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Apr 19 2006, 01:38 AM
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#51
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
BBZZZTTTT! Wrong-o! Do you honestly think front line soldiers don't know how to hide? Teaching cover and concealment is a pretty standard thing in the military. Dude, why do you think they wear camo instead of World War I era distinctive uniforms? Seriously, dude. Thinking back to various people I've known who were in the infantry, a discharged Marine lance corporal, an Army lieutenant, and an Army sergant, they were all trained in cover and concealment. I think your idea that NATO troops can't hide is something like 90+ years out of date. Why do you think that a soldier can't have a lot of ettiquette? Do you think the military dosen't have ettiquette? There's certain attitudes you have to project, certain ways you have to act towards high ranking people, and certain types of humor and language that is appropriate in the context of the military but not in different settings. Again, I say, as long as your soldier isn't mentally retarded and unable to interact pleasantly with other human beings he is going to have some Ettiquette. In fact it's not even strictly speaking true that a soldier cannot have a good Computers skill. Many people join the military and have computer-related jobs and are still also qualified with various weapons. I think that your idea of how narrowly focused people have to be isn't based on reality.
This just sounds totally arbitrary to me. If mages can't go to Thunder Ranch and do a lot of tactical handgun work because of their dangerous line of work why do you take it for granted that they're somehow magically going to acquire cover and concealment training? What, do they teach cover and concealment at Hogwarts? I'm getting mental images of Harry Potter with a boonie hat and a bloody kaybar held in front of his grimacing camoed-up face. And again I don't see why the mage would necessarily be more socially sensitive than anyone else. Why is a mage less disposed to be socially retarded than a soldier? I mean, it's the mage who shuts himself in his room for a week straight to go on his wild astral quest. ("And then, dude, I found the citadel, and the solution to my problem was symbolized by this gigantic floating sausage..." "SHUT UP, TALON!") I think that's more socially alienating behavior than a lot of other archetypes can pull off.
I dunno, dude. If I were going to become a mercenary I might just take a few tactical shotgunning or pistols classes and empty a few hundred rounds on the range every week. You're forgetting that a "typical decker" has still chosen to be a professional mercenary. A "typical decker" is not a "typical white collar IT professional" because unlike his civilian counterpart he expects to deal with shoot-to-kill security on a regular freaking basis. And once again it's completely illogical and bizarre to claim that a decker will magically have this great Ranger sniper cover and concealment training but that he can't train long and hard with his sidearm.
This paragraph dosen't logically follow from your previous paragraphs. Here you're making a declation that certain archetypes must not be good at certain things but you don't really give a reason for these ideas. Besides, I think you're really exaggerating. It dosen't matter if the sammie has Computers 5 and is as knowledgable in computer science as the decker. What makes the decker is the fact that he's sunk a lot of resources into a good cyberdeck and has hopefully specialized his contacts and knowledge skills around helping him do a better job. So when it comes to actually doing anything dangerous and challenging in cyberspace the sammie is *not* going to do as well as the decker because, quite simply, most of his resources are pumped into his meat bod and not a cyberdeck. I mean, if you think Computers 5 is all you need to be a successful decker, and you don't think that this is related to the amount of resources you pump into your cyberdeck, that's just weird. As the GM you should cackle with glee if the sammie wastes resources by pumping up computers and buying a mediocre deck in addition to all his bodyware. You were just handed a crappy sammie cum crappy decker to play with.
This analogy shows how you're missing the whole point of resource allocation. If this were shadowrun the shooting specialist wouldn't just be Rifles 6 alone. He'd have cyberwear arranged to make his shooting better, or he'd be a physad with his points pumped into vision enhancements and Rifles 6 (12). Just because you're a decker who also decided to pump up Rifles you're still not going to be as good as either of those characters just because of the skill alone.
So you wouldn't give each guard, who is specifically standing there looking around for trouble, a chance to spot someone hiding in the bushes? You're telling me that if someone is specifically looking for something you won't give him the chance to see it unless it creeps directly past him? |
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Apr 19 2006, 01:45 AM
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#52
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
I mean this in the nicest possible way: have you considered d20 Modern? You don't really seem to like the whole concept of classless character creation. Again, this isn't a slam, but the whole idea of SR's character creation system is that it's possible to build a face who's also a deadly martial artist, or a street sam who loves computers, or a mage who studied to be a doctor. If you really hate that sort of thing, maybe open character creation systems aren't for you.
