i didn't find any answer to this question during a quick search. hoping for some clarification.
| QUOTE (SR4 page 142) |
| Semi-automatic weapons that fire a second shot receive a -1 dice pool modifier for the second shot only. |
I think the same way you do mfb, though I have been told I am wrong and that the recoil modifier increases each time a gun is fired. This doesn't make sense to me because the majority of what is absorbing that recoil is the shooting arm and not the whole body.
sensible or not, it's certainly what the rules state.
As per the paragraph spanning pages 141 and 142:
| QUOTE |
Attacker Using a Second Firearm Characters can use two pistol- or SMG-class weapons, one in each hand, firing both with a single Simple Action. Doing so, however, requires that the character split his dice pool between the attacks. If two separate skills are being used (Pistols and Automatics), use the smallest dice pool. Split the pool before applying modifiers. Two-gun attacks also negate any dice pool bonuses from smartlinks or laser sights. Additionally, any uncompensated recoil modifiers applicable to one weapon also apply to the other weapon. |
Yes, it does seem to work as you described. It's a small perk for all the negatives that come with it, I suppose.
You basically choose to give your opponents extra but more easily absored shots versus fewer but harder to resist shots. If your Skill and Agility is high enough, it can be a tough choice in any situation where it's a concern. But if you're just average or not, you'd be pretty foolish to split your dice pool.
I mean, without Ambidexterity you're already getting a -4 dice pool penalty (no Smartlink, -2 for using off-hand) over a single weapon shot. So if that's ignorable, either through really high dice pools and/or Ambidexterity, then, yeah, going Wyatt Earp-like isn't that bad of an option. But in no way does it beat using just one weapon in all situations like it used to. Which is a Good Thing.
So it would really be:
Right hand: Shot one is fired, no recoil. (First shot is free).
Left hand: Shot two is fired, +1 recoil (from first shot).
Right hand: Shot three is fired, +2 recoil (first and second shots).
Left hand: Shot four is fired, +3 recoil (first, second, and third shots).
So if you plan to dual weild pistols, better make sure each pistol has some decent recoil compensation. For SMGs, even more recoil compensation's needed. Plus don't forget, if you're one of the three Street Samurai in SR4 that don't have the positive quality: ambidexterity, you're down two dice on your off hand attacks.
So Samurai Bob has two predators, an agility of four, and a pistols:predator skill of six. He's not ambidextrous, so he has ten dice to split (five each), minus two on his off hand.
Now he's at five and three dice for his right and left hand shots (respectively), and with no recoil, he wouldn't be able to take that 4th shot. First shot (first with right), five dice, no penalty. Second shot (first with the left) three dice, minus one die penalty. Third shot (second right), five dice, minus two, so three dice total, and fourth shot (second left) he's down to three dice minus three dice so he fires and misses by a country mile.
Obviously there's weapons and accessories and cyberwear that will let you fire those shots with very few penalties, but even if Bob has the full five in each hand, he's now looking at visibility modifiers, range modifiers, etc (which I left out of the above example just to make it somewhat easy to follow). In partial light conditions (-2) with a light wound (-1) and at long range (-2) poor Bob has zero dice if he decides to try to fire off four attacks in a pass. We're not even going into multiple targets (-2 per additional target)
It'd be up to the GM if, in the above near-perfect conditions (no penalties beyond recoil and off-hand) if Bob could fire the two left handed shots first (three dice then two dice) and THEN fire the right handed shots (three dice and then two again) in order to have all four attacks with a small chance of hitting. As a GM I think I wouldn't mind if a player decided to choose three/two/three/two as opposed to five/three/three/zero. But that's up to the GM of the game you're in, after all.
Err, I misread the original post slightly. My reading of the rules imply that the modifiers would be:
First Two Shots: No recoil from either pistol. They're both assumed to have been fired simultaneously and haven't built up any recoil as a result.
Second Two Shots: Each pistol has generated one point of recoil, both suffer a -2 penalty.
What sort of recoil compensation is available for pistols? I know machine pistols can have gas vent and stocks, what is available for reg. pistols?
I like two pistol builds, I think they are fun with a good deal of flair, but the restrictions against them are sometimes just silly. There isn't any reason, imo, that laser or smart link bonus shouldn't apply.
Having to half your dice pool, which I agree with, can be a handicap enough. I typically would use two firearms for most situations, typical mercs, sec guards, etc. but when it came to dealing with an actual threat I would always holster one of them to take full advantage of my dicepool. A single weapon is almost always preferable when dealing with a more difficult opponent.
| QUOTE (l33tpenguin) |
| What sort of recoil compensation is available for pistols? I know machine pistols can have gas vent and stocks, what is available for reg. pistols? |
I'd bring up the whole "But in the real world..." but we all know what results from those statements
I can see your point there, Doctor, I think the FAQ helps clear it up.
If you want, it helps to think of it as one pistol that fires four shots. The FAQ makes the claim that every bullet fired in an action phase incurs a recoil penalty, except for the first. So in the case of two pistols, only the first shot fired would be without recoil.
