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Amount of modification to the core rules
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DocTaotsu
post Mar 18 2008, 11:52 PM
Post #26


Shooting Target
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We're probably going to implement that contact rule, probably retroactively. I'm considering using the alternative edge rules as well, I miss my progressive karma pool.
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Serbitar
post Mar 19 2008, 11:19 AM
Post #27


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SHP
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nezumi
post Mar 19 2008, 02:37 PM
Post #28


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I'm primarily running SR3R (and testing a few things on top of that). Things seem to be working very well, well enough that another GM has asked to use the ruleset (and they're all nicely codified so they're easy to pass on).
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cREbralFIX
post Mar 19 2008, 03:48 PM
Post #29


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It depends on what the group wants.

1) Raw SR...we keep it the same and use SR canon.

2) Custom Campaign

Here's where I reacted to the "hack-n-slash" mentality. I became really, really sick of players maxing out their characters. It was "stat this" and "stat that" ("roll playing") versue actually roleplaying.

So, I severely restricted weapons and armor. I'm talking total gun bans...everything the Brady Campaign and .gov wants! That means no machine guns, no so-called "assault weapons" and serious limitations on handguns. Ammunition is very difficult to find and is very expensive (think "War on Ammo").

On a side note, melee weapons and non-ballistic armor are NOT restricted.

Does this mean there are no guns? Of course not! They're just really, really illegal. Armor...good luck! Ammo...good luck. The result is quite fun, actually. Using the "D&D metaphor": "guns" become "magic items". Their acquisition, maintenance, and use become special. Characters are forced to become careful and use their weapons judiciously. Whole side plots pop-up when a gun is used...they may decide to dump the gun!

3) Custom Campaign: SR History

I also run more "historical" SR campaigns. This is fun because stuff has yet to be released. What was it like when cybereyes were NEW? Bioware still has yet to be invented. What if fireball had yet to be discovered? Mages are still exploring the possibilities. Even many critters are new. This sort of campaign works great for new players since they can focus on the basics and not have to worry about all the details of cyberware, magic, and the Matrix.

4) Alternatives

Buffy the Vampire Shadowrunner --> great fun
Ghoul: The Dining --> Icky, but interesting
Hunter: The Reckoning --> Similar to White Wolf's game, but using SR rules in the World of Darkness
I Dream of Dragons --> Play a dragon in SR


5) Totally custom ballistics

I noticed a serious disparity between power levels in firearms. I got out my reloading and ballistics manuals and started correlating SR stats and real ballistics. Now, I did use velocity, ballistic coefficients, and foot pounds of energy delivered at range, so terminal ballistics are not really accounted for (which is a good thing to keep it useful). The result is a much larger disparity between handguns and long guns. By toning down armor in SR, this makes for some interesting combats (headshots with rifles are devastating). The combat rules don't change, just the gun stats (damage codes, ranges, etc). It accounts for different bullet types also.















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Nightwalker450
post Mar 19 2008, 08:13 PM
Post #30


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I'm not a big fan of the Matrix fixes
X + Y (capped by Z)
using Logic, Skill, and Program

I want logic worked into programs somehow, but any of these fixes don't take into account technomancers. Logic + Skill (capped by program) will I ever get the 12 hits necessary to match my threaded program? X + Program (capped by Y) why am I rolling that many dice when I can only get at most Y hits (which could potentially be quite lower than my average with the threaded program).

X + Y + Z means hackers will have even larger dice pools to throw at pretty stationary target numbers. So the target numbers would all need to be changed. (Not to mention Agents still have their pilot rating for Logic.. so agents roll 3 x Rating dice (IMG:style_emoticons/default/nyahnyah.gif) )

I haven't seen anyway yet to effectively get rid of script kiddies and allow technomancers their matrix power. So can't wait for Unwired...
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b1ffov3rfl0w
post Mar 19 2008, 09:37 PM
Post #31


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QUOTE (cREbralFIX @ Mar 19 2008, 10:48 AM) *
2) Custom Campaign

Here's where I reacted to the "hack-n-slash" mentality. I became really, really sick of players maxing out their characters. It was "stat this" and "stat that" ("roll playing") versue actually roleplaying.

So, I severely restricted weapons and armor. I'm talking total gun bans...everything the Brady Campaign and .gov wants! That means no machine guns, no so-called "assault weapons" and serious limitations on handguns. Ammunition is very difficult to find and is very expensive (think "War on Ammo").

On a side note, melee weapons and non-ballistic armor are NOT restricted.


Neat, and actually very cyberpunk. Johnny Mnemonic, I think, had gone through all of this crazy hassle to refurbish a shotgun and machine his own ammo, partly because hardly anyone had guns. Neural paralysis fields sure, monofilament whips you bet, but not guns.
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kindalas
post Mar 19 2008, 09:45 PM
Post #32


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I am using FrankTrollman's rules right now for the matrix and for character generation.

When I am comfortable with his system I plan on changing it to fit the style of game play that I am looking for.
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