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Apr 19 2006, 01:49 AM
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#53
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
It seems to me that his problem isn't so much that he doesn't like classless systems, it's that the characters he sees tend to be pseudo-cookie cutters. Yeah, street sams can love computers, and mages can be highly trained stealth specialists, but apparently the PCs that come across his desk all have straight sixes in those skills (and a few others). While it is beilevable that characters will diversify, it's hard to believe that everyone who is just enterign the shadows (or at least every PC) is a consummate professional (not just "trained" but "maxed out") in one weapon, stealth, etiquette, and computers.
But don't trust me on that, I'm reading the same stuff you guys are. :) |
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Apr 19 2006, 01:54 AM
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#54
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
Just one t3h r34l based nitpick:
Unless concealing your weapon is your biggest priority there's no reason per se why the decker would pick Pistols as his one and only sidearm skill and not Rifles or Shotguns. Conventional theory goes that your first priority in a defensive firearms situation is to use a long arm like a rifle or a shotgun and the pistol is supposed to be backup. So, it would actually be more "realistic" for the decker's firearm choice to be a carbine, shotgun, or submachinegun than it would be for it to be a pistol unless he specifically wants to be able to carry in "social" situations and this is more important to him than having a better tool in all-out combat situations. |
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Apr 19 2006, 01:54 AM
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#55
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
There is no "maxed out" for skills.
~J |
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Apr 19 2006, 02:21 AM
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#56
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
There is at character creation.
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Apr 19 2006, 02:29 AM
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#57
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Moving Target ![]() ![]() Group: Members Posts: 279 Joined: 21-March 05 From: Freeport NY Member No.: 7,205 |
Well, the group of people I'm going to be playing with (hopefully) are a bunch of n00bs with the following personalities added in.
Dude one: The guy who got me into SR, my first GM, and the guy who knows the system best. This means he can definitely min-max it, and has quite a lot of knowledge about how to screw me over. Oh, as if it matters, he has the oddest luck in the world - He has bad real-life luck, but dice love him. Combine odd karma with a guy who can munch the system, and you got yourself a regular problem. Dude two: Managed to make the "slippery slope" argument work. Stupid GMming in another person's game gave him access to just a little too much cash, and combined with some resource-gathering runs (for example, hitting the local Public Works warehouse for building materials) he managed to build himself a nice little fortress in the barrens. Oh, and he was a physad strong enough at 100 Karma to basically p0wn the local gangs into submission. And a couple n00bs. So Unrest has said what I'm thinking, except I'm too dense to say - balance is needed, and I theorized, wrongly it appears, that softening things up will work. And James McMurray has it right on the head; I don't want classless omni-class, I want class-less specifics. Robin; Your statement about RL military training is great, except for the fact that if an average soldier has a stealth of six, what should an average covert-ops agent have? 8? Just because I don't think they should start with a 6 (innate) doesn't mean they shouldn't start with a 5 (professional) or maybe a 4 (skilled) rating? Or should every former-soldier be way above the average trained person? If that is the case, wouldn't it make sense to -raise- the minimum starting attribute, so that a shadowrunner might actually survive a fire fight? (Bear in mind; the MJLBB definition of a mercenary is "assault rifles 5, heavy weapons 5, unarmed combat 5, stealth 4," to use combat-centered skills. Furthermore, a coporate security officer has a pistols of 4 (not even professional?) and it takes a very well trained (Karma pool 4 ork, so apparently 80 GK) SWAT team member to get: Rifles 7, Stealth 4 (sneaking 6), Pistols 4, Unarmed combat 4.) An 80 GK NPC shouldn't be just one step above a 0 GK player, should he? And for the Metroplex Guardsman (I.E. a bit below the average soldier), we have SMG 5, unarmed 4. Nope, no stealth. No secondary weapon. So I'm gonna have to say, based on what little GMming I remember and what little I've gotten back so far, that its outlandish to expect a 6 in 3 categories. You might get a 7 in one, but you would then wind up with 4's in others ;) That's my reading of it anyway, I could always be wrong. |
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Apr 19 2006, 02:55 AM
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#58
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
Just say his character is too powerful for a new game and have him make a new character. Starting with a 100 karma advantage isn't nice to the n00bs in your group anyway.