From the FAQ:
"There are several things to keep in mind about recoil:
a) The first bullet never counts.
b) Every bullet fired in an Action Phase after the first incurs a cumulative -1 recoil dice pool modifier.
c) Each point of recoil compensation counteracts 1 point of recoil modifier."
So if someone was to create the four-armed gunbunny from hell, they'd have a tough time managing all the recoil unless they invested heavily in recoil compensation.
Actually, it only would take a recoil compensator with a rating two in each gun to negate any recoil penalty for firing two guns in an action phase, so a gas-vent three pr gun would help keep the four-armed gunbunny from being buried under a mountain of recoil penalties.... as long as he wasn't using pistols.
Of course, I am in no way telling anyone how to run their game, if you as a gm decide that recoil is handled in the "Doctor Funkenstein" method, it's your call.
As for recoil options for pistols.. umm.. you're kinda raw boned. I guess the only method that's in the game is the cyberarm gyromount.
As for laser sights not working with more than one weapon at a time, yeah, that's kind of strange. Either the dot's on the target or it isn't. But the rules have never allowed dual weapon use with smartlinks, something about having to deal with two crosshairs being too much for your average joe's brain. If you're going to dual with machine pistols or SMGs, there's tracer rounds which will give you beter dice at longer range than a smartlink would (plus one die at short, plus two at long, and plus three at extreme).
| QUOTE (Sterling) |
| I can see your point there, Doctor, I think the FAQ helps clear it up. If you want, it helps to think of it as one pistol that fires four shots. The FAQ makes the claim that every bullet fired in an action phase incurs a recoil penalty, except for the first. So in the case of two pistols, only the first shot fired would be without recoil. From the FAQ: "There are several things to keep in mind about recoil: a) The first bullet never counts. b) Every bullet fired in an Action Phase after the first incurs a cumulative -1 recoil dice pool modifier. c) Each point of recoil compensation counteracts 1 point of recoil modifier." So if someone was to create the four-armed gunbunny from hell, they'd have a tough time managing all the recoil unless they invested heavily in recoil compensation. Actually, it only would take a recoil compensator with a rating two in each gun to negate any recoil penalty for firing two guns in an action phase, so a gas-vent three pr gun would help keep the four-armed gunbunny from being buried under a mountain of recoil penalties.... as long as he wasn't using pistols. Of course, I am in no way telling anyone how to run their game, if you as a gm decide that recoil is handled in the "Doctor Funkenstein" method, it's your call. As for recoil options for pistols.. umm.. you're kinda raw boned. I guess the only method that's in the game is the cyberarm gyromount. As for laser sights not working with more than one weapon at a time, yeah, that's kind of strange. Either the dot's on the target or it isn't. But the rules have never allowed dual weapon use with smartlinks, something about having to deal with two crosshairs being too much for your average joe's brain. If you're going to dual with machine pistols or SMGs, there's tracer rounds which will give you beter dice at longer range than a smartlink would (plus one die at short, plus two at long, and plus three at extreme). |
| QUOTE (Sterling) |
| Actually, it only would take a recoil compensator with a rating two in each gun to negate any recoil penalty for firing two guns in an action phase |
it depends on how you read the rules.
if the first shoot from each gun is 'free' than 1 point each is fine.
if only the first shot from the first gun is free, then 2 points is needed
gun1 shot 1, free
gun 2 shot 1, 1 point
gun 1 shot 2, 2 points
gun 2 shot 2, 3 points
you would actually only need 3 points total, one in one and two in the other, but 2 points to each gun would eliminate any ambiguity as to which gun would require 1 point and which two.
As for two smart links... if someone can manage to point two weapons at a target(or two) at once, they obviously have the mental control and physical prowess to accomplish this. A smart link just gives you more precise control over something you can already do. If its really that confusing, I'd just change the color of one of the sights in my vision
*edit*
After thinking it over, I LIKE the recoil idea. It works from a game balance point of view. From a single weapon, for every bullet after the first you gain recoil. Even though there are two sources, they are treated as one weapon system.
As for smart links, I would at the least have half the bonus applied to each weapon, similar to how you have to halve your dice pool.
| QUOTE (l33tpenguin) |
| if only the first shot from the first gun is free, then 2 points is needed |
| QUOTE (l33tpenguin) |
*edit* After thinking it over, I LIKE the recoil idea. It works from a game balance point of view. From a single weapon, for every bullet after the first you gain recoil. Even though there are two sources, they are treated as one weapon system. |
| QUOTE (Sterling) |
| My take on it after reading the FAQ's line that 'every bullet after the first means recoil applies' |
| QUOTE (FAQ) |
| Each point of recoil compensation counteracts 1 point of recoil modifier |
It's assumed the weapons are being fired simultaneously (as opposed to, say, right-left, right-left). Thus the first Simple Action has both weapons being fired at the same time, neither of which has generated any recoil at that time. It's not until the next Simple Aciton that either has a point of recoil, at which point they both suffer 2 points of recoil when fired simultaneously.
