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> Emerging Conflict OOC & Recruitment, Fast Paced, Rules Light - Single Mission (Recruitment Always Open)
sabs
post May 24 2011, 04:12 PM
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The Later.
When you're respecing. You just can't go over a 4 pistol, or a 4 infiltration, unless you have one of these qualities. Or if you have the Quality: Unsubtle, you can't buy infiltration over say a 2 (or 3) etc.

And I was thinking this:

Karma lets you raise a skill above your limitation, but when you respec, you lose your karma.
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BlackHat
post May 24 2011, 04:19 PM
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Those qualities would help differentiate the PCs (if they had to be maintained and couldn't be respeced). The negative qualities do put some limitations on how you can respec, but I don't know how big a restriction that will end up being, in practice. Not being able to respect to get more than 2 points in infiltration is still a better situation than your typical shadowrunner who has no way of getting any points in infiltration if they didn't put any to begin with.
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sabs
post May 24 2011, 04:21 PM
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Well, it IS a game right? It's a giant videogame for seeing how to survive the coming Horror Show.

The qualities are permanent. And they represent the person's soul/mind/whatever.
Sure, the game can try to give me all the skills of a streetsam, but if I flinch everytime I hear a gun fire, that's gonna be an issue.
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BlackHat
post May 24 2011, 04:40 PM
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Yeah, negative qualities that restrict combat skills always seem more "worth it" than those that restrict other skills.

I'm not sure the guy with "demolitions doofus" is any worse off than anyone else (just like a PC who takes "incompetent[demolitions]" isn't really at any disadvantage), and no matter what the restrictions are on how you can respec, the fact that you can respec at all is a big advantage - so not being able to place the points anywhere you want doesn't seem like a big disadvantage to me (and certainly shouldn't be worth BP outside of the UV node).
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sabs
post May 24 2011, 04:49 PM
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I wasn't thinking they would be worth BP (IMG:style_emoticons/default/smile.gif)

Just flavor, based on your character background.

(or maybe negative ones to help buy positive ones)
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Aria
post May 24 2011, 06:18 PM
Post #881


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I've started a debate (IMG:style_emoticons/default/biggrin.gif)

I hear what you are saying about the stats...will think about having existing characters (with potentially more karma and back history) and then new characters who only need to spend mental BPs for outside the node, possibly some core skills to add flavour and then do everything else 'in node' ...I don't think there will be any out node play in the game but it would be worth having some background for taking the characters into future Emerging games (without all the virtual addons!)

I like the idea of the troops for flavour but don't want them to simply be me deciding what happens and the PCs combat actions being more or less irrelevant. Making them BPs from the character pot would make that character responsible for them (and to a certain extent roleplaying them) and so won't be for everyone. The respecing is meant to come from this pool too as the intention is that all the possible respecs start the mission, the node is just allowing the PCs to pick different ones as they see fit...they don't want cheating either as it would invalidate their program.

Will perhaps start a thread on the forum to discuss a sort of mass combat system that is PC driven...see what ideas get thrown in the pot! Otherwise I'll just go back to them being background players and it's the PCs who do the key stuff
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BlackHat
post May 24 2011, 07:04 PM
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Worth asking the community at large about mass combat, but nothing comes immediately to mind. I would also recommend thinking carefully about the BP costs for these soldiers/allies. 15 BP to control 10 PC-level super-soldiers sounds awesome... but it also sounds like a lot of work if my new elite hit-squad is going to be detailed out. Any PC deciding to control 10 of anything means they're controlling more than half of the team (assuming nobody else takes the option, and assuming these characters are meant to be in the foreground).

