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post Jan 31 2010, 07:00 PM
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I think I know the answers (from reading the rules and posts here) but I would like to verify my interpretation.

For these questions let's use a Force 5 spirit which has 10 points of hardened armor.

1) When determining if a weapon surpasses the immunity to be able to hurt the spirit I add the base weapon damage value with the net hits made by the attack as compared to the hardened armor rating of the F5 spirit . So If Bob shoots an AK (Dv6) with 5 net hits (modified DV 11) he could hurt the F5 spirit?

2) As I read the rules, narrow bursts do NOT add to the damage value to determine if the attack exceeds armor rating for immunity effects. Is this right?
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post Jan 31 2010, 07:12 PM
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QUOTE (map @ Jan 31 2010, 12:00 PM) *
I think I know the answers (from reading the rules and posts here) but I would like to verify my interpretation.

For these questions let's use a Force 5 spirit which has 10 points of hardened armor.

1) When determining if a weapon surpasses the immunity to be able to hurt the spirit I add the base weapon damage value with the net hits made by the attack as compared to the hardened armor rating of the F5 spirit . So If Bob shoots an AK (Dv6) with 5 net hits (modified DV 11) he could hurt the F5 spirit?

2) As I read the rules, narrow bursts do NOT add to the damage value to determine if the attack exceeds armor rating for immunity effects. Is this right?



1. Correct

2. Correct, however, if the Base DV does indeed bypass the ITNW, then the Narrow Burst additional damage is added for greater effect.... of course...

Keep the Faith
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Glyph
post Jan 31 2010, 08:06 PM
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Both correct.

Also keep in mind that many weapons and ammo types have an AP modifier, as well. If that AK had only had 4 hits, for a DV of 10, it would still have damaged that Force: 5 spirit, since its effective armor would only be 9 due to the -1 AP for the assault rifle. On the other hand, an Ares Viper slivergun, doing 8P damage but having +5 AP, would not damage the same spirit with 5 successes - the damage of 13 would not be enough to penetrate the spirit's effective armor of 15.
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Zen Shooter01
post Feb 1 2010, 02:11 PM
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And don't forget that even when a spirit's Immunity To Normal Weapons is bypassed, it still rolls those dice as armor to resist the damage. A Force 5 Spirit hit with a 7P shotgun, +4 net hits, would roll Body + 10 dice for Immunity to Normal Weapons to resist the damage.
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MikeKozar
post Feb 2 2010, 02:14 AM
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...all assuming that whatever you're shooting out of your gun counts as 'Normal Weapons'. I'm a big fan of the Hellboy/Supernatural/Helsing loadouts, where you see something Weird coming, pop in a clip of blessed silver hollowpoints and go to town. Mystic ammo also seems cooler to me then defaulting to Stick-n-Shock, the RAW version of the same thing. As always, check with your GM to see what is allowed.
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Glyph
post Feb 2 2010, 02:48 AM
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Also, things like killing hands and weapon foci completely bypass Immunity to Normal Weapons.
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post Feb 2 2010, 06:01 AM
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QUOTE (MikeKozar @ Feb 1 2010, 10:14 PM) *
...all assuming that whatever you're shooting out of your gun counts as 'Normal Weapons'. I'm a big fan of the Hellboy/Supernatural/Helsing loadouts, where you see something Weird coming, pop in a clip of blessed silver hollowpoints and go to town. Mystic ammo also seems cooler to me then defaulting to Stick-n-Shock, the RAW version of the same thing. As always, check with your GM to see what is allowed.
For the purposes of Immunity to Normal Weapons, bullets that are made of a compound (or coated with a compound) that is an Allergen for the creature will bypass it. Thus, insecticide versus Insect Spirits and the like. Blessed silver Hollowpoints will do jack and squat against most things with Immunity to Normal Weapons, however.
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The Jake
post Feb 2 2010, 06:37 AM
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Please use the search function. Not a week goes by (seriously, not one) where questions of Immunity to Normal Weapons does NOT come up.

