IPB

Welcome Guest ( Log In | Register )

12 Pages V  « < 7 8 9 10 11 > »   
Reply to this topicStart new topic
> Extra Init passes = Broken?, Help a SR4 Noob understand how to balance party
sabs
post Nov 23 2010, 04:43 PM
Post #201


Prime Runner
*******

Group: Members
Posts: 3,996
Joined: 1-June 10
Member No.: 18,649



Or you want to change how you do skill dp's.

instead of stat+skill, you make it:
skill+stat(max skill rank*2)

So if you have a stat of 6 but a skill rank of 1, you can only use 2 dice from your stat.

But it's seriously lacking in a couple of examples.
How do you default
How is having 1 skill rank better than just defaulting.

I guess you could say that for defaulting you only get to roll 1 die+edge
So if you have 1 skill rank, you get to roll 3 dice + edge (if you have a stat of 2+)

of course, as soon as you have a 3 skill it mostly stops mattering.
1 skill 6 agility: 3 dice
3 skill 6 agility: 9 dice
6 skill 6 agility: 12 dice
6 skill 3 agility: 9 dice

it also effectively blocks people at 12 stats. If you manage to raise your agility to >12 you get no benefit from it, unless you get a 7 skill.

Not sure how I feel about it.


Go to the top of the page
 
+Quote Post
Brainpiercing7.6...
post Nov 23 2010, 04:52 PM
Post #202


Moving Target
**

Group: Members
Posts: 873
Joined: 16-September 10
Member No.: 19,052



Well... looking at these examples I think we're better off just leaving things as they are. After all, we know that only adepts will be doing huge melee damage, and those will need high Agi as well, and don't really need high Str.

So... while I also miss my 14D polearm troll from SR3 (with a puny 10Str after Adrenaline Burst, mind you), I can live with not getting there anymore.

Also: A vibro-blade sword is +3/-2AP, IIRC, so a Str4 character can reach 6P, -2 AP, which is better than an assault rifle before bursting. Considering Impact armour is often lower, the only thing really unbalancing this is the double defence pool in melee.

Mind you, I disagree that firearms are supposed to be better by default: The katana-swinging sammie is a staple image from early SR, the same as cyber melee weapons. Somehow they just forgot to make melee good enough in SR4.

But with high Agi, a character is generally good at many things, including melee with only a few more points invested, so IMHO that's all good. Any sammy can pick up a knife and be fairly deadly with it. So to make melee better just reduce the melee dodge pool. Make it Rea only for dodging (w/o full dodge), and Agi+Skill or Rea+Skill for defence.
Go to the top of the page
 
+Quote Post
Brazilian_Shinob...
post Nov 23 2010, 05:23 PM
Post #203


Shooting Target
****

Group: Dumpshocked
Posts: 1,989
Joined: 28-July 09
From: Somewhere along the brazilian coast
Member No.: 17,437



QUOTE (Brainpiercing7.62mm @ Nov 23 2010, 01:52 PM) *
Well... looking at these examples I think we're better off just leaving things as they are. After all, we know that only adepts will be doing huge melee damage, and those will need high Agi as well, and don't really need high Str.


Don't forget the people with Bone Density Augmentation 4 either.
Go to the top of the page
 
+Quote Post
Whipstitch
post Nov 23 2010, 05:57 PM
Post #204


Runner
******

Group: Members
Posts: 2,883
Joined: 16-December 06
Member No.: 10,386



Or wrestlers or people who depend on shock weaponry. Subduing someone prevents movement and allows you to threaten your Strength in stun (as opposed to half strength plus a base total) and once the lock is achieved it's pretty tough for smaller metatypes to get loose unless they are also trained in Unarmed Combat.

QUOTE (Brainpiercing7.62mm @ Nov 23 2010, 12:52 PM) *
Mind you, I disagree that firearms are supposed to be better by default: The katana-swinging sammie is a staple image from early SR, the same as cyber melee weapons. Somehow they just forgot to make melee good enough in SR4.