Contacts usually cost 5+ BP each (so 10 would be 50) and those are for guys who would NOT be willing to risk their lives for you.
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BlackHat
post May 24 2011, 07:10 PM
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The counterpoint would be that if the troops are meant to be background only, or the PC doesn't have a good sense of their stats or isn't in control of them, then it is unlikely they will want to invest BP in a squad of Ensign "red shirts". When creating Roberts, I didn't pay BP to have a squad tag along with us, so I didn't worry too much about how powerful they needed to be, or whether or not they would survive. If the GM decided to have them all eviscerated by the first drone we encountered, I wouldn't actually be out of anything and would have considered it just a plot point to trim us down to the elite team of shadowrunners you expect. However, if I had invested a chunk of BP in them, and they were killed off right away, I'd probably feel a bit robbed.

(Kind of like every rigger feels, every time a drone/vehicle takes damage) (IMG:style_emoticons/default/biggrin.gif)
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BlackHat
post May 24 2011, 07:12 PM
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Oh! That is another thing. You'll (probably) want to make sure that the role of drone rigger isn't completely overshadowed by the new "troop commander" role. For the BP invested, the troops should be on par with what a rigger could get working for him had that BP been spend on nuyen to buy/customize drones - otherwise why be a drone rigger?
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Aria
post May 24 2011, 07:48 PM
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QUOTE (BlackHat @ May 24 2011, 08:12 PM) *
Oh! That is another thing. You'll (probably) want to make sure that the role of drone rigger isn't completely overshadowed by the new "troop commander" role. For the BP invested, the troops should be on par with what a rigger could get working for him had that BP been spend on nuyen to buy/customize drones - otherwise why be a drone rigger?


True, except I had in mind that the troops would be more abstract than that, drone help the PC actions directly...

check out my thread in the forum if you get a chance? Mass Combat

Thanks for everyone's input...but don't forget we're not done with this IC thread yet (IMG:style_emoticons/default/biggrin.gif)
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BlackHat
post May 24 2011, 08:12 PM
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QUOTE (Aria @ May 24 2011, 02:48 PM) *
..but don't forget we're not done with this IC thread yet (IMG:style_emoticons/default/biggrin.gif)


Was about to bring that very thing up. I'll post something to the IC shortly.
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Aria
post May 25 2011, 01:00 PM
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Another idea for the military feel for the game (rather than the troops thing I originally proposed...)

Check it out (comments welcome!): It's in the mass combat thread (link above), can't seem to get the linking to work at the moment (IMG:style_emoticons/default/nyahnyah.gif)

IC post to come...
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mister__joshua
post May 26 2011, 08:50 AM
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Is any of the shiny combat armour in the room Dwarf sized?
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Aria
post May 26 2011, 02:00 PM
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QUOTE (mister__joshua @ May 26 2011, 09:50 AM) *
Is any of the shiny combat armour in the room Dwarf sized?


I'm sure at least some of it is...milspec armour has to be tailored to its user but these are 'blank' suits and can be worn by anyone at a -1 Reaction penalty (on top of any penalty for the armour being over Body x3)...until fitted properly anyway and you Really haven't got the time for that!
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sabs
post May 26 2011, 02:43 PM
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Any drones, or 1 man vehicles (IMG:style_emoticons/default/wink.gif)
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Aria
post May 26 2011, 02:55 PM
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QUOTE (sabs @ May 26 2011, 03:43 PM) *
Any drones, or 1 man vehicles (IMG:style_emoticons/default/wink.gif)

Well how about 2 hulking anthroform drones outside the door?!? I think any more vehicular drones are likely to be stored in the motor pool area?!?
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mister__joshua
post May 26 2011, 02:59 PM
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QUOTE (Aria @ May 26 2011, 03:00 PM) *
...and you Really haven't got the time for that!


What about if we do an A-Team montage?
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sabs
post May 26 2011, 03:19 PM
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QUOTE (Aria @ May 26 2011, 02:55 PM) *
Well how about 2 hulking anthroform drones outside the door?!? I think any more vehicular drones are likely to be stored in the motor pool area?!?