Well, the differences between the higher skill levels (like 5, 6, 7, and 8) as described in SR3 become increasingly dramatic. There isn't that much difference between a skill of 1 and 2 (just a couple hours of practice can make that difference) but there's a huge difference between 7 (master, or whatever it's called) and 8, world class, since being world class is something that by definition most people are just not capable of attaining. So, it's not such a big deal if you gave a "regular" infantryman Stealth of 5 and his friend the Ranger had a Stealth of 6. In terms of how the rules describe it 6 is a lot more refined than 5. Just say that if your regular soldier was really good at cover and concealment he has a 6. If he was trained in it but sucks give him a 4, and otherwise stick him with the 5. On the other hand the Ranger Sniper will probably have at least 6, he might have Aptitude (Stealth), and/or he could have Stealth 5 (Hiding 7) or something like that. He could also have specialized gear like ruthenium duds or whatnot. Once again, the degree of specialization isn't dicated by the skill level alone. Someone who is really specialized in stealth because he's a sniper would have pumped more resources into gear that helps him hide whereas the "regular" who is trained in cover and concealment but who is more concerned with other skills will have spent his resources differently. Maybe he has a 5 in Stealth but he isn't going to be as effective in stealth-specific things as the sniper who has pumped more resources into things like ruthenium or whatever. You seem to be really hung up on skill levels and forgetting about all those SR3 sourcebooks filled with gear and cyberwear and magic that is designed for various purposes.
What? What is "the minimum starting attribute"? A few times in the past I've GMed military SR campaigns, and I've also played in a few. In those settings the GMs usually did stipulate certain minimum skill levels in certain tasks. Is that what you mean? So, yeah, I've done that, and so have others, in some cases.
So the mercenary has been trained in cover and concealment but dosen't care enough about it to practice it until it's a professional level. He's "professional" with assault rifles, support weapons, and punching you in the head. Perhaps it would be sensible for him to have Edged Weapons, Pistols, Shotguns, SMGs, or some combinations of those at 2 or so just to be in character about the kinds of things the character would have been exposed to, but I guess they decided that wasn't essential to clutter the archetype with so they just went ahead and simplified things a bit. So the corporate security rent a cop only has pistols 4. Whoop de do. Today a lot of security guards never have to use their guns and are probably more like pistols 2 or 3. I guess the SR world is more violent so they take their skills a little more seriously. The SWAT team member has a 6 where it counts for him regarding stealth and his bread and butter skill is at a 7. He operates with a lot of support and from an advantageous position, usually, so that's probably all he needs. He's not a mercenary who operates without support and without medevac in a hostile environment. I don't see how this supports the thesis that the PCs are supposed to have crappy stealth and they're not allowed to like computers.
Once again, the Metroplex Guardsman isn't trained to operate without support, without medevac, and without air support in a hostile environment. Of course all that he needs is SMGs, and a little bit of unarmed for dealing with noncompliant citizens. He's basically a glorified cop who has a submachinegun. Kind of like the Italian police I guess. You gave a bunch of examples of cannon figures who are not usually going to face the difficulties and threats that a shadowrunner can expect as part of day to day business. None of this invalidates the need for a broad range of skills by the unsupported and logistically isolated shadowrunner. A better place to look for examples would be to look at those old cannon adventures where super special forces units with crazy insane stats, like the Tir Ghosts, show up to instapwn everyone. To make a valid comparison you need to be looking at NPCs whose profession is to isolated with limited logistics, no support, limited supplies, and limited resources for long periods of time in hostile territory. That's a lot more than even the SWAT team is trained for. |
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Apr 19 2006, 02:58 AM
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#59
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
frost: I hear what you're saying, and I think some folks are missing it. Right there in the book, in the skills chapter, there's an explanation of what the numbers "mean". We've all seen it. I also have a distinct problem with every 'runner in my games being "world class" at half of the things they know how to do. I like them to have to think and put effort into what they do. There's also the issue of verisimilitude. I like realism in my games. I like a little bit of the "street" grit. If the characters start out with 6s in everything and double digit dice pools to beat, they walk all over all but the most highly trained opposition. Regular corp guards? No sweat, I have an initiative of 29 and I roll 32 dice and his brain meats explode. Next? It gets old, and it gets lame for the characters to breeze through "regular" jobs without ever being challenged. However, when every character has "innate" skills at everything, the "regular" (read: not Red Sams) opposition is just cannon fodder. I've realized over the last few games I've run in SR, and through reading posts on DS, that nobody every really pays attention to the skills "equivalents" section. That's fine, but it's not how I like my SR. My next campaign is likely to have starting skills capped at 4 (3/5) for example, just to get rid of the "I roll dice and win" factor. Not because I "can't challenge them" or anything, but because it's how I like to run the game. It has everything to do with personal preference. Edit 1 WR posted again while I was typing, and I just saw this which made me think of something else:
I'm also tired of the "I've got a piece of gear/spell/skill/toy/spirit (choose one) that totally renders that moot" style of gaming. (Actually, maybe that's why I'm not running/playing SR atm.) Edit 2 Sorry. I guess my post has less to do with the matter at hand and more to do with my frustrations with my last game. Please don't take my rantings as an attack on anyone's style of play. I'm just tired of what SR has turned into with my current group. Bah. |
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Apr 19 2006, 03:05 AM
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#60
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
yeah, i've basically always ignored the book descriptions of skill level because they're insane. i personally don't judge someone to be 'world class' until around 14 or so. that makes the truly special guys truly special.
