NEWS

Question on Astral Combat, Weapon Foci, and skills

  • 7 Replies
  • 136 Views

Marcus

  • *
  • Ace Runner
  • ****
  • Posts: 1957
  • Success always demands a greater effort.
« on: (15:08:57/07-09-18) »
So on the scale of 1 to Burning someone's house down at Christmas, how much would folks oppose the idea of errating astral combat, back to allowing weapon skills with weapon foci again rather then the astral combat skill, thus reducing the long list of skills needed by mages by 1?

*Play-by-Post color guide*
Thinking
com
speaking

Hobbes

  • *
  • Catalyst Demo Team
  • Ace Runner
  • *
  • Posts: 1839
« Reply #1 on: (15:15:29/07-09-18) »
Meta, Mages don't need the buff. 

Rules... while it does add an additional skill needed, it is fairly simple.  Fighting something in Astral space, use Astral Combat.

.... call it getting dumped by a girl you were thinking about breaking up with anyway on Easter.

Beta

  • *
  • Ace Runner
  • ****
  • Posts: 1192
  • SR1 player, SR5 GM@FtF & player@PbP
« Reply #2 on: (15:29:29/07-09-18) »
Flavour-wise, I kind of like astral combat being its own thing.  It emphasizes the strange nature of a combat where movement is so fast, damage is done by willing it as much as anything else, etc.

Mechanically, I find it really intriguing.  It would literally make a couple of character builds that I'd given up on suddenly work, it would give some mages some back up combat skills (when really they wanted astral combat) and others some back up astral combat (when really they wanted melee skills).  Hobbes is right, though, that in general mages are doing just fine.

Reaver

  • *
  • Prime Runner
  • *****
  • Posts: 5575
  • 60% alcohol 40% asshole...
« Reply #3 on: (15:38:17/07-09-18) »
Every thing has a price....

And that includes what you are good at. What to be good at astral combat? That's time your not training your calculus skills. Want to be good driving a car? That's time away from working on your shooting...

No one is good at everything right out of the box. Although enough karma does solve this eventually, the fun is in gaining that karma :P
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Marcus

  • *
  • Ace Runner
  • ****
  • Posts: 1957
  • Success always demands a greater effort.
« Reply #4 on: (15:58:10/07-09-18) »
.... call it getting dumped by a girl you were thinking about breaking up with anyway on Easter.

Legit.
*Play-by-Post color guide*
Thinking
com
speaking

adzling

  • *
  • Troubleshooter
  • Prime Runner
  • ****
  • Posts: 2694
« Reply #5 on: (19:45:31/07-09-18) »
When you astral perceive your dual natured.

When your dual natures you can attack astral things with your meat stats and skills.

As long as said astral entity is within reach you don’t need astral combat.
Live in the SF Bay Area and looking for a group? PM me we have a slot open!

Finstersang

  • *
  • Chummer
  • **
  • Posts: 188
« Reply #6 on: (08:12:59/07-11-18) »
Astral Combat is hardly needed by mages. Same goes for Banishing. Itīs far more effective to Combat Astral Targets with direct combat spells. I think both skills deserve to stay and receive more utility instead.

Ideas for more versatile Astral Combat:
  • Astral Blocking: Equivalent to blocking/parrying. Usable against Standard Astral Combat and other forms of awakened CC, including unarmed Attacks by Dual-Natured Beings and melee Attacks using Weapon Foci or Adept Powers
  • Astral Grappling/Interrupts/Other Ways of Binding enemies Considering astral Movement Speeds, this is badly needed to make the skill an actual threat.
  • Astral Stealth: Rules for Astral Stealth are very sparse and seem to use the Sneaking Skill. However, you can argue that sneaking is a form of Warfare as well. Consider a broader sense of the word "Combat" here. In future editions (insert 6th edition joke here), the skill might as well be called Astral Movement then.
  • Astral Running/Navigation/Tracking...: See above.
  • Options against Astral Barriers

However, Iīm not totally opposed to scrapping astral combat as a skill. If so, it should stay as a specialisation to all the Close Combat skills (and to other forms of astral movement, see above).


Since I mentioned Banishing: Some ideas to make this skill more versatile as well.
  • Temporarily force a Spirit into the Astral Plane: Alternative way of disabling a spirit
  • Temporarily force a Spirit into the Physical Plane: Wanna hide in Astral Space from the Scary Chrome Guy? Donīt think so, buddy!
  • Temporarily prevent Astral beings from switching planes
  • Confining a Spirit to a Certain Location
  • Keeping a Spirits out of a Certain Location
  • (Speaking of which: Why not use Banishing as the skill that is used for creating Mana Barriers?)
  • Countersummoning: Like Counterspelling, but against Summoners
  • Options against Possession: I think there is already some kind of Metamagic, but I donīt have the books ready atm...
« Last Edit: (08:21:21/07-11-18) by Finstersang »
Shadowrun: Where Man Meets Magic and Machine & then everyone gets fucked by Magic because itīs overpowered like hell.

Beta

  • *
  • Ace Runner
  • ****
  • Posts: 1192
  • SR1 player, SR5 GM@FtF & player@PbP
« Reply #7 on: (09:21:43/07-11-18) »
FWIW, to make banishing more useful (we hadn't realized how problematic it was at character creation, so valuable points were sunk into it), I'm testing allowing it be used in a manner similar to counter-spelling, but versus spirit powers.  So far it seems reasonable -- it puts free actions at a premium because both that use and counter-spelling use free actions, but it does make large spirits not quite as reliably powerful, and I like what that does for game-play.