Of course, I don't have any hacking skills, but can I see if I can access the node and what the Access Control list (ACL) looks like. Do I think I can slave these badboys to my nexus?
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Aria
post May 26 2011, 04:32 PM
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Well you know more about hacking but I would guess that having physical access to their CPUs you should be able to do something quick and dirty!?!
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sabs
post May 26 2011, 04:39 PM
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I DO have hardware skill (IMG:style_emoticons/default/smile.gif)
so yes.. yes I could.
logic(7)+hardware(2)+PuSHeD(1)=10. That's 2.4 hits bought.

Probably take me a minute to do some quick work on em.
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Aria
post May 27 2011, 11:45 AM
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QUOTE (sabs @ May 26 2011, 05:39 PM) *
I DO have hardware skill (IMG:style_emoticons/default/smile.gif)
so yes.. yes I could.
logic(7)+hardware(2)+PuSHeD(1)=10. That's 2.4 hits bought.

Probably take me a minute to do some quick work on em.

Yes, no problem...it will take the others that long to drool over the kit in here... (IMG:style_emoticons/default/biggrin.gif)

Perhaps you could wire in your commlink (and slave to your nexus) and hardwire the other drone therefore bypassing any of their comm systems? This should stop some degree of spoofing shouldn't it?!?
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Aria
post May 27 2011, 11:52 AM
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Continuing the preview of the next game for those who have commented I've done an updated version here for your perusal (changes highlighted in red):

[ Spoiler ]


Particularly keen to hear if you think I've sorted hacker cheating, clarified cha gen and the 'events' section?!?
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sabs
post May 27 2011, 12:47 PM
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I like the hacker cheating. it'll be.. hard to do, and certainly very difficult to have more than 1 or 2 hits .. but it might be 'something'

Technomancers using matrix IP.. that's.. well, that means they get 3 IP for free. That makes them such better characters. I start as a technomancer, and then I slap on a 'big bruiser' persona. And now I'm a troll with 3 IP for free.
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BlackHat
post May 27 2011, 12:50 PM
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QUOTE (Aria @ May 27 2011, 06:52 AM) *
Particularly keen to hear if you think I've sorted hacker cheating, clarified cha gen and the 'events' section?!?


Cheating seems much better. Still a good option, but no longer the only option. Giving TMs the matrix initiative but not hackers pretty much means anyone thinking about taking up that option will want to spend the 5 BP to be a TM instead - particularly because none of the "cheating" rules involve your resonance level (it could be 1) or having any particular complex forms (so you don't have to buy any). If the TM wants to function as a hacker in the simulated matrix it might still be a good idea to do so, but otherwise it seems like it would be 5 BP (a little more if you're augmented) for +2 initiative passes, which is a good deal. This is true for any mundane character, really.


Character generation is also clearer. It isn't actually said anywhere, but you might want to specify that the 200 BP of "core" character should be a subset of what you developed in the 400 BP out of node character (unless you're willing to allow deviations).

The events section section seems fine. It is abstract (which is probably good) but it doesn't require any specific investment in it (raising your edge gives you edge, and this is more of an additional bonus), so I don't think it is as much of a problem that the players won't know the exact stats of the helicopter they might be calling in, etc.
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Aria
post May 27 2011, 01:00 PM
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QUOTE (sabs @ May 27 2011, 01:47 PM) *
I like the hacker cheating. it'll be.. hard to do, and certainly very difficult to have more than 1 or 2 hits .. but it might be 'something'

Technomancers using matrix IP.. that's.. well, that means they get 3 IP for free. That makes them such better characters. I start as a technomancer, and then I slap on a 'big bruiser' persona. And now I'm a troll with 3 IP for free.


Maybe I'm an optimist at heart and don't think anyone would do that just for some points?!? Ok...that one clearly isn't resolved yet (IMG:style_emoticons/default/nyahnyah.gif) It's part of the feel of the UV node that I've already introduced you to but the mechanics need adjusting!

I've also decided to fix 'race' so that mental stats don't jump about...you can play an elf and look like a troll in the UV node but you'll be a decidedly wimpy but charismatic one (IMG:style_emoticons/default/biggrin.gif)

This post has been edited by Aria: May 27 2011, 01:04 PM
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