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Feb 9 2006, 02:27 PM
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#1
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Target ![]() Group: Members Posts: 16 Joined: 22-February 05 Member No.: 7,109 |
A friend and I played a few rounds of combat last night to get a feel for the game. Some of our thoughts:
- It's a whole lot easier to damage someone one. The automatic damage based on one net hit in the opposed test really hurts. - Related to this, characters get knocked around like tenpins. The characters had body 3 and 4 and I think 90% of the damage we took was over the character's body attribute - What's with the roll to stand up? I had a Sammy spend 3 simple actions just trying to get up (with a -2 wound penalty) after being knocked down! - The automatic extra initiative passes are very powerful. My friend had converted a character from SR3 that didn't have any Wired Reflexes and I used the sample Street Sammie. He had reaction enhancers so he went first generally whereas I got 3 actions per turn. It was like I outnumbered him 3 to 1. I'd just go full defence for his attack and then counterattack when he didn't have Initiative Passes left. - I'm not sure I like the change for Burst Fire to a simple action. my Sammy had 6 burst fire shots per turn. Combined with the high automatic damage, this was very dangerous. - I really liked the penalty for defending multiple times after your Action Phase. It became a problem for his one action spur weilder to try and defend against my 3 action Katana guy. - The list of Defence mods isn't with the list of attacking mods. We didn't find these until after our first sample fight. There should have been at least a reference to point you at the other table. As it is, you need to flip to two pages to get all the mods you need. File this under 'What were they thinking' - Also from 'What were they thinking'; the index isn't the last pages in the book. It makes it a real pain to get to the index compared to normal books where it is the last page. - Also from 'What were they thinking'; Why is the character creation summary in the book twice? (end of the book and end of the character creation section) - After a frustrating time being out actioned by my wired sammy, he was wondering how you compete with/counter wired reflexes. My opinion is that teamwork can help, but one one one, you'd be toast. - We found that the rolling was simple and easy to follow. We both play WW games, so Att+Skill vs. fixed TN works for us. For the most part, combat worked pretty well. It is a whole lot more dangerous than the last game so it becomes more important to stealth your way in and bug out if it all goes south. I found that in SR3 a properly prepared team could shoot it out and walk away mostly unscathed, whereas a bad roll now will hurt a lot. Chris |
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Feb 9 2006, 02:32 PM
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#2
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Moving Target ![]() ![]() Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 |
Did you take into account the armor rules? Whereas if the modified DV (after AP) doesn't exceed the armor rating it does stun damage?
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Feb 9 2006, 03:08 PM
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#3
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Target ![]() Group: Members Posts: 16 Joined: 22-February 05 Member No.: 7,109 |
We did. I made a mistake in that Burstfire bonuses don't apply to the modified DV for the purposes of Armour, so that would have converted some of the damage to stun. His 6/4 armour vs. my Ingram's 5P means that if I only get one net hit (which I think I did a few times) should have been stun rather than a modified DV of 8P (which (wrongly) included the Burst Fire benefit). In HtH though, we did it right. We were both using 6/4 armour and his 6P Spur and my 7P Katana (-1 AP) meant physical damage. Unexpectedly, once I correct for my mistake with shooting, it seems HtH gets past armour more often than shooting. Chris |
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Feb 9 2006, 03:21 PM
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#4
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
Knockdown frequency in the new edition has bothered me, too. I like that there's no extra roll to check for knockdown, but I think they streamlined it a bit too much. I would have preferred it if they said something like "You're knocked down if you take more base Stun damage than you have Body, or more base Physical damage than twice your Body." |
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Feb 9 2006, 03:51 PM
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#5
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Moving Target ![]() ![]() Group: Members Posts: 297 Joined: 26-February 02 Member No.: 248 |
Change? Burst-Fire (3 round bursts that is) was a simple action at least since 2nd Edition. |
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Feb 9 2006, 04:17 PM
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#6
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Target ![]() Group: Members Posts: 16 Joined: 22-February 05 Member No.: 7,109 |
Hmm... Doing some online searches, it appears that you're right. My confusion might be due to the popularity of Savalette (?) Guardians in our game that, IIRC, can fire Bursts as a Complex Action. This might have led us astray from general BF as a Simple Action. Thanks, Chris |
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Feb 10 2006, 12:20 AM
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#7
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Moving Target ![]() ![]() Group: Members Posts: 129 Joined: 26-February 02 Member No.: 400 |
As for the attack and defense mods being in different places, it wouldn't be a problem if the GM screen were out.
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Feb 10 2006, 12:59 AM
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#8
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
Except for those of us who tend to work from the BBB, rather than a screen. I've never actually owned one, myself. One way for people with only 1 init pass to catch up to the HighSpeed types is to use combat drugs... IIRC the description of Jazz says it's intended to give law enforcement officers and security guards a bit of an equalizer against cybered opponenets, without having to implant tens of thousands of nuyen worth of ware in each of them. |
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Feb 10 2006, 03:16 AM
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#9
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Target ![]() Group: Members Posts: 16 Joined: 22-February 05 Member No.: 7,109 |
Interesting. I usually skip the drugs section of the book unless I'm in need of something for a specific purpose. I'll have to check out the combat drugs. Cool. Chris |
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Feb 10 2006, 04:13 AM
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#10
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
Wait till magic comes into play. We had our first session with the bad guy's slinging spells at us. Unless you are a mage and can counterspell, you''re pretty much toast. KK 4.1 (with a 4 body Attribute) took 9 boxes from a single Power 5 powerball spell *Yeowch!* Thankfully someone in the team was pretty good at first aid.
