when using touch based spells.
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-21-10/2015:33>
@voydangel
+Counterspelling on the body/willpower in a indirect spell is just straight wrong.  It's always on the reaction test to get out of the way.

@FastJack
I SUPPOSE allowing counterspelling vs unarmed makes sense in that context, however ranged indirect spells don't use throwing to make contact (or something similar) they use spellcasting.  It seems unfair to force not only the training of an additional skill but also the application of the enemies skill to to weaker of the two skills.  Also what becomes of the net hits on the unarmed combat test?  Are they added to the spellcasting test?  To the eventual spell DV?  Spellcasting + Magic vs Resistance test seems wrong for an indirect spell.  They would get no chance to "dodge" the spell portion, which is a key difference in indirect vs direct spells.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/2016:21>
Also on pg 203, it explains that a standard melee attack is required as part of the complex action of casting when using touch based spells.
This is why I put the Counterspelling as part of the Opposed Melee test.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/2018:59>
@FastJack
I SUPPOSE allowing counterspelling vs unarmed makes sense in that context, however ranged indirect spells don't use throwing to make contact (or something similar) they use spellcasting.  It seems unfair to force not only the training of an additional skill but also the application of the enemies skill to to weaker of the two skills.  Also what becomes of the net hits on the unarmed combat test?  Are they added to the spellcasting test?  To the eventual spell DV?
The net hits mean nothing on the Opposed Melee test. Since you're looking to just touch to target to establish the magical link for the spell, extra hits won't increase that link's strength. Also, the Unarmed Combat makes perfect sense. Otherwise, you'd have a mage with Magic 6 + Spellcrafting 6 easily touching a Street Samurai.
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-21-10/2032:18>
Right, all that I get.  The need for a touch attack, and the use of unarmed.  

So using your method said mage would touch the target and then roll spellcasting plus magic of lets say 6 + 6 on a force lets say 9 indirect Punch spell.  (Spellcasting (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2734097/))  He now resists 12 stun and is unable to dodge?  This seems to go against "the caster makes a Spellcasting + Magic Success Test versus the target’s Reaction." which I know is for ranged indirect spells but still.  Seems wrong to me.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/2037:54>
Yes. Because he already failed the dodge on the Opposed Melee test.
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-21-10/2039:15>
So spell casters interested in ranged touch indirect spells are better off with Unarmed 6 and Spellcasting 4 than the other way around.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/2042:43>
@FastJack: Counterspelling doesn't apply until after you've established a magical link, so it doesn't belong on the unarmed attack test.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/2044:26>
Quote from: SR4A, p 185
Counterspelling is used to interrupt other spells, either as they are being cast (counterspelling) or while they are sustained (dispelling).
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/2047:02>
Right, and "as they are being cast" is the Spellcasting test. Note how it works with most spells (other than indirect combat spells). You make an unarmed touch attack and then make a Spellcasting test vs Counterspelling. That shouldn't change for an indirect combat spell.

(Or to put it another way, Counterspelling can't stop somebody from touching you.)

(And remember that I'm talking about indirect spells here. I think voydangel's method is correct for direct & non-combat spells.)
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/2058:13>
And, we're back to this:

Quote from: SR4A, p 203
To touch an unwilling target, the caster must make a normal unarmed attack as part of the Complex Action of spellcasting (see Melee Combat, p. 156).
Title: Re: Indirect spells and melee combat
Post by: voydangel on <10-21-10/2109:10>
@voydangel
+Counterspelling on the body/willpower in a indirect spell is just straight wrong.  It's always on the reaction test to get out of the way.

And, we're back to this:

Quote from: SR4A, p 203
To touch an unwilling target, the caster must make a normal unarmed attack as part of the Complex Action of spellcasting (see Melee Combat, p. 156).

Yes, quite right. However, that seems to systematically imply that someone with counterspelling is harder to touch, when in fact the melee attack is simply to physically touch the target to create the link, not actually transfer the magic along the link. That happens in the next "step" - according to the 'list-o-steps' that happens (all of those steps are just parts of the single complex action of casting a spell) on page 183. The trick here is that ranged spells don't roll anything in step 3 as a general rule, you just pick your target and move along to step 4. Whereas with a touch based attack, you make an extra roll in step 3 - the melee attack roll.

I know that on pg204 it says that all indirect spells are treated as ranged combat, but if its a touch based indirect spell, I think its fairly obvious that you would simply change the ranged roll to a melee roll and leave everything else the same - even if that wasn't explicitly stated. So, the only difference between casting a lightning bolt at someone and casting a touch based spell of the same type (such as "Punch"), is that your ranged attack roll is part of the spellcasting test for the lightning bolt, whereas there's a separate (extra) melee attack for the "Punch" spell just before the spellcasting test. All other rolls and aspects of the casting and resistance of said spells is identical.

At least that's what I feel the dev's intended. It makes perfect logical sense, is balanced, and fits with the "feel" of the system. imho
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/2115:30>
@FastJack: Yes, they're part of the same complex action, along with everything else in the spellcasting procedure (SR4A, pps. 182-184).

1. Choose a Spell.
2. Choose the Force.
3. Choose the Targets. This is where you establish the magical link. In general, you can use sight, astral sight, touch, or (at GM's discretion) other senses. Unless you're visually targeting something obvious, you need to win an appropriate Perception test or an Unarmed Combat touch attack. If it's a touch spell, the touch attack is your only option. If you fail, then you have no magical link, no target, no spell at all.
4. Make Spellcasting Test.
5. Determine Effect. This is where you apply resistance, Counterspelling, and everything else that opposes the Spellcasting test.

"Same action" is different from "same test."