I don't think they did. It's pretty much impossible to look at these rules and say "We have achieved parity with firearms!", so unless you think the devs are pants-on-head-incompetent I think it's fair to assume that having a big ol' expensive weapon that goes BANG and can be taken away in a search is intended to have a lot more raw killing power than a telescoping baton or an electrified cyberhand.
Go to the top of the page
 
+Quote Post
StealthSigma
post Nov 23 2010, 06:02 PM
Post #205


Runner
******

Group: Members
Posts: 2,536
Joined: 13-July 09
Member No.: 17,389



QUOTE (Brainpiercing7.62mm @ Nov 23 2010, 11:52 AM) *
Also: A vibro-blade sword is +3/-2AP, IIRC, so a Str4 character can reach 6P, -2 AP, which is better than an assault rifle before bursting. Considering Impact armour is often lower, the only thing really unbalancing this is the double defence pool in melee.


Ammunition.

EX-Ex makes an assault rifle 7P -2AP while APDS makes it 6P -5AP. (IMG:style_emoticons/default/nyahnyah.gif)

--

QUOTE (Whipstitch @ Nov 23 2010, 12:57 PM) *
I don't think they did. It's pretty much impossible to look at these rules and say "We have achieved parity with firearms!", so unless you think the devs are pants-on-head-incompetent I think it's fair to assume that having a big ol' expensive weapon that goes BANG and can be taken away in a search is intended to have a lot more raw killing power than a telescoping baton or an electrified cyberhand.


Like the ~180,000 (IMG:style_emoticons/default/nuyen.gif) Barret I want to get for my sharpshooter?
Go to the top of the page
 
+Quote Post
Whipstitch
post Nov 23 2010, 06:03 PM
Post #206


Runner
******

Group: Members
Posts: 2,883
Joined: 16-December 06
Member No.: 10,386



Yep. I would like to throw in the caveat that they may not have intended for the gap to be quite as wide as it currently is, but I do think a gap of some sort between guns and melee was intended.
Go to the top of the page
 
+Quote Post
StealthSigma
post Nov 23 2010, 06:20 PM
Post #207


Runner
******

Group: Members
Posts: 2,536
Joined: 13-July 09
Member No.: 17,389



QUOTE (Whipstitch @ Nov 23 2010, 01:03 PM) *
Yep. I would like to throw in the caveat that they may not have intended for the gap to be quite as wide as it currently is, but I do think a gap of some sort between guns and melee was intended.


There's three major flaws that stack against melee.

#1 - Complex actions to make attacks versus the simple for ranged.
#2 - Inability to stack damage as high or as quickly as firearms.
#3 - The fact that your opposition will be pinging away at you as you approach.

#2 can never really be overcome, but the Initiative Pass system helps ease the problem with #1 and #3.

You also have the issue of basing your combat efficacy on all the physicals stats due to the aforementioned problems. You need agility to hit, you need strength to up your damage, and you need a good blend of body and reaction to overcome problem #3. A shooter can completely ignore strength and you can make arguments that they don't need reaction or body making them require only one physical stat.
Go to the top of the page
 
+Quote Post
Dahrken
post Nov 23 2010, 06:26 PM
Post #208


Moving Target
**

Group: Dumpshocked
Posts: 583
Joined: 1-October 09
From: France
Member No.: 17,693



Well, IRL hand-to-hand combat is not very effective when facing firearms, so being somewhat short-changed in game unless you go for a very dedicated, specialist character build is not exactly shocking...
Go to the top of the page
 
+Quote Post
Whipstitch
post Nov 23 2010, 06:50 PM
Post #209


Runner
******

Group: Members
Posts: 2,883
Joined: 16-December 06
Member No.: 10,386



Even then, you're still rather shortchanged vs. equal karma opposition. Critical Strike and Martial Arts are nice, but the "ceiling" on what you can get out of guns isn't so low as to allow melee artists to easily start surpassing sharpshooters. And as a purely practical matter, I worry more about having a "high enough" damage code than I worry about having a damage code that is as high as possible. Tweaked cyberadepts can get to some pretty ridiculous damage codes, but what good is being able to punch out a Citymaster if you can't survive long enough or run fast enough to get close to it anyway?
Go to the top of the page
 
+Quote Post
sabs
post Nov 23 2010, 06:52 PM
Post #210


Prime Runner
*******

Group: Members
Posts: 3,996
Joined: 1-June 10
Member No.: 18,649



Is that really a bad thing?

I mean Japanese Samurai found out the hard way in 1890's that Katana + horse < Machine gun nest.
Go to the top of the page
 
+Quote Post
StealthSigma
post Nov 23 2010, 06:57 PM
Post #211


Runner
******

Group: Members
Posts: 2,536
Joined: 13-July 09
Member No.: 17,389



QUOTE (sabs @ Nov 23 2010, 01:52 PM) *
Is that really a bad thing?