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Apr 19 2006, 03:32 AM
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#61
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,590 Joined: 11-September 04 Member No.: 6,650 |
Frost if your problem is that the entire group are pistoleros
then do the smart thing Make the corp compound larger, with a 'Sculpted garden' between the front (razorwire top and electric fence) gate and the main building then have the corpsec guards trained in SMG instead of pistol Give them SMGs with GV 4, high powered laser sights and underbarrel grenade launchers. put Electronic mag 3 in their security helmets along with Low light and thermo vision, then flood the compound with IR light (which makes it a brightly lit area only for those with thermo) the guards engage at 75 meters, and do Simple action AIm, simple action fire burst at TN 2 The PCs can't even shoot on the first initiave pass add ina dose of Jaz for the guards and they now get 2 initiavde passes on average THAT ishow you deal with players who are all expert Pistoleros |
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Apr 19 2006, 03:38 AM
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#62
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 |
Or they can grow some testicles and carry ARs with collapsible stocks. |
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Apr 19 2006, 03:42 AM
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#63
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
That's because NATO does it wrong. There is one and only one correct way to fight a war. Both sides line up in rectangular formation on an open and level field, advance to within five meters of each other, and then shoot untill only one side is left. Anyone who does it differently should be executed by firing squad. I hope that was sufficiently sarcastic. Most NPC archetypes are mooks. Shadowrunners aren't mooks. If they were then they would have died long before the campaign even started. If you want to avoid two-dimensional cookie cutter characters then lower BP presents a problem. As has been mentiond that'll just make the characters more cookie-cutter. A better solution is to vary your campaign and make sure the PCs know it. There exist skills that very few characters take at high levels because they just aren't very useful. Diving, Parachuting, Wilderness Survival, Pilot Ship, Pilot Submarine, Pilot Walker, Pilot Suborbital, B/R Spacecraft, B/R Submarine, B/R Parachute, Lockpicking (Safecracking), Leadership, and Underwater Combat just to name a few. All of the aforementioned skills can be useful in certain situations. What you have to do is put your PCs in situations such that they will need these oft-forgoten skills and make sure that they are fully aware of it before the game starts. If a player hands in a generic 125 BP ex-soldier hand the sheet back and suggest, "Why don't you shave some points off here and here and make the guy an ex-paratrooper. You'll be happy you did when we get to that point in the game." When the rigger consults you about the vehicle skills he'll need helpfully say "we've got a paratrooper so something capable of high-altitude flight would be good and don't be afraid to take a couple points of Spacecraft B/R, micrometeorites can be a bitch. " When the melee adept hands in his beautifully twinked sheet remind him " If you ever fall into a swimming pool by accident you're going to get your ass kicked since you'll be defaulting to STR. A few points of Underwater Combat may help." And don't forget the ever useful "There may come a time when you'll have to give orders to some NPC mooks. Maybe you've hired them. Maybe the Johnson gave them to you. And hey, Leadership work on hostages to." And my favorite "Characters with Wilderness Survival don't have to roll poision oak butt-wiping accident tests. Its useful because the TN modifiers for wiping with poision oak are huge and you really don't want the cybered up troll to apply lotion there , right?" |
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Apr 19 2006, 03:50 AM
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#64
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
For Dude one: is he the type that will try to ream you just because he can? If so, you may want to find a way to not play with him. If that isn't possible, go over his character with a fine tooth comb before starting, although if the rules-abuse-fu differential is that high it probably won't help. Just be ready to say "no, that doesn't fir the game concept" at the drop of a hat.