@voydangel: I agree, if I'm understanding you correctly. Unarmed vs defense in Step 3 to establish link, Spellcasting vs defense in Step 4-5 to determine effect? Dakka & I think it's a bit odd to roll the defense twice, though, with exactly the same modifiers, against essentially the same attack. Therefore, we were thinking of reusing the Step 3 defense in Step 5.
Title: Re: Indirect spells and melee combat
Post by: voydangel on <10-21-10/2124:30>
@Bradd: The test in step 3 is purely to resist getting touched. Which is why in my games you don't get counterspelling for that test. Its just a straight up melee test where the caster gets +2.
In step 5 you would get your armor and counterspelling modifiers etc.

I know it doesn't quite fit with the RAW perfectly, but I really think that's what the dev's intended... which of course is completely up for debate .. lol
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-21-10/2130:59>
OK, so here is the problem with THAT list (I'm full of problems today, I know).  Do step 3 and step 4 EACH get a reaction test by the target of an indirect touch spell or is one reaction test sufficient as a barrier to both tests.  Also I think you are wrong about counterspelling being restricted to step 5.  Step 5 is "you take damage" and this damage is either resisted with body + 1/2 impact (indirect) or its not (direct).  Counterspelling goes in step 4.
Title: Re: Indirect spells and melee combat
Post by: voydangel on <10-21-10/2133:33>
Quote from: SR4A
Step 4: Make Spellcasting Test
The Spellcaster rolls Spellcasting + Magic, modified by foci, totem bonuses, bound spirits, and/or Visibility modifiers.

No resistance in this step at all.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/2134:44>
I guess my point is that there is no defense roll to #4: Spellcasting Test. You roll Defense to the Opposed Melee Test, then you roll Resistance to the Effect. My opinion is that Counterspelling could occur during Step 3 for Touch spells. But it could also be during Step 5.
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-21-10/2203:25>
Quote from: SR4A
Step 4: Make Spellcasting Test
The Spellcaster rolls Spellcasting + Magic, modified by foci, totem bonuses, bound spirits, and/or Visibility modifiers.

No resistance in this step at all.

OK, well, that makes it a pretty useless step.  Clear cut I suppose but rolling dice in one step and finding out what they do in another step seems odd but whatever.

No where in any of the 5 steps of spellcasting is Reaction mentioned for indirect spells AT ALL.  Touching the target in step 3 is mentioned, but as far as even ranged indirect spells go they are in violation of the 5 step outline already.  There needs to be a Step 5a for direct spells (which is how its already written) and a step 5b for indirect spells.  Note that indirect spells also go against Step 5 counterspelling rules by applying it to the reaction test and not the resistance test.  When it comes down to it indirect spells are resisted by reaction as in "HOLY CRAP GET OUT OF THE WAY OF THAT FIREBALL".  Somewhere in the mix there should be Spellcasting + Magic vs (ranged or melee) Reaction + Counterspelling.

The rules listed after the spell categories (Combat, Detection, Health, Illusion, and Manipulation) are all category specific and override certain aspects of the spellcasting process.  Detection spells, for example, have rules for secondary targets within the new sense's rage.  IMO "Indirect spells are resisted by reaction" is a combat spell category rule change to the basic spellcasting rules.

So, following the 5 steps, you would
1)Choose a spell
2)Determine Force
3)Establish Link (Touch attack goes here)
4)Use Magic + Spellcasting
5)Determine Effect (Reaction + Counterspelling goes here as well as Body + 1/2 impact soak roll for indirect spells)

Which brings me back to does the target roll his defense twice, once against the touch and once against the spell?  Dodging the touch attack makes the spell worthless, but being touched would he get ANOTHER reaction roll to dodge the spell (knock the hand away) or would you simply add counterspelling on top of what was rolled.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/2212:40>
I think the problem is thinking that a Resistance Test is an Opposed Test. The Spellcasting test sets the effect, then the Resistance test lowers the effect, much like the Damage Soak reduces the damage inflicted by weapon/attack.

The target only gets the single Defense test in the Opposed Melee test for Touch attacks, Defense/Dodge test in the Opposed Ranged attack for non-touch Indirect Spells. If it's a Direct spell, there's no attack roll since the spell is targeting directly as long as the mage can see him.
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-21-10/2215:15>
Except for direct spells at range touch.  They still require a melee touch attack.  Its the range touch thing that is screwing everything up.  Otherwise you just follow the steps on page 204 for indirect spells and you are fine (which adds counterspelling to the reaction test and is opposed to spellcasting + magic).
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-21-10/2217:54>
Right, Direct Touch still requires the melee touch attack.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-21-10/2245:14>
For comparison's sake, here's how I would handle spellcasting with a sense other than vision or touch (based on the FAQ guidelines for casting when blind):

1. Choose spell.
2. Choose force.
3. Choose targets. Since you don't have a target in plain sight, you must first succeed at a Perception test to establish the magical link.
4. Roll the spellcasting test.
5. Determine effects, accounting for resistance, counterspelling, and other defenses.

In this case, I think it's pretty clear that the targeting test is completely unrelated to the spellcasting test: different skills, different modifiers, etc. There's no confusion between dodging a touch and dodging a spell. Now for touch spells, just substitute an Unarmed attack for the Perception test, and you have spellcasting with the sense of touch.

As for why they call out steps 4 & 5 separately, I figure it's just because step 5 is a bit complicated and varies a lot, whereas all spells have the Spellcasting roll in common, so it's simpler to just get it out of the way.
Title: Re: Indirect spells and melee combat
Post by: Qemuel on <10-26-10/0113:00>
I followed the line of discussion throughout this thread finding points to agree with, disagree with, and get confused by.   ;D   I thought I had it figured out, but toward the end, I think I got muddled in all the details.
o.O

What was the consensus on how to handle indirect touch spells such as Punch?  And would someone be willing to give an example?  Pretty please?   :)
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-26-10/0132:53>
It's not explicit, BUT what I finally decided on is to treat it exactly as an indirect touch spell, namely add a touch attack in step 3 "Choose Targets".  As you read there's not a lot of clarity or consensus but here's where I'm at.