- J.
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otakusensei
post Feb 2 2010, 03:00 PM
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I just wish they listed Immunity to Normal Weapons in the stat block for spirits. I know they have it, but in training a new GM I had trouble immediately recalling where I knew that from. I've found it mentioned under the spirits in combat section in Awakened World but it's strange that such a key ability isn't mentioned along with the other stats and powers. Ditto ally spirits and the set of abilities they get. Had a bit of a run in with a GM when I pointed out that I didn't have to buy the ability for my ally spirit anymore than I had to buy sapience. It's a lot of extra text, but even a mention in Friends and Foes would be nice.
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post Feb 2 2010, 03:19 PM
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QUOTE (otakusensei @ Feb 2 2010, 03:00 PM) *
I just wish they listed Immunity to Normal Weapons in the stat block for spirits. I know they have it, but in training a new GM I had trouble immediately recalling where I knew that from. I've found it mentioned under the spirits in combat section in Awakened World but it's strange that such a key ability isn't mentioned along with the other stats and powers. Ditto ally spirits and the set of abilities they get. Had a bit of a run in with a GM when I pointed out that I didn't have to buy the ability for my ally spirit anymore than I had to buy sapience. It's a lot of extra text, but even a mention in Friends and Foes would be nice.


QUOTE (SR4 p289)
Certain astral critters are capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialized, critters may affect physical targets. Additionally, materialized critters get Immunity to Normal Weapons.


This should cover it.
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otakusensei
post Feb 2 2010, 03:40 PM
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QUOTE (Ophis @ Feb 2 2010, 10:19 AM) *
This should cover it.


Ah, thank you. In a game this complex you figure you understand how an ability works.

How long until the core books get published in AR? I want a rules HUD so I don't have to think anymore.
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Ophis
post Feb 2 2010, 04:32 PM
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QUOTE (otakusensei @ Feb 2 2010, 03:40 PM) *
Ah, thank you. In a game this complex you figure you understand how an ability works.

How long until the core books get published in AR? I want a rules HUD so I don't have to think anymore.


Catalyst never give release dates.
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post Feb 2 2010, 04:44 PM
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OtakuSensei--PDF versions of the rulebooks are great for quick references. Open the file and type what you are looking for in the Search field. Alternatively, if you don't know what book something was in, you can open the Full Search, type the word in, and Acrobat can search all of your PDFs and create an indexed list of books and page numbers.

Best I can offer, until optical links become mainstream.
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otakusensei
post Feb 3 2010, 12:50 AM
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I'm already glued to my netbook during sessions to the point where everyone expects me to answer any rules calls. Got my characters up on Google Docs and so my GM has only to check my webpage for character sheet updates. I just see the mainstream starting to notice AR and think "Get on with it!"
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post Feb 3 2010, 06:31 PM
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QUOTE (otakusensei @ Feb 2 2010, 09:40 AM) *
Ah, thank you. In a game this complex you figure you understand how an ability works.

How long until the core books get published in AR? I want a rules HUD so I don't have to think anymore.

Dungeons and Dragons is much more complex than this game. Where this game has one core rulebook, D&D has three that are equal (or slightly larger) size that are required for basic gameplay. That was 3.5, 4th ed is even more outrageous.
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MikeKozar
post Feb 3 2010, 11:22 PM
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QUOTE (Neraph @ Feb 3 2010, 10:31 AM) *
Dungeons and Dragons is much more complex than this game. Where this game has one core rulebook, D&D has three that are equal (or slightly larger) size that are required for basic gameplay. That was 3.5, 4th ed is even more outrageous.


On behalf of myself and everyone else who thought "Hey, I'm gonna play a Rigger!": Pbbbbbbbbbbth.

I had a rant about it, but I think it deserves its own thread. For the most part, I'm very happy with the SR4A core book; the expansion books add some real flavor, but nearly all of the meat is in the core book.


