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Al Kusanagi
post Jul 17 2010, 09:59 PM
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Thanks. There really just needs to be a spirit sidebar to lay all that stuff out.

Here's a possible pitfall: The Martial Arts rules. Overpowered or something to give (arguably) underpowered physads an edge? The biggest ones would be adding up to +3 to their DV and using abilities like Feint, Riposte, and Finishing Move to essentially give up all their actions in a turn to utterly one-shot an enemy.
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D2F
post Jul 17 2010, 10:08 PM
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QUOTE (Al Kusanagi @ Jul 17 2010, 09:59 PM) *
Thanks. There really just needs to be a spirit sidebar to lay all that stuff out.

Here's a possible pitfall: The Martial Arts rules. Overpowered or something to give (arguably) underpowered physads an edge? The biggest ones would be adding up to +3 to their DV and using abilities like Feint, Riposte, and Finishing Move to essentially give up all their actions in a turn to utterly one-shot an enemy.

Depending on how you interpret the rules of stacking bonuses, you could get up to +8DV through various martial arts. The question is how much you cling to the casual mention of "dice pool bonuses" afterwards. Personaly, I am in favor of not alowing DV bonuses to stack, leaning towards a VERY literal interpretation of the stacking rules for martial art bonuses.
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Glyph
post Jul 17 2010, 10:18 PM
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The errata clearly limits it to +3 DV. But it adds to other modifiers such as bone lacing/density augmentation and the critical strike power. And some of the maneuvers add to the power creep. If you combine full defense, the riposte maneuver, and the counterstrike adept power, you can get a huge dice pool bonus to an attack.

The most potentially powerful maneuver, though, is two weapon style. Full defense without sacrificing an action? For a weapons master adept, that can mean 9 dice added to their parrying rolls. And if you combine it with the aforementioned riposte/counterstrike combo, the character will have a huge bonus for offense, too.
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Tymeaus Jalynsfe...
post Jul 18 2010, 12:46 AM
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QUOTE (Glyph @ Jul 17 2010, 04:18 PM) *
The errata clearly limits it to +3 DV. But it adds to other modifiers such as bone lacing/density augmentation and the critical strike power. And some of the maneuvers add to the power creep. If you combine full defense, the riposte maneuver, and the counterstrike adept power, you can get a huge dice pool bonus to an attack.

The most potentially powerful maneuver, though, is two weapon style. Full defense without sacrificing an action? For a weapons master adept, that can mean 9 dice added to their parrying rolls. And if you combine it with the aforementioned riposte/counterstrike combo, the character will have a huge bonus for offense, too.



Yes Please... (IMG:style_emoticons/default/wobble.gif)
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Abstruse
post Jul 18 2010, 03:13 AM
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QUOTE (Al Kusanagi @ Jul 17 2010, 03:59 PM) *
Here's a possible pitfall: The Martial Arts rules. Overpowered or something to give (arguably) underpowered physads an edge?

Underpowered physads? I've got a gunslinger adept who's going to be double-fisting heavy pistols like he's in a John Woo movie with no recoil penalties because he's ambidextrous and going to be firing left gun/right gun each pass, with three passes, rolling seventeen dice per shot! BEFORE edge!

(Breakdown: Pistols: 7 (6 plus Aptitude quality), Improved Ability (Pistols): 4, Agility: 6... 7 + 4 + 6 = 17)

I'm actually getting a little bit scared of what he's going to be doing once he gets an initiation grade or three under his belt...
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Yerameyahu
post Jul 18 2010, 03:20 AM
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Why switch guns? The same gun keeps shooting if you pull the trigger again. (IMG:style_emoticons/default/wink.gif)
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Belvidere
post Jul 18 2010, 03:28 AM
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QUOTE (Yerameyahu @ Jul 17 2010, 11:20 PM) *
Why switch guns? The same gun keeps shooting if you pull the trigger again. (IMG:style_emoticons/default/wink.gif)


I agree. (IMG:style_emoticons/default/grinbig.gif)
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Abstruse
post Jul 18 2010, 03:35 AM
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QUOTE (Yerameyahu @ Jul 17 2010, 09:20 PM) *
Why switch guns? The same gun keeps shooting if you pull the trigger again. (IMG:style_emoticons/default/wink.gif)

Recoil.

SR4 (Don't have the anniversary edition yet) for Semi-Automatic Mode:
"The first shot is unmodified; the second shot, if fired in the same Action Phase, takes a -1 recoil dice pool modifier."