I mean Japanese Samurai found out the hard way in 1890's that Katana + horse < Machine gun nest.


I agree fully, however I believe there is a certain love affair with the cyberpunk samurai and bringing melee combat as potential main combat form. I can accept this and that some people would want to play a melee build. I do not have a problem with bringing melee up a bit but I don't think melee was ever intended to supersede firearms in lethality. However, I do have a problem with nerfing one of the aspects that makes melee a functional part of Shadowrun (namely capping Initiative Passes). I think it is way overlooked how important IPs are to melee street samurai. A street samurai will never, and probably should never, come close to touching the lethality of a shooter with equivalent counts of IPs.
Go to the top of the page
 
+Quote Post
Whipstitch
post Nov 23 2010, 07:02 PM
Post #212


Runner
******

Group: Members
Posts: 2,883
Joined: 16-December 06
Member No.: 10,386



QUOTE (sabs @ Nov 23 2010, 02:52 PM) *
Is that really a bad thing?



I don't think so. I just want to be very clear here that the power of melee (bp for bp, karma for karma, anyway) is far enough behind in Shadowrun that you shouldn't expect to Bruce Lee people as efficiently as a gun bunny can Rambo people-- the exceptions are so high up the karma curve that they fall under exception that proves the rule territory. The rules simply don't appear to support that kind of power in melee coming cheaply, and frankly, I find the argument that "Well, they are called Street SAMURAI" to be a fairly weak one. People like to point out book covers and pull out things like the old "Magic vs. Tech" chestnuts from time to time, but for the most part I think people tend to subconsciously cherry pick the themes they like the most about any given setting and ascribe them more importance than the books themselves ever seem to assign. The power of melee has fluctuated from edition to edition, but whether Street Samurai carry swords because it's an affectation or because they're genuinely as dangerous as a SMG isn't something that's really addressed by the fluff directly. When looking at specific examples it pays to remember that Shadowrun is a setting that multiple people have written for over the years and not everyone gives it the same spin or even agrees with eachother as to where it should go.
Go to the top of the page
 
+Quote Post
Warlordtheft
post Nov 23 2010, 07:29 PM
Post #213


Neophyte Runner
*****

Group: Members
Posts: 2,328
Joined: 2-April 07
From: The Center of the Universe
Member No.: 11,360



Also-not to digress the thread any futher--melee has it's advantages:

It is generally quieter.
It is generally easier to go around carrying (some exceptions like the troll with a claymore) melee weapons.
Unarmed combat means you can't be disiarmed.
Doesn't require ammo.

Down side is that you have to get close. Not easy in the age of firearms. But not impossible, remember Rorke's Drift with the Zulu. In that battle preceeding it the Zulu's wiped out a 2,000 man british force (Battle of Isandlwana).

My point is-there are advantages and disadvantages to both and sometime's one is a better choice than the other.

Back on topic of IP's it is much fairer than old system of the gun bunny mowing down everyone before the can act. Also it is not supposed to be a fair fight, this is SHADOWRUN afterall. If you want a fair fight, you're playing the wrong game.

PS: note that 1 IP foot sloggers can still cap a a runner with a heavy pistol (the mook's group edge has its uses).
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post Nov 23 2010, 07:48 PM
Post #214


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



QUOTE (sabs @ Nov 23 2010, 02:52 PM) *
Is that really a bad thing?

I mean Japanese Samurai found out the hard way in 1890's that Katana + horse < Machine gun nest.



I say yes it is.

This isn't a game of charging machine gun nests, this is a game of back alleys and office corridors. This is where melee actually can work especially in the fiction. Range is still an issue and it is an advantage and that alone should have been the advantage guns had. Range+damage+simple action vs complex+easier to get off is a bit much.
Go to the top of the page
 
+Quote Post
sabs
post Nov 23 2010, 07:59 PM
Post #215


Prime Runner
*******

Group: Members
Posts: 3,996
Joined: 1-June 10
Member No.: 18,649



well, I think that the -3 for opponent is in melee isn't actually enough of a modifier.

Point Blank should be +2 it's easy to shoot someone from point blank who is only trying to dodge. Your chances of surviving a gun shot attack go up significantly the farther away from the shooter you are.

But if the person you're trying to shoot is actually in 'melee' range and actively attacking you with a martial art that actually has maneuvers aimed at dealing with guns. That +2 isn't really there anymore.

