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> Rules that aren't, Mistaken imperatives
Churl Beck
post Feb 1 2006, 07:08 AM
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Since every topic has been done to death, I'm trying for something new. The object is to find a sentence or two in a rules section of the book and interpret it as literally as possible. The more ridiculous the new rule, the better. For example:


"Nothing thrills a hacker like cracking open a secure network while his shadowrunner comrades blast away at security guards all around him." (p. 230) The gamemaster must be strict in enforcing this rule.

"Each Combat Turn is 3 seconds long (so there are 20 Combat Turns per minute)." (p. 132) All players must roll initiative, declare and resolve actions within 3 seconds or else lose their action.

"During the Combat Turn, each player--starting with the fastest--takes turns describing his character's action and rolls dice to see how well he performs it." (p. 132) The fastest player is determined before the game begins by means of a footrace.

"A contact may introduce a new character at virtually any time and place." (p. 269) Roll 2D6 and consult the Random Time and Place Table. Roll another 2D6 and consult the Random Cosby Table.
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Ryu
post Feb 1 2006, 09:30 AM
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You don´t happen to be a WH40k-Player?

I like the one about the footrace. I could disregard initiative at chargen. Completly. :D
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Critias
post Feb 1 2006, 10:46 AM
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Over on SL (SR3), we once ran into a smacktard who insisted his Phoenix Shaman couldn't ever die. In the background/write-up for Phoenix as a Totem, it says they always rise from the ashes of death, blah blah blah, right? And then in the crunchy-numbers part (just like for all the other Totems) it describes the rules for how to represent the background write-up (in this case, some extra overflow boxes before being dead).

But, no.

His character died, and he insisted on still playing them. Because "the book said."
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Brahm
post Feb 1 2006, 03:55 PM
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But it said always!

:rotfl:
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Brahm
post Feb 1 2006, 04:00 PM
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One off the cuff. But it is only for those with the Limited Edition book.

[ Spoiler ]
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Brahm
post Feb 1 2006, 04:03 PM
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QUOTE (page 2)
“Call,” said one of the yahoos. With a smile that showed
three kinds of teeth—bad, tobacco-stained, and missing—he
dropped a full house on the table.


- Smokeless tabacco and poor oral hygine give bonus dice for card game rolls. I guess Slim is going to have to stop brushing and start carrying chaw.
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Azralon
post Feb 1 2006, 04:24 PM
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QUOTE (p. 187)
For all other purposes, including the determination of the maximum level for adept powers, the character’s full Magic attribute is used.

GM: "Roll Perception."
Adept: "Okay, so that's Magic + Magic, so 10 dice."
GM: "No, it's Perception + Intuition."
Adept: "But says for all other purposes."
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Vaevictis
post Feb 1 2006, 04:33 PM
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QUOTE (Churl Beck)

"Each Combat Turn is 3 seconds long (so there are 20 Combat Turns per minute)." (p. 132)  All players must roll initiative, declare and resolve actions within 3 seconds or else lose their action.


I would be happy with this one if it applied to the GM as well. (Players get an advantage here, since they only control their character during combat. GM usually controls many more.)
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Easier Said
post Feb 1 2006, 08:56 PM
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"The hazmat suit covers the whole body and includes an internal airtank with 4 hours of air."

All metahumans are born w/ hazmat suits covering them. All metahumans will probably suffocate after 4 hours.
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Churl Beck
post Feb 2 2006, 03:51 AM
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"Finally, no piece of gear purchased at character creation can have a rating higher than 6 or an Availability higher than 12 (for more information, see Availability & Buying Gear, p. 301)." (p. 84)

Therefore characters cannot purchase gear with a Cost higher than 6 nuyen. (Not to mention Ammo and Damage Value ratings.)
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evil1i
post Feb 2 2006, 05:59 AM
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QUOTE (Churl Beck)
"During the Combat Turn, each player--starting with the fastest--takes turns describing his character's action and rolls dice to see how well he performs it." (p. 132) The fastest player is determined before the game begins by means of a footrace.

Does this one also mean that I have to decribe my actions and then roll dice to see how well I perform that oration?

What is my skill in oration? what is my charisma stat? can I claim a specialisation in role-playing decriptions after 25 odd years of RPing?

GM - Ok Evil what are you doing?

Evil - My character is going to cast cast fireball against the gangers cowering behind the kindergarten school group outing.

Evil - I roll my 2 charisma + 2 in Oration (+2) for RPing specialisation - oh bugger I critical glitched!!

GM - thanks for ordering pizza for everyone Evil :) you spoke so well there about your desire to offer to buy it everyone is swayed and orders extra :)
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Veggiesama
post Feb 2 2006, 04:59 PM
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QUOTE
Nothing in life is certain, however. (p262)


All rolls are made behind the GM's screen. To speed up gameplay, the GM may construct a hole in his/her screen for the players to toss their dice into. If you miss the hole, you must roll again.
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Brahm
post Feb 2 2006, 05:02 PM
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QUOTE (Veggiesama)
QUOTE
Nothing in life is certain, however. (p262)


All rolls are made behind the GM's screen. To speed up gameplay, the GM may construct a hole in his/her screen for the players to toss their dice into. If you miss the hole, you must roll again.