Touch attack vs target with Unarmed + Agility + mods (including +2 for touch only attack) vs Reaction + Melee Defense + mods.  A graze is sufficient to land the spell.
Spellcasting test at melee with Spellcasting + Magic + mods (including the +2 from touch only attack) vs Reaction + Melee Defense + mods.  Net hits increase DV of the spell
Absorption roll if spell sucessful with DV determined by force + hits vs Body + 1/2 impact armor.

A more strict interpretation of RAW would make the middle step a ranged attack after a successful touch attack.
Title: Re: Indirect spells and melee combat
Post by: voydangel on <10-26-10/0208:08>
I don't mean to argue with Dakka, he's very knowledgeable, and that's one way to do it if you're so inclined. However, we do it differently at my table, and I will "steal" his example lines to highlight the differences between his way and mine.

Touch attack vs target with Unarmed + Agility + mods (including +2 for touch only attack) vs Reaction + Melee Defense + mods.  A graze is sufficient to land the spell.
Spellcasting test at melee with Spellcasting + Magic + mods (including the +2 from touch only attack) vs Reaction + Melee Defense + mods vs counterspelling. Net hits increase DV of the spell.
Absorption roll if spell successful with DV determined by force + net hits vs Body + 1/2 impact armor.

*Note that these steps are specifically for "Punch", an indirect touch based spell. If this were for any other other type of spell, it would be a different set of steps.

Unfortunately, as Dakka said, the RAW is a bit vague on the particulars of this scenario, so I don't think there is one singular "correct" way to interpret the RAW atm.
Title: Re: Indirect spells and melee combat
Post by: Qemuel on <10-26-10/0214:21>
@ Dakka:  I just find it odd that one would use reaction again AFTER being touched...  Frankly, I think a different mechanic is in order, but I'm not sure how to go about it fairly.  One of my players has the Punch spell... but hasn't used it yet.

@ Voydangel:  Actually, I think I like your method a little better, but it seems it may allow for much higher damage (though I haven't tested the numbers).  What has been your experience at the table? 
Title: Re: Indirect spells and melee combat
Post by: Dakka on <10-26-10/0216:28>
^That was the way FastJack suggested^

Well, almost, he added counterspelling to the body soak roll.  I forgot to mention counterspelling at all, it would go on the opposed spellcasting test.

@Qemuel

Originally I thought to use the same roll twice for the defender, only adding counterspelling to his hits if applicable for the spellcasting test, but I liked the idea that after the touch the target breaks the link before the spell.  Makes for more tension.  If you like you can use the same roll twice on the defense side, comparing the hits to the touch attack for targeting and the spellcasting test for the dodge.
Title: Re: Indirect spells and melee combat
Post by: Qemuel on <10-26-10/0237:05>
Actually when you put it that way, it made a little more sense.  A touch attack to establish the link, then while channeling the energy into your target (spellcasting), the target has the chance of breaking/lessening the link with the second reaction roll...

heh... it's funny how logic always comes into play no matter how illogical the situation/rule.  I like logic.  You can sway me any direction if it's logical.   ;D

hmmm... I'll have to think about it some more... ultimately, it's going to be up to my players to decide (they are pretty fair when it comes to rules), but it's good to be armed with knowledge, opinions, and examples when going into rules methodology and interpretation.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-26-10/0501:57>
After weighing everything, I think I like Dakka's method the best. If the second dodge test got to be too time-consuming, I would just re-use the first roll (plus counterspelling).
Title: Re: Indirect spells and melee combat
Post by: Mäx on <10-26-10/0556:28>
It's not explicit, BUT what I finally decided on is to treat it exactly as an indirect touch spell, namely add a touch attack in step 3 "Choose Targets".  As you read there's not a lot of clarity or consensus but here's where I'm at.

Touch attack vs target with Unarmed + Agility + mods (including +2 for touch only attack) vs Reaction + Melee Defense + mods.  A graze is sufficient to land the spell.
Spellcasting test at melee with Spellcasting + Magic + mods (including the +2 from touch only attack) vs Reaction + Melee Defense + mods.  Net hits increase DV of the spell
Absorption roll if spell sucessful with DV determined by force + hits vs Body + 1/2 impact armor.
Thats seems pretty logical, except for the +2 touch only attack in step 2.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-26-10/0859:33>
I'll give you the Counterspelling on the Spellcast test, but here's how I'd play it:

Unarmed + Agility + mods vs Reaction + Melee Defense + mods.  Tie goes to caster.
Spellcasting + Magic + mods  vs Reaction + Counterspelling.  Net hits increase DV of the spell (They already had their chance to dodge the melee attack, I don't see how they can use melee defense to dodge again.)
Absorption roll if spell sucessful with DV determined by force + hits vs Body + 1/2 impact armor.
Resist Drain.

Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-26-10/1358:16>
@FastJack: I see your point about not being able to use melee defense against a spell that you know has already "hit" you. However, that's going to make indirect touch spells more damaging than they'd otherwise be. Also, I think it might matter how solidly the attack hit you, and (re)applying melee defense would reflect that. I don't see that it's a big deal either way, though.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <10-26-10/1700:41>
Magic is supposed to be powerful. If a mage (most without any unarmed combat ability) manages to "touch" you, he should get the benefit of the doubt and drop you like a rock. I think most people here are forgetting that the first step in this process is for the mage to hit the target with a physical touch. Chances are good that he'll miss with the touch. And chances are also good that if he does hit with the touch, the target might just soak most of the stun damage. So, I don't think it's too much to ask that you remove melee defense modifiers from the roll.