There is no threshold rating to replace the SR3 variable target number for combat spells. It is only a simple opposed test with the number of damage boxes dealt equal to Net Hits + Spell power. Basically a mage will always have the upper hand over a mundane or adept. |
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Feb 10 2006, 04:37 AM
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#11
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Target ![]() Group: Members Posts: 97 Joined: 30-January 06 Member No.: 8,213 |
It should be well seen that mages are going to rule to new edition with no force limitation and no magic attribute cap like every one else. A mage can raise magic to 10 and logic and intuition to 9 cast a force 20 powerball and maybe need a spirit, foci or edge point to make drain. All he need is the sparsely limited adept for a bodyguard. Balanced and fair aye.
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Feb 10 2006, 05:30 AM
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#12
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Moving Target ![]() ![]() Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
...bear in mind how much KARMA that's going to take to get, dang it! :P Take some perspective into things...
for one thing, you can't rase the mental stats into the augment maximum WITHOUT augmenting. THat means you can't train it, you gotta spell it or modify it. Unless you stock up on the right gear, that's very hard to do. And of course, a smart GM isn'g going to put you against chump bait all the time if you got that much power. Sometimes, there has to be someone severely twinked in the world, that's how you make movie stars, heros, and legends. |
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Feb 10 2006, 05:33 AM
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#13
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Target ![]() Group: Members Posts: 97 Joined: 30-January 06 Member No.: 8,213 |
what going to take a force 20 plus net hits
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Feb 10 2006, 05:36 AM
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#14
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Moving Target ![]() ![]() Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
And in this case, two good shots from a pistol or stronger can probably do the same or more damage to the mage. depends on his spell choices. |
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Feb 10 2006, 09:43 AM
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#15
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Geek the mage first will be even more important it seems.
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Feb 10 2006, 10:44 AM
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#16
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
Even a starting mage can trow a force 9 stun bolt with 11+ dice (5 magic + 6 spell casting). He only needs 1 net success to put most targets down for the count. He then resists 3P drain with 10 dice (and probably shrugging it off).
Off course a pistol adept can shoot you down with his EX loaded warhawk, throwing 20? dice and are just as dead at 8P AP2. |
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Feb 10 2006, 11:09 AM
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#17
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Still, the hacker can make sure that they are both wanted for a variety of fun crimes with a little legwork and editing in some databases. :grinbig:
He wont even need a gun. :grinbig: |
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Feb 10 2006, 11:22 AM
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#18
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Target ![]() Group: Members Posts: 7 Joined: 15-December 05 From: Switzerland Member No.: 8,072 |
Back to the first post ^^.
Have you ever thought of the fact that a Reflex-Boosted Char is supposed to be wicked fast? Hell in all the Books, Flavour texts,... were a reflex booster is described from the view of the user its more or less like this: - Booster kicks in. - World stops moving. And of course you could create an UBER MUNCHKIN TOON, but thats possible in every system, and exactly for that reason there is a GM who has the last say ^^ |
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Feb 10 2006, 11:48 AM
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#19
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
I did get to use supressive fire last session. Rating: A+ , Cost: high (200¥ for ExEx). Survivable but reason enough to dive into cover, a reason to fire more than single shots to the head. Nicely done! Quotes from original post:
Finally! Getting shot hurts! I dislike direct combat spells because of the missing chance to evade. Any suggestion for a nerf?
Not that likely with armor and single shot weapons. Or better, not that likely for combative characters. A body of 4 is very advisable. I would count bone density enhancement for this (+2 to Kon for damage resistance). Am I handling this right?
Did not notice that one before. I think I like it. Skimped on the willpower, did ya?!?
Last words of the ganger? "This is my turf, sammy". |
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Feb 10 2006, 11:53 AM
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#20
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Moving Target ![]() ![]() Group: Members Posts: 934 Joined: 26-August 05 From: Earth - Europe - AGS - Norddeutscher Bund - Hannover Member No.: 7,624 |
Not rules-wise. But I think it is within reason and I handle it like that |
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Feb 10 2006, 11:55 AM
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#21
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
After the sammie has finished the ganger there’s the repeating sounds of “Ka-Klik” as a dozen rounds are chambered and someone yells “What the frag did you just do to one of ours wireboy.”
Rule number one – No ganger fights alone Rule number two - If they are alone it means it’s an ambush. |
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Feb 10 2006, 11:59 AM
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#22
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Moving Target ![]() ![]() Group: Members Posts: 934 Joined: 26-August 05 From: Earth - Europe - AGS - Norddeutscher Bund - Hannover Member No.: 7,624 |
Rule number three: No Streetsam worth that title will enter the turf of an overly aggressive gang without some sort of 'heavyfullautomaticequalizerforsuperiornumbersthroughcoverfire'.
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Feb 10 2006, 12:10 PM
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#23
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
No-one said the GANG was agressive, what if the player of the sammie CHARACTER was the agressive one? The gang just defend their turf. |
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Feb 10 2006, 12:19 PM
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#24
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Moving Target ![]() ![]() Group: Members Posts: 934 Joined: 26-August 05 From: Earth - Europe - AGS - Norddeutscher Bund - Hannover Member No.: 7,624 |
Rule number four: No Streetsam worth that title will attack the turf of a not overly aggressive gang without some sort of 'heavyfullautomaticequalizerforsuperiornumbersthroughcoverfire'.
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Feb 10 2006, 12:20 PM
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#25
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
Well, I´d say the gang had better be the offender.
"If you are ambushed, your survival depends on the inablitity of the attacker" ...The art of war |
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