First shot from Lefty, then second shot from Righty. No recoil modifiers, no need for anything expensive like custom grips. He can pick up any HP off any guard or ganger and get the same benefits.

EDIT: Also, twice as many shots before he has to reload. With two Colt Manhunters (the guns he bought), that's 32 rounds fired before he has to think about reloading. If you're firing more than 32 rounds at something and you didn't kill it, you should start thinking about a new profession while you run away screaming from whatever it is that took 32 rounds and didn't drop.
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Belvidere
post Jul 18 2010, 03:38 AM
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QUOTE (Abstruse @ Jul 17 2010, 11:35 PM) *
Recoil.
SR4 (Don't have the anniversary edition yet) for Semi-Automatic Mode:
"The first shot is unmodified; the second shot, if fired in the same Action Phase, takes a -1 recoil dice pool modifier."
First shot from Lefty, then second shot from Righty. No recoil modifiers, no need for anything expensive like custom grips. He can pick up any HP off any guard or ganger and get the same benefits.


Personalized Grip costs 100 (IMG:style_emoticons/default/nuyen.gif) Per gun man. That's dirt cheap! Easiest 1 RC for ranged or +1die for melee ever.
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The Grue Master
post Jul 18 2010, 03:38 AM
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QUOTE (Abstruse @ Jul 17 2010, 11:35 PM) *
Recoil.

SR4 (Don't have the anniversary edition yet) for Semi-Automatic Mode:
"The first shot is unmodified; the second shot, if fired in the same Action Phase, takes a -1 recoil dice pool modifier."

First shot from Lefty, then second shot from Righty. No recoil modifiers, no need for anything expensive like custom grips. He can pick up any HP off any guard or ganger and get the same benefits.

EDIT: Also, twice as many shots before he has to reload. With two Colt Manhunters (the guns he bought), that's 32 rounds fired before he has to think about reloading. If you're firing more than 32 rounds at something and you didn't kill it, you should start thinking about a new profession while you run away screaming from whatever it is that took 32 rounds and didn't drop.


Recoil from one hand is shared with the other.

Edit: Also, if you have Str of 6 you get no recoil. Also, if you insist on shooting only once per simple action, you can't beat the Ruger Super Warhawk, that thing is beastly.
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Yerameyahu
post Jul 18 2010, 03:39 AM
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Indeed, of course it is. And he has to pay for two guns, and mod them up…
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Belvidere
post Jul 18 2010, 03:41 AM
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QUOTE (Yerameyahu @ Jul 17 2010, 11:39 PM) *
Indeed, of course it is. And he has to pay for two guns, and mod them up…


Give them melee hardening, personal grip, smartlink (in case you lose one), custom look:2, fire selection change(So you can go burst fire), and maybe self-propulsion?
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Yerameyahu
post Jul 18 2010, 03:44 AM
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Ha! Custom Look, most vital.
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Belvidere
post Jul 18 2010, 03:46 AM
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QUOTE (Yerameyahu @ Jul 17 2010, 11:44 PM) *
Ha! Custom Look, most vital.


Of course! +2 Intimidation! It's amazing!
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Abstruse
post Jul 18 2010, 04:00 AM
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QUOTE (The Grue Master @ Jul 17 2010, 09:38 PM) *
Recoil from one hand is shared with the other.

Edit: Also, if you have Str of 6 you get no recoil. Also, if you insist on shooting only once per simple action, you can't beat the Ruger Super Warhawk, that thing is beastly.

Can't find the recoil goes for both hands in the rules. Do you have a page number?

Also, Str 6 is pointless for the character...he's an elf first off and a gunslinger with face as a secondary "class". He'd be far better off maxing out Agility at chargen (which he didn't to save a few BP).

And crap, I forgot about the +1 die for the laser sight, so 18 dice.
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Yerameyahu
post Jul 18 2010, 04:14 AM
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Recoil is per character, of course. (IMG:style_emoticons/default/smile.gif)
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Belvidere
post Jul 18 2010, 04:19 AM
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QUOTE (Abstruse @ Jul 18 2010, 12:00 AM) *
Can't find the recoil goes for both hands in the rules. Do you have a page number?

Also, Str 6 is pointless for the character...he's an elf first off and a gunslinger with face as a secondary "class". He'd be far better off maxing out Agility at chargen (which he didn't to save a few BP).

And crap, I forgot about the +1 die for the laser sight, so 18 dice.