No recoil on the first shot, two on the second. Applies to both weapons.
| QUOTE (Doctor Funkenstein) |
| It's assumed the weapons are being fired simultaneously (as opposed to, say, right-left, right-left). Thus the first Simple Action has both weapons being fired at the same time, neither of which has generated any recoil at that time. It's not until the next Simple Aciton that either has a point of recoil, at which point they both suffer 2 points of recoil when fired simultaneously. No recoil on the first shot, two on the second. Applies to both weapons. |
| QUOTE (Jaid) | ||
pretty much nothing. unless it's built in (for examples, see the hammerli or the fubuki). i guess there's always the trusty cyberarm gyro thing... |
Hopefully the cheesiness that is custom grip will reappear in Arsenal. Ahhh, custom grip, how I miss you...
| QUOTE (Fortune) | ||
Exactly. Unless each pistol has one point of recoil compensation (somehow). In that case, there would be no recoil modifiers. |
The key word in the rules, as I see it, is 'uncompensated'.
"Any uncompensated recoil modifiers applicable to one weapon also apply to the other weapon."
After firing one shot, a pistol with one point of recoil compensation will still have racked up no recoil penalties, because the recoil has been 'compensated' for. A second shot with that pistol would garner recoil (which would be applicable if a third bullet was fired, as in the case of burst firing pistols), as the compensation has already been used.
Adding a second pistol into the mix (also with one point of recoil compensation) would not change the equation. The first shot from that pistol would not have any uncompensated recoil from the first pistol (either by benefit of simultaneous firing or the recoil comp on the first pistol), so suffers no penalties.
Subsequently, the second shot from the first pistol suffers no recoil modifiers from either gun, as both of the first shots have been compensated for.
The only sticking point is the second shot from the second pistol.
If you believe that the pistols are fired simultaneously, then there is still no recoil modifier, since the first shots from each pistol have had the recoil compensated for already, and the second shots are going off at the same time, so cannot affect each other.
If, on the other hand, you believe that the pistols fire left-right-left-right (or vice versa), then the second shot from the second pistol would indeed suffer from a -1 recoil modifier as a result of pistol #1's second shot.
The only real difference is that last shot.
| QUOTE (Sterling) |
| I just don't see how if you fire four shots, even two sets of two fired simultaneously, that it gets around the fact that after one shot is fired, recoil applies and uncompensated recoil applies to both weapons. In realistic terms, the only manner in which a human (AFAIK) can fire two rounds simultaneously is by using a double-barreled weapon that is set to discharge both barrels on one trigger pull. The second you say 'I fire both guns at my target(s)', you have to identify the first shot (by rolling dice, etc) and your first (possibly only) target. That's where I have to default to the FAQ, nebulous as it may seem. I guess what it boils down to is that we agree to disagree. It's not a big deal, you've explained your points very well, the both of you. It really seems to hinge on the perception of which to apply first, the recoil rule (every shot after the first) or two-hand rule (two shots in the same simple action). |
I've been following this thread with interest as I'm getting ready to play a two-gun fighter.
My character is Ambidextrous, with Pistol 6 and Agility 5, with a specialization in Semi-autos (+2), and reflex recorder for the Pistol skill (+1). His Predators are smartlinked (+2 per). Firing a single shot with one gun, with no other modifiers, gives him a total pool of 16 dice.
Using one gun in each hand, his pool is 14 (no smartgun mod for two-gun use), split to 7 dice.
If go with the recoil mods piling up interpretation, four shots would roll at 7,6,5, and 4 dice respectively.
If firing is simultaneous and recoil is exclusive to each weapon (which was my original interpretation before I started wondering and encountered this thread), then I roll 7,7,6,6.
I guess the reading I end up using is going to be a GM's decision, but I just want to see if that's right.
Also, does the target of those 4 shots get a Reaction roll against each shot (4 rolls total), or only one roll whose result applies to all four separately?
Does anything preclude you from splitting the pool unevenly? That would make it a significantly better tactic as opposed to looking decidedly average.
The Pool is split before any modifiers are added (or subtracted) to each sub-Pool. The basic Pool is Skill + Attribute ... pretty much everything else, including Specializations and gear bonuses, etc is added afterward, and appropriate penalties for visibility and the like are applied to each sub-Pool.