Let's take a look at how it may go down between the Combat Mage (SR4A, p 99) and the Street Samurai (SR4A, p 110):

Combat Mage: 0 (Unarmed) + 4 (Agility) + 2 (Touch) - 1 (Defaulting) (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2739979/)
Street Samurai: Reaction Test (no mods) (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2739980/)

Mage got lucky and was able to touch the Sammy.

Combat Mage: 5 (Spellcasting) + 5 (Magic) (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2739984/)
Street Samurai: Reaction (no mods) (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2739985/)

Mage got 1 Net hit on the opposed Spellcasting Test.

Combat Mage: Force 5 Punch + 1 Net Hit = 6S DV
Street Samurai: 4 (Body) + 2 (half Impact) (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2739992/)

Sammy takes 4S damage to their condition monitor. She's still up and the Mage is now standing right in front of her. And her Wired Reflexes means she gets two IPs before the Mage goes again.

Now, granted, the Sample characters aren't built to show this off best (the Mage doesn't have Unarmed and the Sammy doesn't have Dodge ???), but still, it gives you an idea of how dangerous it is for a mage to cast this. Do we really want to nerf him further?
Title: Re: Indirect spells and melee combat
Post by: voydangel on <10-26-10/1804:44>
@ Voydangel:  Actually, I think I like your method a little better, but it seems it may allow for much higher damage (though I haven't tested the numbers).  What has been your experience at the table? 
It does tend to allow for slightly higher damage, but no more than any other spell. It seems to be right in line (damage wise) with pretty much any other combat spell.

Example using same stats as FJ did in his example:
Code: [Select]
Cast Lightning Bolt at force 5:

Combat Mage: 5 (Spellcasting) + 5 (Magic) (10d6.hits(5)=3)
Street Samurai: Reaction Test (no mods) (6d6.hits(5)=1)

Mage hits the Sammy (Net 2).

Combat Mage: Base DV = 7 (Force 5 + 2 net hits)
Street Samurai: 4 (Body) + 2 (half Impact) (6d6.hits(5)=2)

Sammy takes 5P damage to their condition monitor.

Code: [Select]
Cast Punch at force 5 (my method):

Combat Mage: 0 (Unarmed) + 4 (Agility) + 2 (Touch) - 1 (Defaulting) (5d6.hits(5)=1)
Street Samurai: Reaction Test (no mods) (6d6.hits(5)=1)

Mage got lucky and was able to touch the Sammy.

Combat Mage: 5 (Spellcasting) + 5 (Magic) (10d6.hits(5)=3)
Street Samurai: no counterspelling. (hint: "hire a mage")

Mage got 3 Net hit on the opposed Spellcasting Test.

Combat Mage: Force 5 Punch + 3 Net Hits = 8S DV
Street Samurai: 4 (Body) + 2 (half Impact) (6d6.hits(5)=2)

Sammy takes 6S damage to their condition monitor.
(thanks to FJ for the framework here)

So we can see here that yes, the punch does one more damage than a lightning bolt. But we can also see that if there was even one more hit on any roll by the Sammy (such as if he had any counterspelling helping him out), then the damage would have been exactly the same as the lightning bolt. Not to mention that its really kind of fair that the punch does a wee bit more damage since the mage is required to stand toe to toe with the Sammy in order to make the touch attack, which is generally the last place a mage wants to be in the first place.

So, to answer your question Q: the way I stated it works really well in my experience, and is quite well balanced with the effects and damage of other comparable spells. Of course, ymmv, every table is a touch different.  ;D
Title: Re: Indirect spells and melee combat
Post by: Bradd on <10-26-10/1907:53>
I think most people here are forgetting that the first step in this process is for the mage to hit the target with a physical touch. Chances are good that he'll miss with the touch.

I'm definitely not forgetting that, and I don't think it's all that hard to touch. If he's serious about touch spells, a magician's base attack pool should be similar to a melee grunt or a prime gunbunny's defense pool. Melee attack bonuses are easy to get: +2 touch-only, win ties, +2 charge, +2 superior position, +1 to +4 allies. You won't get everything every time, but it should be enough to beat normal defense regularly, full defense often.

It gets a lot easier if you can surprise the enemy, but in that case the defense rolls don't matter anyway.
Title: Re: Indirect spells and melee combat
Post by: Walks Through Walls on <10-29-10/2208:59>
I know I'm late to the discussion, but I have read much of the posts and am a bit baffled about why people think that a person should get two chances to dodge away from a touch spell.

Here is what I mean and my thought process:

The mage has to touch to establish the link to cast the spell. At this point there is a touch or no spell.
spell is cast and successes noted to stage damage
The spell is cast and resisted with appropriate stat, armor if applicable and any counterspelling and damage is assessed.

Now let's look at a sammy with a sword.
Sammy swings and hits. At this point you don't get another dodge roll to lessen the damage before you go to your body w/ armor roll

So why should you get a second roll against a spell?

Yes you may do more damage this way, but just because a sammy has a high strength and can do more damage with a sword than with a gun (especially since they hit impact armor) you don't give the defender another roll to lessen damage.
Title: Re: Indirect spells and melee combat
Post by: Mäx on <11-01-10/0813:59>
The mage has to touch to establish the link to cast the spell. At this point there is a touch or no spell.
spell is cast and successes noted to stage damage
The spell is cast and resisted with appropriate stat, armor if applicable and any counterspelling and damage is assessed.

Now let's look at a sammy with a sword.
Sammy swings and hits. At this point you don't get another dodge roll to lessen the damage before you go to your body w/ armor roll

So why should you get a second roll against a spell?
Your comparing apples to oranges there.
The sammy's test is to hit with his attack.
The mages first test is to see whether he can cast the spell or not and the second one is the same the sammy takes to see whether or not the attack hits the enemy.
Title: Re: Indirect spells and melee combat
Post by: Qemuel on <11-01-10/1641:23>
Ah, I see the issue.

