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> Stuff begging to be updated
James McMurray
post Mar 28 2006, 09:23 PM
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There's a few holes in SR4 that will be covered by future products, but which impact currently ongoing campaigns or conversion of older material. It's probably been handled elsewhere already, but if so, let me know where and I'll stroll away happily. :-)

1) Hardened Armor: Two options (really three, as you could combine the two)
  • Have the armor's rating negate damage instead of converting it to stun
  • Have the armor's rating count as free hits instead of resistance dice

There are other options, involving ratios of armor to free hits, etc. but those two are the obvious ones.

A side effect of allowing hardened armor would be APDS suddenly becomes a useful ammo again, if you allow it to negatively affect hardened armor (such as by negating the bonus).

2) Background Count: again, two options (three if combined)
  • apply a dice penalty equal to the background count
  • increase the required threshold by the background count (or reduce net hits by the count)

Background count has always been one of the best ways to bring the power level of magic down. Either of the above options (alternatively applied somehow to drain tests as well) could be useful. Just casting an attack spell increases the count by at least one, more if people start dying.

3) Dikote: something I never really cared for, but it's always been there, so could probably stand a new version. If I were to bother with it, I'd probably have it make armor count as hardned (and limit which armors it could be applied to). I'd also have it increase the DV of melee weapons by 1. Just +1 may sound like too little at first, given the old versions of Dikote, but +1 is effective -3 resistance dice, which sounds pretty beefy to me.

Anybody else have stuff from prior editions that needs updating?
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Edward
post Mar 29 2006, 03:29 PM
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Dicote should only provide+1DV on a sharp weapon.

Remember it used to be +1 power (always) +1DL on slashing weapons.

Personally I don’t see any advantage to a dicoated club.

Edward
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Shrike30
post Mar 29 2006, 07:01 PM
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*shrug* It's harder? Think aluminum bat versus wood bat, except the alley-bat weighs the same as the wooden one now...
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MaxHunter
post Mar 29 2006, 07:19 PM
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how about -1 ap?

cheers,

max
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James McMurray
post Mar 29 2006, 08:05 PM
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Sorry, I didn't mean to say that I'd open up Dikote's full usage to blunt weapons. That would stay the same as in previous editions. So maybe +1 DV for edged, -1 AP for everything?
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emo samurai
post Mar 29 2006, 09:00 PM
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Shouldn't it be awesomer? Like, +2/-2? Otherwise, anything with EX/EX would destroy melee in terms of damage.
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Butterblume
post Mar 29 2006, 09:01 PM
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Who is to say it doesn't ?
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emo samurai
post Mar 29 2006, 10:57 PM
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Doesn't what?
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Kremlin KOA
post Mar 29 2006, 11:19 PM
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if you continue the edition change patterns, it is possible Dikote will nto give bonuses anymore, as 3e Dikote was significantly weaker than 2e Dikote
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James McMurray
post Mar 29 2006, 11:32 PM
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It'll almost assuredly do something, just not likely to be anywhere near as nice as +1 power +1 DL.
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Kremlin KOA
post Mar 29 2006, 11:39 PM
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or te 2e version which also had , ignore the monuses when going up aggainst vehicle targets.. but also ignore the vehicle rules and treat it as a non vehicular target
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James McMurray
post Mar 29 2006, 11:44 PM
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Or the 1e version, which basically said "I win."

Ok, I don't remember the 1e version, but that appears to be the progression so far. :)
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Shrike30
post Mar 30 2006, 12:17 AM
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QUOTE (emo samurai)
Shouldn't it be awesomer? Like, +2/-2? Otherwise, anything with EX/EX would destroy melee in terms of damage.

Which is why you're paying 10 :nuyen: a round for EXEX ammunition.

I just made EXEX stop existing in my game. Fixed a lot of problems.
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emo samurai
post Mar 30 2006, 12:43 AM
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:nuyen: 10 a round is nothing if each one kills somebody. And does the :nuyen: go before or after the number?
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James McMurray
post Mar 30 2006, 12:50 AM
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After. And I agree, I'll gladly pay 10:nuyen: a round for soemthing as blatantly powerful as EXEX. I'm not sure what we'll do in my games, but it might just be a more liberal interpreatation of the fire element effects making the PCs a little leery.
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Cain
post Mar 30 2006, 03:24 AM
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QUOTE (Shrike30)
QUOTE (emo samurai @ Mar 29 2006, 01:00 PM)
Shouldn't it be awesomer? Like, +2/-2? Otherwise, anything with EX/EX would destroy melee in terms of damage.

Which is why you're paying 10 :nuyen: a round for EXEX ammunition.

I just made EXEX stop existing in my game. Fixed a lot of problems.

I jacked up the availiability on it, and the other game-breaking ammo (APDS, AV). It was still very cool to get, but much harder to find, and thus more valued. People certainly weren't blowing it left and right, a problem I've seen frequently.
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Jaid
post Mar 30 2006, 04:12 AM
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APDS game-breaking?

How?
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James McMurray
post Mar 30 2006, 04:49 AM
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I personally would rather have Ex ammo than APDS. Same general stats but better against unarmored foes and a damn sight cheaper and easier to find.
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Cain
post Mar 30 2006, 06:16 AM
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QUOTE (Jaid)
APDS game-breaking?

How?

In one SR2 campaign, APDS became so prevalent that it was standard-issue for every runner. We were packing belts and belts of the stuff, enough so that we never needed to buy anything else. Armor became essentially useless, since you couldn't pack enough of it on to make more than a small difference. In SR3, it gave too much power to hold outs. Also, it really messed up high-end opponents, who tended to wear heavier armor in the first place. The scaled nature of APDS (half armor) really screwed heavily armored opponents a lot more than lightly armored ones.
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hyzmarca
post Mar 30 2006, 07:15 AM
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Excuse me.....

In SR3 an character with a lined coat or better will be resisting a TN of 2 vs an APDS equipped hold out pistol. The same character would also be resisting against a TN of 2 vs a hold out pistol with standard ammo because the TN cannot be lower than 2. Unless your GM is crazy enough to allow gel packs APDS will do nothing in a holdout pistol most of the time. If your GM does allow gelpacks the holdout APDS can defeat a sull suit of hardened FFBA when a regular holdout can't. This isn't exactly gamebreaking.
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Cain
post Mar 30 2006, 08:17 AM
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The problem was indeed hardened armor. Modified hold-outs could threaten people in light mil-spec. AV was worse, since now your Ares Predator could take out a Steel Lynx with a good shot.
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hyzmarca
post Mar 30 2006, 09:05 AM
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Armor piercing bullets that actually pierce armor. That is most certainly broken.

From a ballistics standpoint pistol APDS is absurd, but it is consistant with in game logic.
From a ballistics standpoint pistol AV is absurd but it is also consistant with in game logic.

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neko128
post Mar 30 2006, 04:02 PM
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QUOTE (hyzmarca)
From a ballistics standpoint pistol APDS is absurd, but it is consistant with in game logic.

In what way is APDS absurd from a ballistics point of view?
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hyzmarca
post Mar 30 2006, 05:20 PM
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That its used in pistols. Others on thus fourm are more familiar with the math than I but this subject has come up before.
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Cain
post Mar 30 2006, 05:27 PM
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I actually prefer the SR4 method on this one-- armor-piercing bullets that have a fixed reduction, as opposed to a scaled one. High-end armor becomes a little less scary, but is still tough. APDS + Heavy Pistols used to mean that mil-spec was nearly useless.
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