I don't recall anything in the rules about splitting the Pool evenly.
| QUOTE (Fortune) |
| The Pool is split before any modifiers are added (or subtracted) to each sub-Pool. The basic Pool is Skill + Attribute ... pretty much everything else, including Specializations and gear bonuses, etc is added afterward, and appropriate penalties for visibility and the like are applied to each sub-Pool. I don't recall anything in the rules about splitting the Pool evenly. |
| QUOTE (Fortune @ Aug 10 2007, 01:10 AM) |
| The Pool is split before any modifiers are added (or subtracted) to each sub-Pool. The basic Pool is Skill + Attribute ... pretty much everything else, including Specializations and gear bonuses, etc is added afterward, and appropriate penalties for visibility and the like are applied to each sub-Pool. I don't recall anything in the rules about splitting the Pool evenly. |
| QUOTE (Stinger) |
| ... +1 for the reflex recorder ... |
| QUOTE (Cthulhudreams @ Aug 10 2007, 04:35 PM) |
| ... laser sight ... ... smartlink ... |
| QUOTE (Fortune) | ||
No Laser Sight or Smartlink bonuses with dual wielded pistols. |
| QUOTE (l33tpenguin) | ||||
which makes no sense... I'm fully capable of pointing two guns at a target, but I can't overlay two sets of cross hairs in my vision on the same target? |
Damn, I knew you couldn't use two smart links, but what? No dual laser sites? Damn, that hurts me inside. Dual laser sights are like a movie industry standard.
Just to weigh in: I rule that the four shots being taken are sequential, with +1 recoil per shot, essentially each shot has one less die than the one before it, unless there's recoil comp. I understand the arguments both ways, but until this is very clearly addressed in a FAQ I'm going with this interpretation because I find it to be the most simple.
AFAIK you know have to split the pool evenly, although heavily favoring one hand is begging for a glitch in the other. Plus, you're generally better off hitting with two shots instead of one, since you add base damage twice, so splitting evenly is generally the way to go. Unless of course your target is a dodge master or a tank (and can thus negate everything from a half-pool shot), in which case you should probably just be using one gun anyway.
As I understand it, in the above example you'd get 12 dice in your base pool (from attribute, skill, and reflex recorder), which you'd split however you liked, but probably two pools of 6 each, and then add +2 for the specialization. Now I sometimes wonder whether the intention of the writers was for negative modifiers to apply to each shot, but the way they have it written the specialization applies after the split.
No dual smart links (or laser sights, or anything), too bad we didn't see that in Augmentation. You'd think that if someone got two smartlinks and that implant that helps you multi-task (there is one, right? I'm not making stuff up?) that they might be able to handle it, but that would be firmly in the realm of house-rules.
Basically, I'm agreeing with what others have already said, and this post boils down to "Yeah!", but there's been a lot of other posts so I just thought I'd ring in.
Keep in mind, there's no rule against using two smartlinks, or two laser sights, just for cool/descriptive factor. And you can even get the benefit for both of them, if you (for instance) only fire each gun once. You can still dive around with little red-dots-o'-death floating from enemy to enemy, marking them as targets a split second before their chest blossoms in an explosion of blood and rent kevlar as you shoot one gun twice, or each gun once...
...just not if you fire more than that.
...that's the way KK uses her Warhawks which are smartlinked.
| QUOTE (Fortune @ Aug 10 2007, 02:00 AM) | ||
Reflex Recorder adds directly to the Skill (as do the Adept Skill Powers), and hence the basic Pool. |
I think that if we get into the realm (probably a very stupid realm, but whatever) of attempting to dual-wield SMG's, things get more interesting.
Let's assume that you have a character dual wielding SMG's with Gas Vent III's and no other forms of recoil compensation. Your character wants to fire a series of short bursts. Depending on your interperetation of the rules, the recoil could stack up in a bunch of different ways:
Assuming Left-Right-Left-Right:
Gun A Shot 1: Recoil -2, Fully Compensated w/ 1 Comp. Remaining, No Modifier
Gun B Shot 1: Recoil -3, Fully Compensated w/0 Comp. Remaining, No Modifier
Gun A Shot 2: Recoil -3, 1 Compensated, -2 Modifier
Gun B Shot 2: Recoil -5, 0 Compensated, -5 Modifier
Assuming Simultaneous Firing:
Gun A/B Shot 1: Recoil -2, Fully Compensated w/1 Comp. Remaining, No Modifier
Gun A/B Shot 2: Recoil -3, 1 Compensated, -4 Modifier
Then there's also the cases with people stating that recoil compensation is tracked seperately per gun, but the rules seem to explicitly contradict this.
I forgot to say how things would go if we assume that the first shot with each gun does not count towards recoil, which is how things could be interpereted via RAW, but realistically that just makes the last shot of left-right-left-right a -4 instead of a -5, thus making it that much better. It's interesting that simultaneous fire results in a better situation for the person firing when using pistols, but left-right is significantly better if dual wielding SMGs in the situation I set out.
| QUOTE (Stinger) |
| So, yeah, gets more lead in the air, which is good, especially if the target only gets one reaction roll to apply to the results of all four shots (for example, 2 hits on the defense roll negates two hits out of each round fired). Higher chance of a malfunction though. |
Imagine, if you will, you are standing on a sandy beach tide is high. The surf drenches your bare feet. Your black duster billows in the breeze. The sunset tints everything orange. Your designer sunglasses hinder your vision in the gloom is dusk but you don't care. In each of your hands is a pistol. Across from you is your mortal enemy, who has kidnapped your girlfriend in a successful attempt to lure you out of hiding. He is wearing an immaculate three-piece business suit and also holds a pistol in each hand. In the distance, an Asian man sits in a director's chair labeled 'John Woo'.