In my thinking, the physical touch attack by the mage has to happen first, otherwise the link is not established.  Then while touching the target, the spellcasting must commence as part of the same complex action.
Title: Re: Indirect spells and melee combat
Post by: Walks Through Walls on <11-01-10/1755:23>
No I disagree. The first one is to see if you hit (with a touch) this then lets you cast the spell. There is no reason to see if you hit again. I hit therefore I cast the spell. How can you dodge away from something that is already touching you?

I doesn't say how well you have to touch to do damage just that you have to touch.

Let me try another analogy:

If you touch a live wire you get zapped. It doesn't matter if you brush it or grab on you get zapped. It happens in the instant you complete the circuit and you feel it. That is how I see the spell process working. You touch the victim completing the circuit and they get zapped by the spell.
Title: Re: Indirect spells and melee combat
Post by: Qemuel on <11-01-10/1811:51>
No I disagree. The first one is to see if you hit (with a touch) this then lets you cast the spell. There is no reason to see if you hit again. I hit therefore I cast the spell. How can you dodge away from something that is already touching you?

I doesn't say how well you have to touch to do damage just that you have to touch.

Let me try another analogy:

If you touch a live wire you get zapped. It doesn't matter if you brush it or grab on you get zapped. It happens in the instant you complete the circuit and you feel it. That is how I see the spell process working. You touch the victim completing the circuit and they get zapped by the spell.

Logically this makes the most sense to me as well.  The rules make it... er.. complex to figure out, though.   :-\
Title: Re: Indirect spells and melee combat
Post by: FastJack on <11-01-10/2113:51>
This is why I put the Counterspelling in with the Dodge to the Melee attack.
Title: Re: Indirect spells and melee combat
Post by: Mordoyh on <11-16-10/1933:00>
I'll give you the Counterspelling on the Spellcast test, but here's how I'd play it:

Unarmed + Agility + mods vs Reaction + Melee Defense + mods.  Tie goes to caster.
Spellcasting + Magic + mods  vs Reaction + Counterspelling.  Net hits increase DV of the spell (They already had their chance to dodge the melee attack, I don't see how they can use melee defense to dodge again.)
Absorption roll if spell sucessful with DV determined by force + hits vs Body + 1/2 impact armor.
Resist Drain.



This makes the most sense to me.  The whole point of the touch is to establish the link which is required for both direct and indirect combat spells at range.  The major difference at touch range is still how the damage is resisted, direct you get no armor, indirect you do.

The spell I would like to use at touch range would be one with the Blast effect, so I can knock that Sammy on his butt.  Otherwise I'm sticking with my Death Touch.  However my Mage is built for touch spell effectiveness with Unarmed Combat 4, Agility 5, and he's a shapeshifter (which is why I put points in unarmed combat to use his natural weapons, not realizing that it would be good for touch spells).
Title: Re: Indirect spells and melee combat
Post by: voydangel on <11-16-10/2034:32>
I'll give you the Counterspelling on the Spellcast test, but here's how I'd play it:

Unarmed + Agility + mods vs Reaction + Melee Defense + mods.  Tie goes to caster.
Spellcasting + Magic + mods  vs Reaction + Counterspelling.  Net hits increase DV of the spell (They already had their chance to dodge the melee attack, I don't see how they can use melee defense to dodge again.)
Absorption roll if spell sucessful with DV determined by force + hits vs Body + 1/2 impact armor.
Resist Drain.

This makes the most sense to me.  The whole point of the touch is to establish the link which is required for both direct and indirect combat spells at range.  The major difference at touch range is still how the damage is resisted, direct you get no armor, indirect you do.

The spell I would like to use at touch range would be one with the Blast effect, so I can knock that Sammy on his butt.  Otherwise I'm sticking with my Death Touch.  However my Mage is built for touch spell effectiveness with Unarmed Combat 4, Agility 5, and he's a shapeshifter (which is why I put points in unarmed combat to use his natural weapons, not realizing that it would be good for touch spells).
Bold emphasis mine. - I think that 1st Reaction was supposed to be Agility, is that what you meant? or did you actually mean Reaction?

Anyway - I just don't think they should get their Reaction (or Agility or whatever) twice. Which is why I do it pretty much the exact same way as FJ except that in the above "Reaction + counterspelling" step (step 2), I skip the reaction part of it and roll just counterspelling in that step. Everything else I leave pretty much as he has it written.
Title: Re: Indirect spells and melee combat
Post by: The_Gun_Nut on <11-17-10/0924:17>
Agility is for offense, Reaction is for defense.
Title: Re: Indirect spells and melee combat
Post by: FastJack on <11-17-10/0925:13>
Quote from: SR4A, p. 157
Melee Combat Summary
Attacker Rolls:Combat skill + Agility
Defender Rolls:Weapon skill + Reaction (parry)
Unarmed Combat + Reaction (block)
Dodge + Reaction (dodge)
Defender using Full Defense:Weapon skill/Dodge + Dodge + Reaction
DV Modifiers:Net hits
Armor Used:Impact
Condition Monitor Used:Physical or Stun
Just as with any other melee attack, the Defender rolls Reaction + the appropriate skill. Then, per SR4A p. 204, the Spellcasting is also opposed by the Reaction + Counterspelling.
Title: Re: Indirect spells and melee combat
Post by: voydangel on <11-17-10/1715:51>
Yea, brain fart, ignore the agi comment. But I'm still not convinced you get reaction twice with a touch spell. I mean, obviously you get it once - you try to avoid getting touched. But, after that - if you're touched, you're touched, that's it. As Walks through Walls stated very nicely:

No I disagree. The first one is to see if you hit (with a touch) this then lets you cast the spell. There is no reason to see if you hit again. I hit therefore I cast the spell. How can you dodge away from something that is already touching you?

