IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
> First Kick at the Can
cgordon_13
post Feb 9 2006, 02:27 PM
Post #1


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
Go to the top of the page
 
+Quote Post
Magus
post Feb 9 2006, 02:32 PM
Post #2


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?
Go to the top of the page
 
+Quote Post
cgordon_13
post Feb 9 2006, 03:08 PM
Post #3


Target
*

Group: Members
Posts: 16
Joined: 22-February 05
Member No.: 7,109



QUOTE (Magus)
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?

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
Go to the top of the page
 
+Quote Post
Azralon
post Feb 9 2006, 03:21 PM
Post #4


Shooting Target
****

Group: Members
Posts: 1,651
Joined: 23-September 05
From: Marietta, GA
Member No.: 7,773



QUOTE (cgordon_13)
- 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!

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."
Go to the top of the page
 
+Quote Post
Darkness
post Feb 9 2006, 03:51 PM
Post #5


Moving Target
**

Group: Members
Posts: 297
Joined: 26-February 02
Member No.: 248



QUOTE (cgordon_13)
- 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.

Change?
Burst-Fire (3 round bursts that is) was a simple action at least since 2nd Edition.
Go to the top of the page
 
+Quote Post
cgordon_13
post Feb 9 2006, 04:17 PM
Post #6


Target
*

Group: Members
Posts: 16
Joined: 22-February 05
Member No.: 7,109



QUOTE (Darkness)
Burst-Fire (3 round bursts that is) was a simple action at least since 2nd Edition.

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

Go to the top of the page
 
+Quote Post
Space Ghost
post Feb 10 2006, 12:20 AM
Post #7


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.
Go to the top of the page
 
+Quote Post
Shrike30
post Feb 10 2006, 12:59 AM
Post #8


Runner
******

Group: Members
Posts: 2,556
Joined: 26-February 02
From: Seattle
Member No.: 98



QUOTE (Space Ghost)
As for the attack and defense mods being in different places, it wouldn't be a problem if the GM screen were out.

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.
Go to the top of the page
 
+Quote Post
cgordon_13
post Feb 10 2006, 03:16 AM
Post #9


Target
*

Group: Members
Posts: 16
Joined: 22-February 05
Member No.: 7,109



QUOTE (Shrike30)
One way for people with only 1 init pass to catch up to the HighSpeed types is to use combat drugs...

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
Go to the top of the page
 
+Quote Post
Kyoto Kid
post Feb 10 2006, 04:13 AM
Post #10


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.
Go to the top of the page
 
+Quote Post
Dv84good
post Feb 10 2006, 04:37 AM
Post #11


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.
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 10 2006, 05:30 AM
Post #12


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.
Go to the top of the page
 
+Quote Post
Dv84good
post Feb 10 2006, 05:33 AM
Post #13


Target
*

Group: Members
Posts: 97
Joined: 30-January 06
Member No.: 8,213



what going to take a force 20 plus net hits
Go to the top of the page
 
+Quote Post
Cold-Dragon
post Feb 10 2006, 05:36 AM
Post #14


Moving Target
**

Group: Members
Posts: 753
Joined: 31-October 03
Member No.: 5,780



QUOTE (Kyoto Kid)
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.

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.
Go to the top of the page
 
+Quote Post
The Jopp
post Feb 10 2006, 09:43 AM
Post #15


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



Geek the mage first will be even more important it seems.
Go to the top of the page
 
+Quote Post
Crusher Bob
post Feb 10 2006, 10:44 AM
Post #16


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.
Go to the top of the page
 
+Quote Post
The Jopp
post Feb 10 2006, 11:09 AM
Post #17


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:
Go to the top of the page
 
+Quote Post
VarMidnight
post Feb 10 2006, 11:22 AM
Post #18


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 ^^
Go to the top of the page
 
+Quote Post
Ryu
post Feb 10 2006, 11:48 AM
Post #19


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:
QUOTE
- It's a whole lot easier to damage someone one. The automatic damage based on one net hit in the opposed test really hurts.


Finally! Getting shot hurts! I dislike direct combat spells because of the missing chance to evade. Any suggestion for a nerf?

QUOTE
- 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


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?

QUOTE
- 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!


Did not notice that one before. I think I like it. Skimped on the willpower, did ya?!?

QUOTE
- 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.


Last words of the ganger? "This is my turf, sammy".
Go to the top of the page
 
+Quote Post
Oracle
post Feb 10 2006, 11:53 AM
Post #20


Moving Target
**

Group: Members
Posts: 934
Joined: 26-August 05
From: Earth - Europe - AGS - Norddeutscher Bund - Hannover
Member No.: 7,624



QUOTE (Ryu @ Feb 10 2006, 12:48 PM)
I would count bone density enhancement for this (+2 to Kon for damage resistance). Am I handling this right?

Not rules-wise. But I think it is within reason and I handle it like that
Go to the top of the page
 
+Quote Post
The Jopp
post Feb 10 2006, 11:55 AM
Post #21


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.
Go to the top of the page
 
+Quote Post
Oracle
post Feb 10 2006, 11:59 AM
Post #22


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'.
Go to the top of the page
 
+Quote Post
The Jopp
post Feb 10 2006, 12:10 PM
Post #23


Runner
******

Group: Members
Posts: 2,925
Joined: 26-February 02
Member No.: 948



QUOTE (Oracle)
Rule number three: No Streetsam worth that title will enter the turf of an overly aggressive gang without some sort of 'heavyfullautomaticequalizerforsuperiornumbersthroughcoverfire'.

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.
Go to the top of the page
 
+Quote Post
Oracle
post Feb 10 2006, 12:19 PM
Post #24


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'.
Go to the top of the page
 
+Quote Post
Ryu
post Feb 10 2006, 12:20 PM
Post #25


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
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 6th June 2026 - 03:36 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.