Your run towards your enemy, the surf splashes under your feet. He runs toward you and brings his pistols to bear. One Shot, Two Shots, Three Shots, Four Shots. And you respond in kind. In your first IP you fire your right pistol and then left pistol, accruing no recoil penalties. On your second IP you fire your left pistol and then your right pistol, again accruing no penalties. Each of your shots misses your charging enemy.
And then you dive away from the surf. As you dive you fire both of your pistols at the same time, twice, suffering a -2 penality on the second double shot, and missing again. Doves appear from nowhere and fly in front of you. It's baddass.
| QUOTE (Stinger) |
| Lemme try again then. Firearms 6 + Reflex Recorder 1 + Semi-Auto specialization 2 + Attribute 5 = 14 base pool Then split 7/7 for two guns. |
Besides specializations, what else is added after the split?
| QUOTE (Fortune @ Aug 10 2007, 05:55 PM) | ||
Almost. Specialization is not part of the Basic Pool, and is therefore added after the split. |
I think laser sights should still work as long as both guns are aimed at the same target. I can find no logical reason why they shouln't. In SR3 I allowed smartgun links to work if you bought 2 induction pads and 2 balistics procesors, but since they removed those components from the Smartlink I'd now rule that option out. Hovever, I'd say neither applied if you're aiming at multiple targets, if that's even possible.
p. 75
"If your
character has a specialization, he adds 2 extra dice to the skill test
whenever the specialization applies (see Specializations, p. 109)."
p. 109
"Specializations add 2 dice to any tests made for that skill
when the specialization is applicable to the test."
p. 110
"Neko wants a sneaky character whose specialty is
urban areas. Neko takes the Urban specialization for
her Infi ltration skill. She writes in on her character
sheet as Infi ltration 5 (Urban + 2). Th at means she
rolls 5 dice (plus attribute) for her skill on Infi ltration
Tests, and 7 dice (plus attribute) when infi ltrating in
an urban area."
| QUOTE (l33tpenguin) |
| Besides specializations, what else is added after the split? |
| QUOTE (Stinger @ Aug 11 2007, 09:38 AM) |
| And why wouldn't specialization count toward the base but a cyber enhancement does? Specialization is learned and practiced - a natural skill enhancement - it can't be removed, damaged or turned off. The Reflex Recorder is artificial, and without it, you lose the bonus. Seems like the specialization should be part of the base. |
I see said the blind man! thanks!
I really don't see skill Specializations as a modifier. And it's doubly odd that you're distinguishing them as something completely different (rules wise) as a Reflex Recorder.
The whole +2 aspect of it is seems to be there to make bookkeeping easier in the case you augment a skill for whatever reason. So instead of having Automatics (SMGs) 4(6)(8) you just have 4(6)(+2). That way you only have to ever update one number rather than two. The end effect is the same though; your still have a skill of 8 with SMGs just like a Reflex Recorder, not a +2 modifier with SMGs as per a Smartlink. It's reeeeaaaaally stretching it -- in the bad way -- to try and argue otherwise.
couldn't you have a Pistols reflex recorder, and Woo a pistol and an SMG?
Wouldn't you be using two different pools anyway, in that case? Automatics and Pistols?
How would you cover using two weapons using different pools? you obviously can't split their pools, so do you just halve them? That brings us back to how you split the pool as well. can you favor one or the other?
well, you use the lowest pool, if you've got two. seems to me that if you have a specializiation, that adds to your pool--unless you're using a gun you're not specialized with, in which case you use the lower pool (ie, no specialization).
I'd say it would depend on which of the skills (with or without specialization) was lowest.
Say, for example, you have Pistols (Heavy Pistols) 3(+2) and Automatics 4. You grab a Streetline Special and an Uzi and go to town. In this case, Pistols is your lowest skill at 3 and is the one you use. Later, you ditch the Streetline Special and grab an Ares Predator. Now your Pistols skill is 5, making Automatics your lowest skill and thus the one you use while shooting both.
Seems to be both the nature and the intent of the rules in question. Makes sense as well as your specialization with Heavy Pistols still had the net effect of giving you +1 die on the test.
If specializations are added after the split, however, wouldn't you choose the smaller pool first, in both cases, pistols, then split the pool and add the specialization bonus after the split? Since specialization add after the split, they shouldn't count toward what you select to split? right?
You're assuming specializations are added after. Which makes very little sense since it's a bookkeeping modifier for keeping track of your skills and skill levels, not a condition or combat modifier like a Smartlink or Visibility modifier is.
indeed. i don't see that specializations should be added after the split.
| QUOTE (Doctor Funkenstein) |
| You're assuming specializations are added after. Which makes very little sense since it's a bookkeeping modifier for keeping track of your skills and skill levels, not a condition or combat modifier like a Smartlink or Visibility modifier is. |
Reflex Recorders: "The reflex recorders adds a +1 dice pool bonus to a specific skill or skill group." --SR4 p. 340
Improved Ability: "This power gives you additional dice for use with a specific Active Skill. Dice purchased for the Active Skill carry over equally to any specializations of the skill you know." --SR4 p. 187
Both of those are modifiers, too. And in the case of the latter, they specifically mention your specialization for some strange reason. Thus, if you adhere to the silly notion that the +2 bonus for a specialization is a conditional modifier as opposed to a bookkeeping note, Improved Ability adds to that bonus AND your base skill! That's double your money right there! AND they all (Improved Ability, Skill Specializations, and Reflex Recorders) get added to your dice pool AFTER it gets split for dual-weilding! Yay for munchkinating!