I doesn't say how well you have to touch to do damage just that you have to touch.

Let me try another analogy:

If you touch a live wire you get zapped. It doesn't matter if you brush it or grab on you get zapped. It happens in the instant you complete the circuit and you feel it. That is how I see the spell process working. You touch the victim completing the circuit and they get zapped by the spell.

I completely agree with this logic. So by said logic - you get 1 chance to avoid getting touched, after that, the only resistance is counterspelling + either body or willpower.
At least that's the way I see it.
Title: Re: Indirect spells and melee combat
Post by: Chaemera on <11-17-10/1828:36>
I might agree with your analogy, voydangel, but the RAW states pretty clearly:

Quote from:  SR4A, pg. 204, Indirect Combat Spells
Indirect Combat spells are treated like ranged combat attacks: the caster makes a Spellcasting + Magic Success Test versus the target's Reaction. Indirect Combat spells generate a spell construct at the point of origin (the caster) which travels down the mystic link to the chosen target (see Choose a Target, p. 183), whereupon it discharges and the effect defined in the spell description manifests.

Quote from:  SR4A, pg. 183, Step 3: Choose the Target(s)
Some spells can only be cast on targets that the caster touches - these targets do not need to be seen, but the caster must succeed in an unarmed attack to touch an unwilling target of such a spell.

So Step 3 of casting a touch spell requires an unarmed combat vs reaction test, per page 183. Okay, no one disagrees there.

But, nothing in Step 3 changes the rules on page 204 that state that the Spellcasting test (step 4) is treated like ranged combat. Therefore, by the RAW, you get your reaction twice, albiet the second time takes a -1 penalty, since you already defended against the unarmed attack (subject to the additional rules stated on page 204), now you're defending against the spellcasting.

Also note, unless on full defense, the victim doesn't add dodge to his die pool for the spellcasting opposed check, since it is handled like ranged combat. Nothing in the RAW says "treat an indirect touch combat spell like melee combat".

As to the live wire example, that's a wire, not a spell. You have to touch the person then cast the spell. It would be like if you touch a wire, then, subsequent to that, someone throws a switch and it becomes a live wire. You have the opportunity to react to the person throwing the switch.

If you don't like the analogy, then house rule it. But, the RAW itself doesn't leave a lot of room for debate. No one can point to a part of the RAW that says "for indirect touch combat spells, since the mage is already touching the target, the target may not defend themselves against the spell".
Title: Re: Indirect spells and melee combat
Post by: voydangel on <11-17-10/1845:39>
Ok, I'm willing to go that route, but then that opens up a whole new can of worms... if we're treating a spellcasting test as a ranged attack, and apparently ranged combat modifiers and defense modifiers apply (such as the -1 for previously defending), do I get the +2 dice to my attack roll for being at point blank range in addition to the +2 dice for only requiring a touch? Does that also mean I get the -3 for ranged attacker being in melee combat?
Title: Re: Indirect spells and melee combat
Post by: FastJack on <11-17-10/1904:07>
I actually agree with you voyd, but we're in the minority here... ;)
Title: Re: Indirect spells and melee combat
Post by: voydangel on <11-17-10/1911:22>
Well, that's good to know. It also makes me want to mention that I am not arguing to be difficult or because I don't "get it".

I just see where the rules really really need to be clarified and I enjoy the open discussion and seeing the various points of view.


Not to mention I'm looking for a job, and have done game design previously (hint hint to all the freelancers out there) lol   ;D
Title: Re: Indirect spells and melee combat
Post by: Chaemera on <11-17-10/1921:23>
Well, that's good to know. It also makes me want to mention that I am not arguing to be difficult or because I don't "get it".

I just see where the rules really really need to be clarified and I enjoy the open discussion and seeing the various points of view.
:P

I tend to look at it the same way, though sometimes it's good to play devil's advocate (aka, being difficult).

Though I disagree a little on it needing to be clearer, just more clearly written.  ;D But that can be said for most of what's in the SR4 books (A or non-A).

Not to mention I'm looking for a job, and have done game design previously (hint hint to all the freelancers out there) lol   ;D

Is the pay better than electrical engineers get? 'Cause I wouldn't mind a career hop, myself.
Title: Re: Indirect spells and melee combat
Post by: voydangel on <11-17-10/1958:42>
Not to mention I'm looking for a job, and have done game design previously (hint hint to all the freelancers out there) lol   ;D

Is the pay better than electrical engineers get? 'Cause I wouldn't mind a career hop, myself.

Doubtful, but since I'm jobless atm, anything is better than nothing.
Title: Re: Indirect spells and melee combat
Post by: Bradd on <11-17-10/2115:53>
Ok, I'm willing to go that route, but then that opens up a whole new can of worms... if we're treating a spellcasting test as a ranged attack, and apparently ranged combat modifiers and defense modifiers apply (such as the -1 for previously defending), do I get the +2 dice to my attack roll for being at point blank range in addition to the +2 dice for only requiring a touch? Does that also mean I get the -3 for ranged attacker being in melee combat?

The +2 touch bonus is a melee modifier, so it would only apply to your melee touch attack. The +2 point blank bonus is a ranged modifier, so it would only apply to the spellcasting test. You'd also get the -3 ranged attack in melee penalty. I'm not sure whether the target would get the -3 ranged defense in melee penalty.
Title: Re: Indirect spells and melee combat
Post by: Chaemera on <11-17-10/2130:37>
Ok, I'm willing to go that route, but then that opens up a whole new can of worms... if we're treating a spellcasting test as a ranged attack, and apparently ranged combat modifiers and defense modifiers apply (such as the -1 for previously defending), do I get the +2 dice to my attack roll for being at point blank range in addition to the +2 dice for only requiring a touch? Does that also mean I get the -3 for ranged attacker being in melee combat?