But it has to be someone trained.
Perhaps I would rule that if you're in melee range of someone trying to shoot you you can use melee defense.
reaction+melee skill+(dodge).

So yes, the guy gets agility+skill+2 for trying to shoot you, but you have reaction+melee skill+dodge (on full defense) to try and avoid.

I would also get rid of the dodge double dip for defending against melee.
to defend against melee it's ... reaction+melee/unarmed regularly, and that +dodge in full defense.

If you don't have a melee skill then it's reaction-1 (for defaulting) and reaction-1+dodge in full defense.

Go to the top of the page
 
+Quote Post
Whipstitch
post Nov 23 2010, 08:03 PM
Post #216


Runner
******

Group: Members
Posts: 2,883
Joined: 16-December 06
Member No.: 10,386



Well, I'm usually the GM, so it really depends on what people want. I'm ambivalent on the issue issue right up until I have a couple guys at the table who seem to want to run Jack Burton and Zatoichi. My players are usually fine with the current status quo, but if people want to shake things up and change the emphasis I'm willing to roll with it.
Go to the top of the page
 
+Quote Post
Brazilian_Shinob...
post Nov 23 2010, 08:06 PM
Post #217


Shooting Target
****

Group: Dumpshocked
Posts: 1,989
Joined: 28-July 09
From: Somewhere along the brazilian coast
Member No.: 17,437



QUOTE (sabs @ Nov 23 2010, 04:59 PM) *
But it has to be someone trained.
Perhaps I would rule that if you're in melee range of someone trying to shoot you you can use melee defense.
reaction+melee skill+(dodge).

So yes, the guy gets agility+skill+2 for trying to shoot you, but you have reaction+melee skill+dodge (on full defense) to try and avoid.


I think that's already in the book, isn't it?
Go to the top of the page
 
+Quote Post
StealthSigma
post Nov 23 2010, 08:18 PM
Post #218


Runner
******

Group: Members
Posts: 2,536
Joined: 13-July 09
Member No.: 17,389



QUOTE (Brazilian_Shinobi @ Nov 23 2010, 03:06 PM) *
I think that's already in the book, isn't it?


No. The best possible pool for dodging ranged attacks is Reaction + Dodge when you are on full defense.

Melee: Reaction + (Dodge or Melee Skill or Gymnastics)
Melee Full Defense: Reaction + (Dodge or Melee Skill or Gymnastics) + Dodge
Ranged: Reaction
Ranged Full Defense: Reaction + (Dodge or Gymnastics)
Go to the top of the page
 
+Quote Post
Brazilian_Shinob...
post Nov 23 2010, 08:38 PM
Post #219


Shooting Target
****

Group: Dumpshocked
Posts: 1,989
Joined: 28-July 09
From: Somewhere along the brazilian coast
Member No.: 17,437



Uhm, perhaps it is one of those house-rules we use since the dawn of time that the line between rules and house-rules become fuzzy.
Go to the top of the page
 
+Quote Post
pbangarth
post Nov 23 2010, 09:20 PM
Post #220


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,236
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



QUOTE (sabs @ Nov 23 2010, 02:59 PM) *
But if the person you're trying to shoot is actually in 'melee' range and actively attacking you with a martial art that actually has maneuvers aimed at dealing with guns. That +2 isn't really there anymore.
But it has to be someone trained.
There's a TV series SAS Survival Secrets that has a cool scene of a melee technique to disarm an incautious pistolero. I think it's in episode 2.
Go to the top of the page
 
+Quote Post
Glyph
post Nov 23 2010, 10:00 PM
Post #221


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



QUOTE (StealthSigma @ Nov 23 2010, 12:18 PM) *
Melee: Reaction + (Dodge or Melee Skill or Gymnastics)
Melee Full Defense: Reaction + (Dodge or Melee Skill or Gymnastics) + Dodge
Ranged: Reaction
Ranged Full Defense: Reaction + (Dodge or Gymnastics)

Actually, you can only use gymnastics for full defense, whether it is melee or ranged.
So Melee should be Reaction + (Dodge or Melee Skill).
You also can use Full Parry for Melee Full Defense: Reaction + (Melee Skill x 2).