Translation: Quit being stupid and trying to cheat.
Improved Ability and Reflex Recorders were both errataed. They directly augment the skill and are limited by the skill's augmented limit.
The fact is that SR4 treats augmentations and bonuses/penalties very differently and for this reason they must be kept separate. The (+2) notation isn't just for easy bookkeeping. It denotes a fundamental difference in what a specialization is in relation to a skill.
| QUOTE (Doctor Funkenstein) |
| Translation: Quit being stupid and trying to cheat. |
It was essentially +1/-1 with a specialization; the same net difference as in SR4. So if you bought a skill at 5 you could keep it as 5 or specialize for 4(6).
And that comment wasn't directed at you, penguin. It's just silly to get so pedantic when the intent of the rules in question is blatantly clear.
Doc ... as hyzmarca said, check the Errata. The things I specified (Adept Improved Ability and Reflex Recorders) were addressed.
I'm not making things up, trying to be a cheat, or even getting into munchkin mode. This is the way the rules work.
If something in the rules is meant to add directly to the Skill, it specifically states as such (in the case of the above two items). If not, and you are directed to list something as (+x), then it is a dice pool modifier, in exactly the same fashion as visibility or other situational modifiers. These are all added after the Core Dice Pool is split, as they modify the specific actions taken, and not the total core ability (in the case of Specializations, the entirety of the Skill's many uses).
it doesn't make much sense, though. using a revolver instead of a heavy pistol is not a situational modifier, unless using a pistol instead of a shotgun is also a situational modifier. making specializations a special case is just arbitrary; there's no logic to it.
Exactly.
If specializations work as suggested by Doctor Funkenstein, then they are incredibly broken one way or another.
In the unerrated RAW, a character with Agility 3 and Pistols (Heavy Pistols) 1(+2) would have a dice pool of 4 when using Heavy Pistols due to his 3 Agility and 1 Skill. His specialization couldn't come into play due to the modified skill cap of (base skill)*1.5.
This makes specializations useless is most cases and makes it incredibly stupid for anyone without a 6 in the skill to both specialize and take Improved Ability.
The errata specified that there is a difference between things that directly augment that skill and things which add dice to a test. Specializations have been clearly placed in the latter category while Improved Ability and Reflex Recorders are clearly placed in the former.
The specialization adds dice to tests with heavy pistols. It does not create a separate heavy pistols skill or modify the existing pistols skill. This ruling is necessary to make specializations as useful as they were intended to be. The side effect is that you add them after splitting the pool. Considering how damaging pool splitting is to all but the most min-maxed of characters, I don't see this as being much of a problem. It is only one die, for 'Swounds.
Edit: mfb, It is a situation modifier in the same way that that the old Home Ground Edge from SR3 is a situation modifier. It isn't that you are magically more skilled with heavy pistols than you are with other types of pistols. It is just that you are more comfortable with that particular category of pistol. It is familiarity rather than skill.
Edit2:There is an innate arbitrariness in separating skills from situations and in separating one skill from another. It is necessary to be arbitrary in any game. What matters is internal consistency and this is how specializations are categorized because they don't work if they are categorized any other way.
OK, here's my last stab at getting this right.
Pistol 6 + Reflex Recorder 1 + Agility 5 = 12 dice base pool.
Two guns (Predators). Ambidextrous. No smartlink bonus. Specialization (Semi-Automatics +2). Gonna fire two shots with each weapon, right-left-right-left, same target, no other modifiers.
Split the base = 6/6
Shot 1 = Base 6 + Specialization 2 = 8
Shot 2 = Base 6 + Specialization 2 - Recoil 1 = 7
Shot 3 = Base 6 + Specialization 2 - Recoil 2 = 6
Shot 3 = Base 6 + Specialization 2 - Recoil 3 = 5
Is that it?
that's nonsensical, man. familiarity is skill. you gain skill by becoming more familiar with the subject matter. as far as usefulness goes, specializations are already the most efficient use of bp/karma in the game. how much more useful do they need to be?
i mean, i see the problem. either they're points of skill, in which case the caps apply and they suck, or they're a modifier and the caps don't apply--but they stop making much actual sense. i guess it's a special case either way. but if it's gonna be a special case, why not go all the way--make specializations ignore the skill cap, but otherwise count as skill?
| QUOTE (hyzmarca) |
| Exactly. If specializations work as suggested by Doctor Funkenstein, then they are incredibly broken one way or another. In the unerrated RAW, a character with Agility 3 and Pistols (Heavy Pistols) 1(+2) would have a dice pool of 4 when using Heavy Pistols due to his 3 Agility and 1 Skill. His specialization couldn't come into play due to the modified skill cap of (base skill)*1.5. |
Just read the book. Just read the book, please.
| QUOTE (SR4 page 109) |
Specializations add 2 dice to any tests made for that skill when the specialization is applicable to the test. |
| QUOTE (hyzmarca) | ||
Just read the book. Just read the book, please.