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The Jake
post Feb 4 2010, 05:54 AM
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I was having a good yarn to a work colleague (who keeps claiming he is a roleplayer whislt extoling the virtues of 4E). Seriously, I nearly got aggro about it.

Shadowrun vs D&D 4E is not even a competition. You are not even comparing role playing games. You're comparing a roleplaying game to a table top minatures game. We are not even talking the same thing.

- J.
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post Feb 4 2010, 06:05 AM
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QUOTE (The Jake @ Feb 3 2010, 09:54 PM) *
You're comparing a roleplaying game to a table top minatures game. We are not even talking the same thing.


I absolutely, positively, agree with you 100%. Having played DnD since 1st Ed I can honestly say 4E is the first version that I just couldn't stand. It isn't even DnD anymore - game mechanics aside - basic background elements haven't even been ported over to the new edition. It's WOW without the graphics.
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Neraph
post Feb 4 2010, 06:12 AM
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The below information is off topic.
[ Spoiler ]
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Ophis
post Feb 4 2010, 11:33 AM
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QUOTE (The Jake @ Feb 4 2010, 05:54 AM) *
I was having a good yarn to a work colleague (who keeps claiming he is a roleplayer whislt extoling the virtues of 4E). Seriously, I nearly got aggro about it.

Shadowrun vs D&D 4E is not even a competition. You are not even comparing role playing games. You're comparing a roleplaying game to a table top minatures game. We are not even talking the same thing.

- J.


Shit I've been playing it wrong... Have to tell my players to stop roleplaying then...

Shadowrun is a better game though I have to agree.
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The Jake
post Feb 4 2010, 11:50 AM
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I don't want to hijack this thread but I feel compelled to reply.

I've played not just Shadowrun but the old style DMZ boardgame using cardboard cutouts. I've also played a lot of Warhammer 40k. At present we use a whiteboard with magnets to do a layout if players cannot visualise the scene. That's pretty damn close to the mark I'd say.

D&D 3.0 was worriesome about the whole grid thing but we did fine without it, or the minatures. We relied on GM fiat to say which "square" you are in and it worked fine. The problem is now you have a whole game system where the mechanics of every ability works on grids. It doesn't even rely on actual distance for proper units of measurement. You could probably do the extrapolations if you were keen but honestly -- why bother? There are plenty of games out there where real distances are provided, true visualisation is encouraged by using your imagination and not models (that the push you to buy through them), and systems that do not require people to have a monthly budget to continually buy books, minatures and subscribe to online content. Honestly, WotC strike me as drug pushers today.

It's not just D&D 4E, its the entire business model of WotC that I object to. I can accept that these companies run a business, but when it is clear that true commercialisation of the game is what drives them - and not player satisfaction, that is where the game ceases to be fun. They keep churning out sourcebook after sourcebook, with minimal adventures or campaigns. And when they run out of ideas, the release a new edition. This was the business model adopted with 3 -> 3.5 and with 4th they took it two steps too far.

Personally I am really excited about Shadowrun. The content is fresh, the quality of the material is consistently improving, the rules are increasingly optimised over past editions. Its clear to me that Catalyst very much have their fingers on the pulse of the player's fanbase, which is more than what I can say about WotC.

Bottom line:
I can play with minatures, but when the entire game system is completely dependent on visualisation in order to play then it isn't an RPG anymore as far as I'm concerned.

- J.
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Wesley Street
post Feb 4 2010, 01:10 PM
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QUOTE (The Jake @ Feb 4 2010, 06:50 AM) *
It's not just D&D 4E, its the entire business model of WotC that I object to.

I don't disagree with you but gamers do buy their products. Opening or closing your wallet is the only "voice" anyone has. Speaking for myself I enjoy playing D&D 4E and I love collecting minis; that's a part of D&D tradition dating back to Chainmail. And the miniature war games that inspired it. However if a vast majority of gamers disagreed with me and the game became more tactically abstract in a subsequent edition in order to meet market demand, it wouldn't break my heart. I'd simply play more Earthdawn or something else for my high fantasy fix.