For dude two: don't let that character into the game. Starting a 100 karma character in a group with new players is a surefire way to piss those new players off. Also, try and sit down with the guys and explain to them that if they ull out all the stops it won't be a fun game for the new players who are just trying to learn the system. Maybe they'll catch the hint and go for some fun character concepts instead of the powerhouse ones. |
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Apr 19 2006, 03:54 AM
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#65
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,590 Joined: 11-September 04 Member No.: 6,650 |
or get the services of one of the more skilled rules McGuyvers on this board to go over the char with a fine toothed comb,
and have them tell ya where the char will cause trouble |
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Apr 19 2006, 03:54 AM
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#66
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
Really? I'm not arguing, as I know exactly bugger and all about RL firearms training, but it seems like a pistol would make the most sense as a defensive weapon, as it's easier to carry around and draw quickly/inconspicuously. Or is "answering the door" the common case in defensive firearms use? |
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Apr 19 2006, 04:02 AM
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#67
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Most self-defense situations do occur in or near the home and the attacker is usually well known to the defender and commonly well-loved. Long arms are commonly used in self-denfense when available and they do offer some advantages.
Unfortuantly, it is rare to carry them in polite society outside of hunting trips, but that can be changed by government funded social programs if we are lucky. |
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Apr 19 2006, 04:14 AM
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#68
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Moving Target ![]() ![]() Group: Members Posts: 247 Joined: 28-November 04 Member No.: 6,852 |
There, fixed it for ya... ;) |
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Apr 19 2006, 04:34 AM
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#69
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
The ability to deversify without gimping your character is one of the things I like about BECKS. Giving up 3 karma for parachuting (standard jumps) 1/3 is a much smaller opportunity cost than giving up 2 skill points.
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Apr 19 2006, 04:39 AM
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#70
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
I don't think they're "insane" at all. I just think people have gotten so used to the notion that "shadowrunner" and "hardcore professional mercenary" are the same thing that the descriptions don't fit their games anymore. I like that level of game. To me, those skill descriptions are why the Red Samurai with a SMG skill of 7 is scary, why the mage flinging around force 6 spells with a sorcery of 6 is terrifying and hard to beat, etc. Ignoring the suggestions for skill equivilancy leads to needing to have 10s in skills to be "ahead of the game". It's a matter of balancing the PCs and the NPCs of your world. If my players have 6s in skills, then an NPC needs 8s to seem like a "decent" challenge. If they "only" have 4s, then I can make a "kick ass" NPC that has a 6 in pistols, and it still jives with the descriptions of the skills as given in the book.
IMCs, "shadowrunner" doesn't mean what "hero" does in games like D&D. You're but one of many people out there trying to turn a dishonest nuyen. You're the same as that "NPC mook" that's working 9-5 at the Stuffer Shack to put food on your family's table, only you're willing (or have the connections to be able) to put life and limb on the line to do really illegal stuff for what you hope will be a decent profit. So somewhere along the line, you learned to use a pistol (or whatever skill, it's just an example) well enough to hit what you were aiming at most of the time, and started looking for work roughing people up for Big Jimmy. Simplistic example, but hopefully it makes sense. That's not to say that I never run higher power games. I'm just giving my "default" preference. |
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Apr 19 2006, 05:13 AM
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#71
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
The differance between the cashier and the Shadowrunner is that the cashier will probably go his entire life without even witnessing a single act of violence. The Shadowrunner, on the other hand, will probably get into a firefight once or twice a week. The average peace officer or rent-a-cop will never have any need to draw his weapon untill retirony kicks in. They can get by with nothing but bare minimum qualification standards. The average soldier is a noncom who will never be in the same country as a battle or even an adjacent country. The average SWAT officer trains for months and months without any chance to put his skills to use. The average SpecOps soldier trains for months and months untill his skills are needed, crosstrains with his teammates so that he can do their jobs almost as well as they can (this translates to a Compters 5 Sammy and a Heavy Weapons 5 Decker on the same team), and then spends a realitivly short time in the field before being rotated out. Most of their work involves training allied irregulars and gathering intel with a great risk of combat by few actual direct engagments (Special Operations have neither the numbers, training, equipment, nor logistics for regular combat and attempts to use them as regulars universally have disasterous results). And I could go on and on but my assertions become a bit more tenuous from here and I'm getting tired. The fact is that Shadowrunners see more combat more often and more regulary than anyone else out there. If they aren't good a surviving combat