The book is very clear on this and both the FAQ and the Errata further clarify it. A specialization is not a skill in any way shape or form. It simply adds bonus dice to the test, nothing more or less. |
| QUOTE (hyzmarca) |
| Just read the book. Just read the book, please. |
| QUOTE |
| The book is very clear on this and both the FAQ and the Errata further clarify it. A specialization is not a skill in any way shape or form. It simply adds bonus dice to the test, nothing more or less. |
I must admit, i dislike the specialization not being split, but it is what the rules say. I allow it to work both ways spec(automatics) gets split if you're using auto's spec(paired) counts as +2 for both guns. This allows people who wish to follow the way of Woo to use a suboptimal option (against good opponents) a bit more effectively.
Errm, so, did I get it right?
| QUOTE (hyzmarca) |
| And it is not, in any way, cheese. |
Cheese or not, those are the rules. And I don't think it is 'bad form' or anything of the like to point out the way the rules actually work when someone asks.
| QUOTE (Doctor Funkenstein) |
| Pointing out loopholes is one thing, discussing ways to fix them another thing. But not only pointing them out, but advocating them, encouraging people to abuse them, and defending them to the death despite how stupid it is both conceptually and logically is... well, nuff said on that. |
I don't really consider this is a loophole. It is part of the way the core system works.
I'm a lot more interested in how TWFing works in Shadowrun than in 'Bizarro Funkenstein Shadow-RPG'.
<just shrugs> Enjoy the stupidity then.
| QUOTE (Doctor Funkenstein) | ||
Already touched on that. |
| QUOTE (Rotbart van Dainig @ Aug 11 2007, 01:46 PM) |
| Good to know your take on the 'immune to drowning via Trauma Dampener', then. |
| QUOTE |
| It's completly trivial that Specialisation is not Skill. It adds dice to your dicepool... which is splitted. So the 'exploit' is not to get more dice out of a Spec - it's to lose less dice per shot due to penalties. |
| QUOTE (Doctor Funkenstein) |
| That the obscure rules for things such as drowning is stupid because it doesn't include a comment about ignoring mechanics like a Trauma Damper, which otherwise works just dandy? |
I'm sure that any minute now one or the other of you will convince the other guy you're right and he's been wrong all along.
No, really. It'll happen any second.
| QUOTE (Critias) |
| I'm sure that any minute now one or the other of you will convince the other guy you're right and he's been wrong all along. |
Looking at it the other way, using two weapons magically gives your enemy twice as much cover and magically makes the lights twice as dim and so on and so forth. It is a consequence of applying modifiers after splitting instead of applying them before splitting.
Applying modifiers before splitting brings in whole new problems with attacking different targets, however.
Lets stop thinking about guns here and apply this to the other situations where you can split dice pool and get bonuses, such a the magician with a focus casing multiple simultaneous spells.
Actually, I'm a little more concerned with the use of a foci when casting multiple spells simultaneously than I am with two-gun shooting, since foci actually can have a huge impact when applied to multi-casting pools as modifiers rather than as a part of the base pool. And I hoonestly don't know if this would be a good thing or a bad thing.
| QUOTE (hyzmarca) |
| Looking at it the other way, using two weapons magically give your enemy twice as much cover and magically makes the lights twice as dim and so on and so forth. It is a consequence of applying modifiers after splitting instead of applying them before splitting. |
| QUOTE (Rotbart van Dainig) | ||
You are splitting a dicepool... wich means modifiers are already factored in at that point. And you really want to do it that way: Factor mods in first, half then: (A+S+y)/2 Half first, factor mods in later: (A+S)/2+y When is the first aproach better? (A+S+y)/2 > (A+S)/2+y A+S+y > A+S+2y 0 > y The first approach is better if y < 0... which means, if your net mods are penalties. Which is usually the case that matters... |
| QUOTE (SR4 p141) |
| Split the pool before applying modifiers. |
| QUOTE (hyzmarca @ Aug 11 2007, 10:32 PM) | ||
|
| QUOTE (Rotbart van Dainig @ Aug 12 2007, 06:36 AM) |
| In which case you can completly forget about ever hitting the broad side of a barn in a combat situation with two weapons. |
That's undefined, as it's not a modifier. But it doesn't really matter either way...