The +2 touch bonus is a melee modifier, so it would only apply to your melee touch attack. The +2 point blank bonus is a ranged modifier, so it would only apply to the spellcasting test. You'd also get the -3 ranged attack in melee penalty. I'm not sure whether the target would get the -3 ranged defense in melee penalty.

What Bradd said, is, per the RAW, how you would treat it. Including the -3 ranged defense in melee penalty (he is in melee, albiet with the caster) for the defender. Until an errata comes out, that's exactly how it's spelled out in the book. If you don't think it works that well, house rule it. Me, I'd ignore the "ranged in melee, point-blank range" type modifiers to the spellcasting roll (in fact, I'd ignore just about every modifier that wouldn't logically apply, such as if the defender were strapped down or they're standing in high background count). But, if you don't give him the Reaction roll against the Spellcasting roll, you've just upped the power a lot for something they meant to be slightly less effective than casting at range. Namely, every single hit he gets is a "net hit" that carries through to damage.

I love touch spells in your game, voyd. It isn't too expensive to get Agility 4 as an elf, plus Unarmed 4 (specialty in touch attacks)*, I now have a 12 die pool to hit (and all I have to do is match). And now he only gets counterspelling (as a mage, or if he keeps a mage in his pocket) to negate my Spellcasting roll? Which also wouldn't be hard to twink out pretty well, Not that I'd need to, he doesn't get a real defense against this roll. If you let me have custom-fitted armor, I'd marry you.

The rule is written not because it "makes sense" but to keep things somewhat balanced. Could they have said a touch indirect combat spell is resisted as a direct combat spell? Sure, though it would blur the line between the spell categories. They could also get rid of touch indirect combat spells, since they treat indirect combat magic as a ranged attack (seems pretty incompatible, ranged melee?). They didn't do either of these things, so you need some way to reduce the insanity.

* If you assume that I picked up Elf for reasons beyond unarmed combat, the BP cost for this one portion is 38 BP, not too expensive if I'm going to focus on combat magic. Come to think of it, go mystic adept, leave the Agility at 2 and pick up a few points of Agility Boost. Of course, at that point, I might as well go full-adept, get killing strike and elemental strike, point is, there are a lot of ways to quickly and cheaply get your DP up there if you feel like it.
Title: Re: Indirect spells and melee combat
Post by: voydangel on <11-17-10/2153:49>
Wow, so, based on that...

using the book Mage (pg.99) upgraded to 6 magic, 6 spellcasting 4 counterspelling & 3 unarmed to cast a touch spell (like punch) vs a mirror/clone of himself:

1. Mage attempts melee attack with his 6 + 2 for only needing to touch target = total 8 dice. Target resists with Reaction + unarmed for a total of 7 dice. Lets just say the attacker gets 1 net success for the purposes of this example.

2. Mage makes a spellcasting check - which is treated as a ranged combat attack. He rolls 12 (Magic + Spellcasting) + 2 (Point blank) -3 (ranged attack while in melee) for a total of 11 dice. The defender defends with Base pool of reaction + counterspelling -3 for being attacked "at range" while in melee -1 for being attacked previously in the combat round bringing us down to only 4 dice to defend. So lets assume the attacker gets a net of 3 hits here.

3. resist damage blah blah blah....

I'm not worried about whether or not it's easy or hard to pull off the attacks, my point here is that it just doesn't make sense to be adding all these extra (ranged combat) modifiers to the spell process when its a touch (melee) attack. I find it really hard to believe that the writers intended what is obviously a "melee attack" to be treated as a ranged attack....

Also, I've already stated how I run it in my games, and it's not how you describe it, the way I run it has been working for me and is very very balanced and fair according to my players, a few of which are math geeks, so I'm not too worried about house rules. However, I would have to disagree with your assertion that the rule is written as it is to make the game balanced, mainly because it is actually rather unbalanced as written - in the favor of the defender. Well, that's my opinion anyway, I guess we'll (hopefully) see when the errata comes out (one day)...
Title: Re: Indirect spells and melee combat
Post by: Chaemera on <11-17-10/2216:55>
Also, I've already stated how I run it in my games, and it's not how you describe it, the way I run it has been working for me and is very very balanced and fair according to my players, a few of which are math geeks, so I'm not too worried about house rules. However, I would have to disagree with your assertion that the rule is written as it is to make the game balanced, mainly because it is actually rather unbalanced as written - in the favor of the defender. Well, that's my opinion anyway, I guess we'll (hopefully) see when the errata comes out (one day)...

Okay, re-found and re-read*, your table basically turns touch-indirect spells into touch-direct spells that get armor as an added bonus. More streamlined & efficient. I can work with that as a house rule.

And yes, this is one where I would like to see an errata to at least clarify their intent.

I have to agree that, as written, touch spells favor the defender. Intentionally. After all, that's why you get -2 Drain modifier with a touch spell. It's weaker (read, unbalanced, in favor of the defender) than a regular LOS spell, and you suffer less drain as a result. This is due to adding an extra die-roll to establish a mystical link before you do anything else with your spell, if you then streamline the spell, you likewise make the spell simpler (read, pushing the balance back to the caster). It should be harder to hit with a melee spell and it should deal less damage than an equivalent ranged spell. That's kind of the point.

All that being said, if your house rule works well for your table in keeping the game moving and everyone has fun, awesome, that's the point of this whole mess. I'm just looking at it from a RAW perspective. Who knows, once I have to go through the actual work of casting a touch indirect combat spell, I might implement the same house rule. As it stands, everyone at my table has access to several colors of dice (by borrowing from my horde, if necessary), so they can say "blue, touch test, red spellcasting", and roll a bunch of dice at once into the felt die-roller thingy (always a must, and that is definitely its official name). Makes it a lot easier for resolving the occasions where you have to roll 2 or 3 pools just to determine the results of a single action.

