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Target ![]() Group: Members Posts: 28 Joined: 25-March 09 From: Houston Member No.: 17,018 ![]() |
Hey Chummers,
Soon I'll be running an SR II game for some friends of mine and I had a few questions. I think I'm pretty well set on the rules, but I've got some questions. We didn't go to any other edition simply because I've already got most of the second/first edition books & adventures, and I'm familiar only with the SR II rules. First, can an assensing mage hit an astrally projecting mage with a spell provided he can see him? If he can, would only mana spells work? I know an astral mage can ground out spells to hit the assensing mage/foci/dual-natured whatever, and possibly his allies depending on the type of spell cast. Also, when an assensing mage fights astrally, does he use his physical stats or his astral ones? I know that when an astral mage casts a spell that the drain is always physical, but what about an assensing mage? Is the drain ever physical for him? I've also been looking at some possible house rules. First, these are all new players so I don't expect much in the way of creative rules usage. But are there any possible holes or gaps that I should be particularly wary about? I don't want to be unprepared when the drek hits the fan. What about items? I've already had one player figure out what the monowhip+phys-ad can do. Unfortunately for him, I'm enforcing the no item above availability rating 6 at char creation rule. I've also taken priority A from $1,000,000 cash to $500,000 at the suggestion of a friend of mine who was a long time SRII player. I will start only with the core rules adding the street samurai catalog as we go along. Alpha and Beta-ware will probably introduced when I run Mercurial if the players can get that datafile on it. Same for bioware & initiation. That'll come later when they're more experienced. I will also be getting a copy of Rigger 2 (3? Whichever was the final one for SRII) eventually. One thing I am looking at is the possibility of instant death. I've been thinking that maybe every 2 successes past deadly is another box of damage into the overflow. For some reason, it kinda bugs me that anyone can take an anti-tank missile to the head and live if they get treated quickly enough. >>>>>[Thanks for the help.]<<<<< -Frieza_Prexus<15:51:30/03-25-09> |
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 ![]() |
QUOTE The priority change is fine, especially if you're not using higher grade ware off the bat, but beware of magicians overshadowing the cybered members of the team. Knocking down A resources hurts street samurai, deckers, and riggers, all of who tend to rely on their starting cash to put them on even footing with adepts and other magicians. Personally, while monowhips could be brutal, we never really had a problem with them. We even had a guy nearly loose a limb to one once. One of our characters currently has a scar around his forearm, from where they had reattached his arm from a monowhip mishap. (IMG:style_emoticons/default/wink.gif) I would also beware of lowering the nuyen too much; while a sam CAN get by on that, Deckers and Riggers are in desperate need of nuyen in those days. Programs cost a fortune. And yeah, the magical characters in this sense might end up overshadowing a bit. We never, ever played with ANY availability limits in our game from the start-our first GM didn't use them, and neither did we. Result? We tend to have an item or two, or a piece of ware or two, that goes above the limit. We rarely go crazy, and take what fits our characters. I can understand why the rule is in place, though. I'd watch out for uberdeath. The game, IMO, is dangerous enough as it is. Things tend to happen to precious NPCs Ive learned in the past, as well, when trying to deadly the game up, so I leave it well enough alone. (I will not spare an NPC from a fate a PC ends up eating because of my houserule. It is not fair and is, IMO, the opposite of fun when that happens.) As for rules I'd watch out for? The Skill Web. Beware of what I like to call the Kevin Bacon Adept. So named for the ''Six Degrees of Kevin Bacon.'' (IMG:style_emoticons/default/spin.gif) See, in those days, all of your skills were under ''Skills.'' According to the Skill Web, these skills could be defaulted to, taking a minus for each default. BUT...Adepts could get immensely high die pools in a skill, especially a non combat skill(and yeah, I recall these could happen in SR2 rules, if I remember my old Grimoire stuff.) So an Adept could take, say, a skill in ''Stalking Kevin Bacon: 6.'' He would then take a ton of points in ''Improved Skill: Stalking Kevin Bacon.'' Thanks to the skill web, he could then proceed to default anywhere on the web with Stalking Kevin Bacon, having enough dice to eat up the negatives from the skill web, and is then firing off assault cannons(hey, smartgoggles add dice), with his Stalking Kevin Bacon skill. (Basketweaving is another good skill used for this.) So yeah, you might want to watch for this. It's a rarity, but you never do know. (IMG:style_emoticons/default/grinbig.gif) EDIT: And I realize I forgot...defaulting doesn't take away dice in SR2, it adds to the target number. So there is another + to a target number for each spot on the Skill Web traced. My bad. But still, Stalking Kevin Bacon can eventually lead to Gunnery. Yes. (IMG:style_emoticons/default/grinbig.gif) |
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