Effective melee characters may be expensive, but they can definitely do a lot of damage. And even though it may be a niche role, they usually only need one ranged skill of 4, with a specialization, to be within breathing distance of the gun dude. Also, things like muscle toner, multiple IPs, and durability-enhancing 'ware such as orthoskin can be just as useful in ranged combat, too.
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post Nov 23 2010, 10:58 PM
Post #222


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



QUOTE (Glyph @ Nov 23 2010, 05:00 PM) *
Actually, you can only use gymnastics for full defense, whether it is melee or ranged.
So Melee should be Reaction + (Dodge or Melee Skill).
You also can use Full Parry for Melee Full Defense: Reaction + (Melee Skill x 2).

Effective melee characters may be expensive, but they can definitely do a lot of damage. And even though it may be a niche role, they usually only need one ranged skill of 4, with a specialization, to be within breathing distance of the gun dude. Also, things like muscle toner, multiple IPs, and durability-enhancing 'ware such as orthoskin can be just as useful in ranged combat, too.


Now we are back to agility being too powerful. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
thetrav
post Nov 23 2010, 11:56 PM
Post #223


Target
*

Group: Members
Posts: 27
Joined: 14-April 09
Member No.: 17,077



Someone spoke about getting 4 IP making you a one trick pony, I think the inference was that you do it on char build?

I think getting 4ip via cyber at build is a poor way to go. It gives you a lot of early power at the expense of long term growth.

The BP system encourages spending to max out stats and skills, and then picking up cyber upgrades and low level skills as you go along.

My hyper specialist is going to grab all the skills our generalist has got quite a lot earlier than the generalist will be able to raise a specialisation to anything near the level I built to.

Go to the top of the page
 
+Quote Post
Mongoose
post Nov 24 2010, 01:57 AM
Post #224


Moving Target
**

Group: Members
Posts: 588
Joined: 26-February 02
Member No.: 227



QUOTE (sabs @ Nov 23 2010, 04:43 PM) *
Or you want to change how you do skill dp's.

instead of stat+skill, you make it:
skill+stat(max skill rank*2)

So if you have a stat of 6 but a skill rank of 1, you can only use 2 dice from your stat.

But it's seriously lacking in a couple of examples.
How do you default
How is having 1 skill rank better than just defaulting.

I guess you could say that for defaulting you only get to roll 1 die+edge
So if you have 1 skill rank, you get to roll 3 dice + edge (if you have a stat of 2+)

of course, as soon as you have a 3 skill it mostly stops mattering.
1 skill 6 agility: 3 dice
3 skill 6 agility: 9 dice
6 skill 6 agility: 12 dice
6 skill 3 agility: 9 dice

it also effectively blocks people at 12 stats. If you manage to raise your agility to >12 you get no benefit from it, unless you get a 7 skill.

Not sure how I feel about it.


I rather like it. Your troll skydivers (skill + body) would be the only folks who regularly take a stat used with a skill past 12. And you actually CAN raise a skill above 6, if you are an adept- they can go to 9, right?
One drawback is it potentially makes extra dice from non-attribute sources comparatively more of an influence (or more worth seeking, at least for folks with limited skill) when really, those are (IMO) a bigger problem for balance. Somebody with pistols 1, a specialization for the model of gun they have, a smartlink, a tac-net, and an analyze device spell should NOT out shoot a trained marksman who is using inferior equipment. (Or maybe they should, depending on how you like your sci-fi.)
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Nov 26 2010, 05:09 PM
Post #225


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Shinobi Killfist @ Nov 23 2010, 12:48 PM) *
I say yes it is.

This isn't a game of charging machine gun nests, this is a game of back alleys and office corridors. This is where melee actually can work especially in the fiction. Range is still an issue and it is an advantage and that alone should have been the advantage guns had. Range+damage+simple action vs complex+easier to get off is a bit much.


Which is accounted for in the alleyways and office corridors scenarios you bring up. When Encounter range is 1-3 meters (Actually as much as 7 meters), either combat mode is an acceptable choice.

After playing several melee builds over the years, in all the various editions of Shadowrun, I would say that Melee is still a viable recourse. Unfortunately, Melee characters will take a beating from ranged fire if the encounter range is anything other than immediate. When you have to close as a melee specialist (unless it is a matter of only 10-20 meters or so), you may find that the ranged specialists have already taken care of the opposition. Which is at it should be.
Go to the top of the page
 
+Quote Post

12 Pages V  « < 7 8 9 10 11 > » 
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 20th June 2025 - 06:45 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.