I'd still say split the dice pool, unless you're running into adepts with combat sense or some other heavy hitters like HTR squads, you're almost always going to hit with 9 dice to cap someone.
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Al Kusanagi
post Jul 18 2010, 05:20 AM
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Don't you have to split the dice pool when firing two weapons as well now?
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Yerameyahu
post Jul 18 2010, 05:25 AM
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What do you mean, 'as well'? That's what they're talking about. (IMG:style_emoticons/default/smile.gif)
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Belvidere
post Jul 18 2010, 05:33 AM
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Yeah. So take your 17 dice. (Because laser sights and smartlinks don't work when dual weilding because your brain tryin to processes at once my cause an aneurysm. (IMG:style_emoticons/default/grinbig.gif) ) Then split them. So 9 dice in one hand, 8 in the other. Works for me.
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Medicineman
post Jul 18 2010, 06:35 AM
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Laser & Smart don't give a bonus if you're shooting akimbo !
if You're switching Left-Right, they do give their bonus
(and even if you shoot akimbo ,they still work,they just don't give a Bonus (IMG:style_emoticons/default/smile.gif) )
And since I'm allready "Nitpicking" (I hope it's the right Word)

@Abstruse
(Breakdown: Pistols: 7 (6 plus Aptitude quality), Improved Ability (Pistols): 4, Agility: 6... 7 + 4 + 6 = 17)
improved ability is max 3 (must be 1/2Skill rounded down) so it's just 16 dice , but thats marginal
A specialisation would add if You shoot akimbo
so It would be (pool 16 /2 = 8 ) 8 +2 (Specialisation) 10 Dice per Single Action per Weapon
so 4 x 10 Dice(Akimbo) or 2x 18 dice per inipass (Left-Right)
MINUS any situational mods (distance,visibility,wounds,etc )
shooting akimbo rules are no pitfall (for Me (IMG:style_emoticons/default/smile.gif) )


He who dances Akimbo
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BlueMax
post Jul 18 2010, 08:11 AM
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QUOTE (Yerameyahu @ Jul 17 2010, 01:19 PM) *
Right. I think this is a great place for groups and GMs to invent things. We discussed options earlier in the thread, like -2 all, etc.


Its a great place for an answer in the FAQ or an Errata to make the in game penalties clear.

Game Systems need Bug Trackers.

BlueMax
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Shinobi Killfist
post Jul 18 2010, 04:54 PM
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QUOTE (Lanlaorn @ Jul 17 2010, 03:43 PM) *
Yea I admit it definitely impairs you, heh. I'm just saying by RAW it just dictates what you do with your movement and the rest is up to the players and GMs to add to. If you want to force a sprint, sure, if you say that terrified people drop their weapons, ok. But all those things are just your own personal additions and it's silly to then gripe about how overpowered it is.

Personally I think most any action is fine with some penalty slapped on, it's definitely realistic and there's even a term for this kind of gunfire, right? Panic fire.



Where does it say you can shoot or do anything but flee in terror?

It is a mind control style effect that says you have to do something. If it does not take up any actions, allows you to act freely other than moving away from the spirit don't you think it would mention that.

RAW says you are fleeing in terror, RAW never says you can do anything else while being forced to by a magical compulsion. My RAW interpretation says you can't do anything, yours is saying you can. I think your interpretation is trying to pull in a separate basic rule to override the specifics here where it says what you are doing. You are fleeing in terror and only fleeing in terror. Not fleeing in terror but otherwise in control of your actions.

Until a FAQ deals with this neither can conclusively be said to be RAW. You think if you couldn't do anything else it would be specified, I think RAW shows that all you are doing is fleeing and if you could take other actions it would have specified.
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Lanlaorn
post Jul 18 2010, 06:25 PM
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That's a ridiculous argument. It has to explicitly list what the power does or the power doesn't do it. RAW it says you move away from the critter, out of LoS and a "safe distance" away. That's it. Anything else is you adding into it, if fear was meant to incapacitate the target it would say "and taking no other actions".
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BlueMax
post Jul 18 2010, 10:28 PM
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QUOTE (Lanlaorn @ Jul 18 2010, 11:25 AM) *
That's a ridiculous argument. It has to explicitly list what the power does or the power doesn't do it. RAW it says you move away from the critter, out of LoS and a "safe distance" away. That's it. Anything else is you adding into it, if fear was meant to incapacitate the target it would say "and taking no other actions".

The errata needs to either give "overwhelming terror" an in game effect or remove the section. As its in the powers description , I am assuming ie was not fluff.

Till such a time, I consider the character overpowered mentally.

BlueMax
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