So what would you call that? The player is attempting to have his character achieve success. One might even say achieve glory. So let us name this the Glory Hole!
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Space Ghost
post Feb 2 2006, 11:46 PM
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Geez. There was a time when a glory hole was just a place where you put your molten hot glass into the fire...
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BlackHat
post Feb 3 2006, 01:32 AM
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QUOTE
SIZE CUSTOMIZATION

Trolls have incredibly large bodies and hand, while dwarves have rather small bodies and hands...


Trolls and dwarves have human-sized head, feet, legs and arms?
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Churl Beck
post Feb 3 2006, 02:57 AM
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QUOTE (Veggiesama)
QUOTE
Nothing in life is certain, however. (p262)


All rolls are made behind the GM's screen. To speed up gameplay, the GM may construct a hole in his/her screen for the players to toss their dice into. If you miss the hole, you must roll again.

I like this one, but you didn't take it far enough. How about: that gun you thought you bought turned out to be Smartlinked golf putter; the last 15 minutes of gameplay didn't actually happen; you just found out that you've been blind since birth.
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Angelstandings
post Feb 3 2006, 05:48 AM
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QUOTE ( Page 138)
MOVEMENT
There are two types of movement: walking and running


If you want to get anywhere, you have to either walk or run there. You can not drive, fly, glide, or take the subway... or crawl for that matter. You're either a walker, or a runner. Choose.

Being a runner has additional benefits associated with it:

QUOTE
As “deniable assets,” runners make advantageous—and expendable tools.


You get extra gear. I.E. the act of running creates bleeding edge tools to appear.

QUOTE
A character walking into an ambush set by two opponents, for example, may be surprised by one of his enemies but not by the other.


A character can only be surprised when walking.

There are downsides to running, though, as clearly stated on page 21:

QUOTE
Breaking the law can easily become an everyday occurrence for runners.


It's quite illegal to run around all willy-nilly.
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fistandantilus4....
post Feb 3 2006, 06:06 AM
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QUOTE (evil1i)
QUOTE (Churl Beck @ Feb 1 2006, 02:08 AM)
"During the Combat Turn, each player--starting with the fastest--takes turns describing his character's action and rolls dice to see how well he performs it."  (p. 132) The fastest player is determined before the game begins by means of a footrace.


QUOTE (Churl Beck)

"Each Combat Turn is 3 seconds long (so there are 20 Combat Turns per minute)." (p. 132)  All players must roll initiative, declare and resolve actions within 3 seconds or else lose their action.


Player must describe their action within the alloted time

PC#1 "Ok, I unsling my assault rifle. I'm going to take.."

GM Interrupt:" Too long, lose your action, next!"
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Moon-Hawk
post Feb 3 2006, 03:13 PM
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QUOTE (fistandantilus3.0)
QUOTE (evil1i @ Feb 2 2006, 12:59 AM)
QUOTE (Churl Beck @ Feb 1 2006, 02:08 AM)
"During the Combat Turn, each player--starting with the fastest--takes turns describing his character's action and rolls dice to see how well he performs it."  (p. 132) The fastest player is determined before the game begins by means of a footrace.


QUOTE (Churl Beck)

"Each Combat Turn is 3 seconds long (so there are 20 Combat Turns per minute)." (p. 132)  All players must roll initiative, declare and resolve actions within 3 seconds or else lose their action.


Player must describe their action within the alloted time

PC#1 "Ok, I unsling my assault rifle. I'm going to take.."

GM Interrupt:" Too long, lose your action, next!"

Clean cup, move down, clean cup, move down, clean cup, clean cup, move down!
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Clyde
post Feb 4 2006, 05:01 AM
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"Perception is used to determine what a character notices about her surroundings that is abnormal or strange."

Devil rats are perfectly common in this part of the sewers - you may not detect them with a perception roll . . .

So are orks . . . . :grinbig:
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Shrike30
post Feb 4 2006, 09:08 AM
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"Note that certain lesss-than-lethal weapons are specifically designed to knock a target down, including gel rounds... gel rounds reduce the body of a character by 2 when comparing it to the DV to determine knockdown."

If your gun is loaded with gel ammunition when you smash someone in the face with it, his body is reduced by 2 for the knockdown test.
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Aku
post Feb 4 2006, 11:42 AM
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QUOTE (Sr4 p.48)
"There are even rumors of good times to be experienced with willing spirits


Yes, you CAN have sex with your Ally spirit, if she's dikoted
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eidolon
post Feb 4 2006, 06:16 PM
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QUOTE (Angelstandings)
QUOTE ( Page 138)
MOVEMENT
There are two types of movement: walking and running


<snip>

:rollin: :rollin: :rollin:
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Butterblume
post Feb 4 2006, 08:58 PM
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QUOTE ("p. 335")
Wired Reflexes: This highly invasive operation implants a multitude of neural boosters and adrenalin stimulators in strategic locations all over the body, catapulting the patient into a whole new world where everything around her seems to move in slow motion.


After implanting wired reflexes, the character finds himself catapulted to a world populated by civil servants and plumbers.
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Churl Beck
post Feb 5 2006, 06:30 PM
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QUOTE (Butterblume)
QUOTE ("p. 335")
Wired Reflexes: This highly invasive operation implants a multitude of neural boosters and adrenalin stimulators in strategic locations all over the body, catapulting the patient into a whole new world where everything around her seems to move in slow motion.


After implanting wired reflexes, the character finds himself catapulted to a world populated by civil servants and plumbers.

This sounds like a Far Side caption. "For reasons that would soon become apparent, the Street Doc's main tool of the trade was siege weaponry."
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