My first go-round as a Shadowrun GM, I did try to turn the game into a more tactics based experience with miniatures; be they cardboard DMZ-style cutouts or digital icons on a projection screen run with a laptop. In the end, the setup wasn't worth the hassle. And Shadowrun really isn't designed to be played with the kind of ultra-accuracy a die-hard minis enthusiast needs. Now I use a wipeboard with little chits to mark approximate positions. The rest requires GM and player imagination.
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otakusensei
post Feb 4 2010, 04:04 PM
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I'm not a big fan of WoTC, but I do know that they are the reason my Friendly Local Game Store isn't my Not-So-Friendly Local Empty Storefront. They make enough off of Magic and D&D to keep the doors open. I see it as my duty to guide the children from the "gateway games" into something more substantial. A game of 4th ed is a fun bit of mindlessly mechanical math every once in awhile, but Shadowrun is a completely different beast. The new core book is pretty, the D&D kids buy it, and before you know it we have to turn people away and setup additional play nights for informal Shadowrun games at the store.

Magic is keeping the lights on and D&D is still making money, but I believe Shadowrun is making gamers.
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Wesley Street
post Feb 4 2010, 05:47 PM
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QUOTE (otakusensei @ Feb 4 2010, 11:04 AM) *
"gateway games"

That's what games like D&D have always been. When you say "role-playing game," 90% of people who know what that is (and know you aren't referring to the video variety) are going to assume D&D. Trying to make it anything more than that, trying to wish/cajole/scream it into some sort of pinnacle of gaming perfection (if such a thing is even possible), denying that it's about more than smashing monsters and loot collecting... it's futile.

D&D is the RP market's version of McDonalds. It tastes alright, you can find it anywhere, and there are no surprises. But there comes a time in your adult life when your tastes want to be tested by something a little more thoughtful, challenging or complex in scope than a McNugget.

SR isn't new territory. It's certainly not the duct tape and etched-in-blood-and-tears indie game or completely off-the-wall spoof like Paranoia. It's been around for twenty years and spins from a literary sub-genre that's, well, kind of dead. I think where it's succeeded is that it hasn't abandoned its base and started over from complete scratch, but rather built on new tropes from contemporary near-future science-fiction. It's like a pricey ethnic chain restaurant that started from a family eatery.
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Ophis
post Feb 4 2010, 05:54 PM
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QUOTE (Wesley Street @ Feb 4 2010, 05:47 PM) *
That's what games like D&D have always been. When you say "role-playing game," 90% of people who know what that is (and know you aren't referring to the video variety) are going to assume D&D. Trying to make it anything more than that, trying to wish/cajole/scream it into some sort of pinnacle of gaming perfection (if such a thing is even possible), denying that it's about more than smashing monsters and loot collecting... it's futile.

D&D is the RP market's version of McDonalds. It tastes alright, you can find it anywhere, and there are no surprises. But there comes a time in your adult life when your tastes want to be tested by something a little more thoughtful, challenging or complex in scope than a McNugget.

SR isn't new territory. It's certainly not the duct tape and etched-in-blood-and-tears indie game or completely off-the-wall spoof like Paranoia. It's been around for twenty years and spins from a literary sub-genre that's, well, kind of dead. I think where it's succeeded is that it hasn't abandoned its base and started over from complete scratch, but rather built on new tropes from contemporary near-future science-fiction. It's like a pricey ethnic chain restaurant that started from a family eatery.


I like where this is going, but I'd say that while D&D modules are like Macdonalds (predictable and unsatisfying) and Shadowrun Modules are like fusion food (sometimes brilliant but often a bit of a random hard to work mess), games are like home cooking. D&D is meat and two veg, easy to do well but can be a bit dull, however sometimes you can make your players go "Wow, what did you do with the potatoes?" Shadowrun is like Curry, a lot fancier not to everyone's taste but doing it well is far more rewarding and impressive.
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