isawarenshi wrote:Killer Cyborg wrote:isawarenshi wrote:So it seems alot of Techno Wizard armors are EBA but from what I read in the RUE you could not cast spells from that kind of armor. Does the Techno Wizard get special dispensation since they are techno casters?
You misread RUE.
ok when I said "can't" I more mean they get extream penalties for wearing synthetic armor. How does this effect Techno Wizards?
Techno-Wizards face the same casting penalties as other wizards, for the same reasons.
BUT Techno-Wizards don't generally cast spells directly.
Armor doesn't interfere with the use of TW devices, so those can be used as-is.
The Techno-Wizard method of channeling spells through tech devices
might provide a way to bypass the armor restrictions.
It's not officially addressed, but I could see a GM ruling that if a techno-Wizard is casting Fire Ball through his gun, then the armor penalty wouldn't apply.
The next step might be to rule that the techno-wizard would have to be holding the gun in his un-armored hand in order to bypass the penalty.
It's likely that some GMs would rule that the armor penalty cannot be bypassed at all for that kind of thing.
There is also the potential for a techno-wizard to use his armor (or part of his armor) to channel the spell. If the gun in question is built into the forearm of the armor, for example, I think that it would be reasonable for a GM to rule that the armor doesn't interfere with using the gun to channel Fire Ball or other appropriate spells.
Likewise, using the armor itself to cast Armor of Ithan seems like it should be able to be done without penalty from the armor.
That kind of thing.
But one of the main things to keep in mind is that the penalties for casting spells while in armor aren't likely to really matter much in the game.
There's an additional PPE cost, but it's very minor, often non-existent in the case of low-cost spells. 120% of 5 PPE is 6 PPE, for example. That shouldn't make or break you.
The rest of the penalties are only
possible penalties, and even if any penalties are incurred, there's a good chance that they won't matter.
20% of the time, the only penalty is the possible extra PPE cost.
Other times, the penalties are not applicable:
If you cast Armor of Ithan, it doesn't matter if the Range is reduced by 1d4x10%.
If you cast Blinding Flash, then it doesn't matter if the duration is reduced.
Even if you cast a spell where the potential penalty does apply, it might well STILL not matter.
If you cast a spell with 100' range, then a reduced range MIGHT be a factor... but it might not.
25% of the time, the range will be dropped to 90'.
25% of the time, the range will be dropped to 80'.
25% of the time, the range will be dropped to 70'.
25% of the time, the range will be dropped all the way to 60'.
Which means that if you're casting at a target 60' or closer to you, then none of the range penalties will matter.
If the target is 70' or less, then the range penalties will only matter 25% of the time.
And so forth.
To be clear, that's "25% of the 50% of the times that range is reduced at all."
So even if you have a hardline GM who rules that the armor rules always apply to Techno-Wizards, in spite of channeling via tech, and even if you have a techno-wizard who for some reason casts a lot of spells instead of relying on his gadgets, and even it that Techno-Wizard's armor does cover more than 50% of his body with artificial material... it's still not likely to be a very big deal overall.