| QUOTE (Rotbart van Dainig @ Aug 12 2007, 06:43 AM) |
| That's undefined, as it's not a modifier. |
| QUOTE (SR4 pg. 109) |
| Specializations add 2 dice to any tests made for that skill when the specialization is applicable to the test. |
| QUOTE (SR4 pg. 141) |
| Characters can use two pistol- or SMG-class weapons, one in each hand, firing both with a single Simple Action. Doing so, however, requires that the character split his dice pool between the attacks. If two separate skills are being used (Pistols and Automatics), use the smallest dice pool. Split the pool before applying modifiers. Two-gun attacks also negate any dice pool bonuses from smartlinks or laser sights. Additionally, any uncompensated recoil modifiers applicable to one weapon also apply to the other weapon. |
| QUOTE (Fortune @ Aug 11 2007, 10:50 PM) | ||
I'm not sure I understand. Specialization is indeed a modifier to the Skill test. |
| QUOTE (Stinger) |
| OK, here's my last stab at getting this right. Pistol 6 + Reflex Recorder 1 + Agility 5 = 12 dice base pool. Two guns (Predators). Ambidextrous. No smartlink bonus. Specialization (Semi-Automatics +2). Gonna fire two shots with each weapon, right-left-right-left, same target, no other modifiers. Split the base = 6/6 Shot 1 = Base 6 + Specialization 2 = 8 Shot 2 = Base 6 + Specialization 2 - Recoil 1 = 7 Shot 3 = Base 6 + Specialization 2 - Recoil 2 = 6 Shot 3 = Base 6 + Specialization 2 - Recoil 3 = 5 Is that it? |
Actually, I think that adding specialisation dice after splitting the pool is the sort of thing that makes dual-wielding a viable choice, while not making it the best choice for everyone. This is a good thing, in my book. It means the Cowboy character in my group can do his thing in the style that is appropriate to him, and still be effective, while most others are better off doing things the regular way.
I actually think that this is very balanced and makes a lot of in-game sense to me. (Especially since I allow Dual-Wielding to be a specialisation of Pistols or Automatics.)
| QUOTE (Fortune) | ||||||
I'm not sure I understand. Specialization is indeed a modifier to the Skill test.
Note that Specializations do not add to the Pool, but only to specific tests where they are applicable.
|
Once again: The rules for specializations were clearly added as a courtesy to make life easier. Both from a bookkeeping standpoint and rules limitation one (so that they didn't have to cook up countless exceptions to account for specializations going over the normal maximum).
It's trying to take advantage of that courtesy that's not only ridiculous, but insulting. Someone with a Skill of 3 and a specialization is not intended to be better than someone with an actual Skill of 5. In fact, if anything, they should be slightly worse! And this is actually shown everywhere except for dual-weilding. Not because it was intended -- something would have been said and examples would have been created if it were -- but because people are trying to rape the rules to make it work. So make that person with a Skill of 3 and a specialization equal to someone with a Skill of 7 if they were both two-fisting it. Someone who was more than twice as skilled!
Sometimes common sense > rules. Doubly so when people are defending those rules because they want to rape them for those extra dice.
While I understand your point, I think it is a little unfair.
This particular issue has been brought up with the developers (read Rob), and he has declared that this is both how the rules work, and how he intended for the rules to work. As such, it is not really 'raping th system' to utilize the rules as they are both written and intended. YMMV of course.
| QUOTE |
| Sometimes common sense > rules. Doubly so when people are defending those rules because they want to rape them for those extra dice. |
...one of the times two weapons is better is when using two SS revolvers and firing in alternating fashion. Of course it helps to have the ambidexterity quality to eliminate the off-hand penalty.
| QUOTE (Kyoto Kid) |
| ...one of the times two weapons is better is when using two SS revolvers and firing in alternating fashion. Of course it helps to have the ambidexterity quality to eliminate the off-hand penalty. |
| QUOTE (Kyoto Kid @ Aug 16 2007, 10:11 AM) |
| ...one of the times two weapons is better is when using two SS revolvers and firing in alternating fashion. |
I'm not trying to "rape"" the rules at all. I'm trying to understand them so I can play by them correctly. If using two-guns wasn't part of my character concept, I wouldn't even be thinking about this, and I didn't bother looking it up until I decided to go with this character.
The two-hand thing is only viable because this dude has a high skill level. Even with the Specialization added to the test, it's not really so fantastic. Clearly, using one gun is better than using two. It'll be hard to resist just going with one gun like everyone else does, but I'll suck it up and take the dice pool split, because using two guns looks cool, and that's worth more to me than the effectiveness of using one gun.
| QUOTE (l33tpenguin) | ||
Even that is debatable, because if you were using a single revolver, you would get a bigger dice pool, unless you had a really low (sub 4) to begin with. Otherwise you end up with twice as many shots that are only slightly higher than half as likely to land. This is great for easy to hit baddies or to chew up someones defense pool, but up against anything substantial, you are just wasting overly expensive bullets |
| QUOTE (mfb) | ||||
she's talking about firing them alternately, not simultaneously. one shot from each, rather than two. |
| QUOTE (l33tpenguin) |
| Yeah, I caught that after my post Basically using two weapons to double your ammunition capacity rather than your rate of fire |
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