one way or another then they should be dead already. The best warriors today train almost constantly. Shadowrunners live it almost daily. Edit: As for skill levels, you don't need a Pistols 8 NPC to upstage a Pistols 6 PC. No. A 1 hit kill from a pistols 6 NPC is just as good as the same from a pistols 8 NPC and quite possible with a called shot to bypass armor and a SL 2. The thing about ranged combat is that it is countered with speed, comabt pool, and body in that order. You don't have to overcome the PCs' skill. You have to overcome their speed and their CP. Beating CP is rather easy for msot NPCs and beating speed can be done with a little extra cyber or some drugs. Consider this. A character with a pistols skill of 1 misses a stationary target at point-blank range without aiming half the time. For each and every extra point of skill this miss ratio is divided by 2. A skill of 3 still misses the stationary target 1/8 of the time, not good enough to qualify in some programs 4 misses 1/16 and can reasonably qualify without much difficulty. 5 misses stationary targets at 1/32 and is actually worth something in combat conditions. 6 misses stationary at a rate of targets 1/64 but still has problems in adverse conditions. TN mods easily drop that to 15625/46656. They also easily increase it to 1/46656. The TN modifiers always matter more than the skill. High skill does better at all TNs but it can be required to do well at base TNs in some situations. A pistol skill of 5 is required to do well at Base range combat TNs but a real professional will do everything in his power to stack TNs in his favor. This post has been edited by hyzmarca: Apr 19 2006, 05:48 AM |
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Apr 19 2006, 05:28 AM
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#72
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
You make some good points, up to where you start talking about what Shadowrunners are and what Shadowrunners do. Then you just get into "in my game". All I was saying is that I see what frostPDP was going for, that it seems to jive more with how I view the game world than with what seems to me to be the norm (shadowrunners as leet combat gods), and that maybe people should take that into account when providing advice or criticism.
But thanks for asserting my point. ;) |
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Apr 19 2006, 05:53 AM
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#73
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Moving Target ![]() ![]() Group: Members Posts: 279 Joined: 21-March 05 From: Freeport NY Member No.: 7,205 |
First, a reference to dude 2: I obviously wouldn't allow that character into the game ;) But that player? He keeps me on my toes! But too many starting resources once resulted in a quadrapalegic man with what was basically a mech. I think that was my worst-ever attempt at controlling a player gone haywire. ("Wouldn'tcha know it, the top-secret security place happened to have AV rounds, in case of an attack by a go-gang in a humvee.")
Hyz, you and I agree exactly. Unfortunately, a starting shadowrunner is rarely more than someone who just finished his tour of duty. I'm willing to argue if, in the SR world, your average soldier hasn't seen combat some time - Or your average corp security/cop, for that matter - but that's one of the amazing things about a Dystopian world. You can always find mooks in the chaos where only the best or the dumb survive. So your starting runner is, AT BEST, a former spec-ops. Cool! He's about as good as any other spec-ops person, since he's probably a recently-released officer. He might even have been honorably discharged! But they definitely have DNA samples of him (can't get too deeply cut for 'ware without it, right?), and depending on the security clearance your character once had they might even keep a ritual sample. Furthermore, lets say a book-variety SWAT officer is in fact specialized in just one field. Good for him, wouldn't that mean he's going to be better than your average grunt/shadowrunner at what he's trained to do. My original GM kind of put it this way to me. 3 - Average civvie with practice. 4 - Average copper with some beat experience. 5 - SWAT team officer, usually experienced. 6 - Experienced, military-grade. 7 - Relatively elite. Its almost like warning-stars from Grand Theft Auto! LOL Unfortunately, I don't know how they work. I look at it percentage wise; a 25% gap between 3-4 dice is an easier-to-close gap, and the distinction is hardly there. A 25% gap between 9 and 12 dice is quite noticable. Lets see if I can BEGIN to phrase this right. I'm thinking of ways to either keep it a close gap or a distant gap at the same % difference. A 50% difference between 2 and 4 dice is nowhere near as bad as when your 4-dicer is going up against an 8-dicer. If the numbers get bigger, the gap needs to narrow down or else the percentage starts to become rather screwy; you really can't hope to beat someone with 8 dice to your 4, but you can hope to beat someone with 4 dice to your 2: less successes are possible, and since each die is a seperate variable there are less variables. So I think that 1 skill point difference may be a fun one to entertain. If this didn't make sense, its because its 1:45 AM and I've had to deal with not one, but two crazy women today; on top of family issues not to be spoken of, simply referenced vaguely. Sorry! |
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Apr 19 2006, 05:58 AM
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#74
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,590 Joined: 11-September 04 Member No.: 6,650 |
okay so you don't want characters whose backstories include experience as a shadowrunner?
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Apr 19 2006, 06:06 AM
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#75
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
You're not even taking pools into account yet. :) |
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Lo-Fi Version | Time is now: 18th July 2026 - 02:47 AM |
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