*How voydangel runs touch-spells:
In my groups we run it in 2 steps as well, but slightly differently than FJs 2 steps.

We go:

1) Establish Magical Link: Standard melee combat test. (Unarmed Combat + Agility vs Defense test) The attacker/caster gets +2 dice because only a touch is required as per SR4A pg. 159.
2) If the melee touch attack succeeds: Spellcasting + Magic vs. Body/Willpower + Counter-spelling (and some armor and other random stuff if applicable to the spell). To determine spell effectiveness/potency.

This is fairly directly explained on pg. 183 where in Step 3: "Choosing a target", it mentions that if its a touch spell you must succeed in a melee attack vs the target to create the link. Then in step 4 you make your casting test, then step 5 the target resists.

Also on pg 203, it explains that a standard melee attack is required as part of the complex action of casting when using touch based spells.
Title: Re: Indirect spells and melee combat
Post by: voydangel on <11-18-10/0042:07>
You know, it's funny that you should mention that you might use my house rule, because I just had a friend of mine stop by, one of the math geek players of mine, and we were talking about this thread.

We rehashed the various options (points of view/interpretations) and kind of concluded exactly your previous point (the one about the RAW keeping things somewhat balanced). And then discussed it, for like an hour. lol

So basically, while you were looking up the way I run it at my table, and rethinking possibilities, I was (we were) doing the same, and we came up with nearly exactly what you just said about drain and why touch spells are weaker. Our explanation was slightly different, but amazingly similar: "Everything about touch based spells (dice pools to resist etc) should be the same because the reduced drain is offset by the need for a touch attack." We further concluded that perhaps we will add the reaction back into "step 2", making our touch spells go off exactly as FJ explained:

Unarmed + Agility + mods vs Reaction + Melee Defense + mods.  Tie goes to caster.
Spellcasting + Magic + mods  vs Reaction + Counterspelling.  Net hits increase DV of the spell (They already had their chance to dodge the melee attack, I don't see how they can use melee defense to dodge again.)
Absorption roll if spell sucessful with DV determined by force + hits vs Body + 1/2 impact armor.
Resist Drain.

However, we are still in agreement over here that there shouldn't be any "ranged combat modifiers" applied to any of the tests when dealing with a touch spell. It just doesn't make sense in this context, so we will not be applying the -1 for previously defending, -3 for being in melee, etc. to the "Spellcasting + Magic + mods  vs Reaction + Counterspelling" step.

We're still waffling on getting rid of our streamlined version though, we'll see.  ;)

edit: can you provide a link to your "felt die-roller thingy" on amazon or some such, I've actually been looking for such an item unsuccessfully.
Title: Re: Indirect spells and melee combat
Post by: Chaemera on <11-18-10/0630:27>
You know, it's funny that you should mention that you might use my house rule, because I just had a friend of mine stop by, one of the math geek players of mine, and we were talking about this thread.

We rehashed the various options (points of view/interpretations) and kind of concluded exactly your previous point (the one about the RAW keeping things somewhat balanced). And then discussed it, for like an hour. lol

So basically, while you were looking up the way I run it at my table, and rethinking possibilities, I was (we were) doing the same, and we came up with nearly exactly what you just said about drain and why touch spells are weaker. Our explanation was slightly different, but amazingly similar: "Everything about touch based spells (dice pools to resist etc) should be the same because the reduced drain is offset by the need for a touch attack."

If it's not giving myself too much credit, I would argue, we're both semi-rationale, not completely insane, people. So, when someone offers up a feasible solution, we consider it.

However, we are still in agreement over here that there shouldn't be any "ranged combat modifiers" applied to any of the tests when dealing with a touch spell. It just doesn't make sense in this context, so we will not be applying the -1 for previously defending, -3 for being in melee, etc. to the "Spellcasting + Magic + mods  vs Reaction + Counterspelling" step.

Concur, I'm hoping that's what a future errata will say.

edit: can you provide a link to your "felt die-roller thingy" on amazon or some such, I've actually been looking for such an item unsuccessfully.

Type "dice tray" into amazon, it gives you a lot of results. In my experience, try to find one that is an inch or deeper. This one (http://www.amazon.com/Wood-Hexagonal-12-Dice-Tray/dp/B0045EBY7U/ref=sr_1_5?ie=UTF8&qid=1290079104&sr=8-5) looks particularly tempting due to its large size, free shipping (I'm amazon prime, baby), and 10$ price tag are all pros.

Also, the price is a little steep, but Wizards has a toy called the "Dungeon Master's Token Set" (Sorry, Catalyst, not trying to pimp anyone else's product, just saying) that holds hundreds of 12mm d6's (literally), has a "felt die-roller thingy" built into the roof and some extra compartments they fill with junk that can also hold thumb-tacks, more dice, glass tokens, whatever random esoteric stuff you use for your games. We even use the some of the tokens (as dead people, cleaning drones, etc). Take a look in your local hobby shop, if you're willing to drop the money on it.
Title: Re: Indirect spells and melee combat
Post by: The_Gun_Nut on <11-18-10/0821:55>
I've seen a dice tray like the one at Amazon before.  Those look really nice.  It's very tempting to buy one.

EDIT:  for spelling, too.
Title: Re: Indirect spells and melee combat
Post by: Chaemera on <11-18-10/1708:14>
It's nice to have at the table, really kills the cocked die / die on the floor / die in the soda / die hit something arguments players try to pull when things don't go their way.

"You roll in the dice tray, if the die is outside the dice tray, you re-roll it inside the dice tray. Any dice disturbed by dice you have to re-roll due to carelessness are now what they read. Boo hoo, cry me a river if you gave yourself a glitch by failing at rolling dice in a 12 inch hexagon."

EDITED for spelling.