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> House rule: discretionary funds
James McMurray
post Jul 5 2006, 12:12 AM
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Can you save up to buy something over the course of several time increments (months I assume)?

How do runners get paid?

Is there a limit to how many times you can roll beyond the -1 die per attempt? In other words, if you get to the point where you can repeatedly hit the threshold for buying a Scorpion with no problems, can you then buy 15 Scorpions in one month?

What are the effects to your resources if you rent something and return it in a hundred smoking pieces? Can you rent to own?

Is this only used after character generation? If not, how does it tie into normal chargen for buying starting gear?
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Cynic project
post Jul 5 2006, 01:04 AM
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Okay let's start by saying this. A lot of things int he book are priced in such a way that really make no seance. Bullets for one, but also minor things like cloths, and wire cutters. As said above you are not as good as you character in what hey do. You are not the man who know tatics on a level that people would really use in gun fights, and no movies don't help. You do not hae he time to think very liltte detail and piece of gear you character will need.

My point? One the amount of bullets you have in your safe houses or in storage..Well it doesn't mater. You as a play say I am putting say 2k for bullets.THat is right you area hard core crimal, and you can store up all the ammo you want. I don't care.I do care how much you bring with you. WHy don't I care how many bullets you have in your safe house? It is simple if you really need that many bullets you are dead anyways. I don't care how dytopic the world is if you are going around shotting tens of clips worth of ammo you are pissing off some big players and they ill get you.

Two, how many of you have really,and I mean really broken into a highly guarded and proteched building? How many of you really think anyone is going to do such a thing for so lilttle pay that the tools they need for said job would even be factor of the profit? So, if I am being paid to break into a Lab and for whatever reason I don't have wire cutters, or say pry bar or whatever stupid tool I need for the job, I am going to ask for enough money to cover that as well as the risk. SO no you will not get a shadoruner to do BE for so liltte of money that they will have pinch pennies for prybars,ski,masks and or gloves.

Note that some tools will cost a lot but said tools are tools that can be used over and over and can be thought of as part of the payment.

Now big things that is another story. So as a good rule to go by, if you can go to the store, pay in cash today and not get any odd looks today the item is not worth noting on your character sheet, or at least bothering to count out it's cost in nuyen. Now that being said if your character is poor,out of his normal area, you can keep track of the small things.It is just on the whole you only need to worry about what you character can carry cause for the most part if you character really needs something he will most likely have enough money to get, it is another thing if he can get it on the RUN
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James McMurray
post Jul 5 2006, 01:13 AM
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QUOTE
So, if I am being paid to break into a Lab and for whatever reason I don't have wire cutters, or say pry bar or whatever stupid tool I need for the job, I am going to ask for enough money to cover that as well as the risk.


That's not the focus of the proposed house rule. The house ruleis for those occassions when you get there and realize you forgot to buy a crowbar for the character. It's too late to ask the Johnson to pony up the dough for a crowbar, and too late to go to the store even if you have the cash on hand.
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Cynic project
post Jul 5 2006, 01:23 AM
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QUOTE (James McMurray)
QUOTE
So, if I am being paid to break into a Lab and for whatever reason I don't have wire cutters, or say pry bar or whatever stupid tool I need for the job, I am going to ask for enough money to cover that as well as the risk.


That's not the focus of the proposed house rule. The house ruleis for those occassions when you get there and realize you forgot to buy a crowbar for the character. It's too late to ask the Johnson to pony up the dough for a crowbar, and too late to go to the store even if you have the cash on hand.

So as a good rule to go by, if you can go to the store, pay in cash today and not get any odd looks today the item is not worth noting on your character sheet, or at least bothering to count out it's cost in nuyen. Now that being said if your character is poor,out of his normal area, you can keep track of the small things.It is just on the whole you only need to worry about what you character can carry cause for the most part if you character really needs something he will most likely have enough money to get, it is another thing if he can get it on the RUN
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James McMurray
post Jul 5 2006, 03:28 AM
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We prefer a slightly more bean-county method in our games, otherwise that'd be what we'd do.
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Cynic project
post Jul 5 2006, 03:47 AM
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Um then you should try something on par wth dramitc editing from Adventure, you can find it in D20 dventure or Aberrant
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James McMurray
post Jul 5 2006, 01:16 PM
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I don't have any of those, can you give a brief rundown? Is it a setup where you let the players add bits to their environment, such as grabbing a brick off the ground in a fight in an alley when the description given by the GM doesn't mention any bricks? If so I don't know how well that would work, since it's pretty rare to find the crowbar you forgot to buy sitting right next to the window you need to pry open, then finding the keycard sequencer sitting right next to the lock. ;)
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hyzmarca
post Jul 5 2006, 01:38 PM
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QUOTE (Cynic project)
QUOTE (James McMurray @ Jul 4 2006, 08:13 PM)
QUOTE
So, if I am being paid to break into a Lab and for whatever reason I don't have wire cutters, or say pry bar or whatever stupid tool I need for the job, I am going to ask for enough money to cover that as well as the risk.


That's not the focus of the proposed house rule. The house ruleis for those occassions when you get there and realize you forgot to buy a crowbar for the character. It's too late to ask the Johnson to pony up the dough for a crowbar, and too late to go to the store even if you have the cash on hand.

So as a good rule to go by, if you can go to the store, pay in cash today and not get any odd looks today the item is not worth noting on your character sheet, or at least bothering to count out it's cost in nuyen. Now that being said if your character is poor,out of his normal area, you can keep track of the small things.It is just on the whole you only need to worry about what you character can carry cause for the most part if you character really needs something he will most likely have enough money to get, it is another thing if he can get it on the RUN

Items are always worth noting, even if they're just a bunch of random tools.

I don't believe that it is aproperiate to allow players to pull (metaphorical) crap out of their asses (they can pull out real crap if they want).

The purchasing of tools should be handeled in the planning stages of a run. If they didn't plan for it then that is a failure on their part. The exception is with tool kits and other collections of stuff. In most cases where a kit would be useful they would just use the kit. However, for some purposes a specific tool would be required so it would be aproperiate to let the players pull whatever tool they want out of the kit. A good example of this would be the knife adept who droped his weapon in a firefight grabbing a screwdriver out of the B&E guy's kit and using it to stab a guard to death.


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James McMurray
post Jul 5 2006, 01:55 PM
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I thought of another question: how does it work if two people want to combine resources to buy something?
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Cynic project
post Jul 5 2006, 10:01 PM
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QUOTE (hyzmarca)
QUOTE (Cynic project @ Jul 4 2006, 08:23 PM)
QUOTE (James McMurray @ Jul 4 2006, 08:13 PM)
QUOTE
So, if I am being paid to break into a Lab and for whatever reason I don't have wire cutters, or say pry bar or whatever stupid tool I need for the job, I am going to ask for enough money to cover that as well as the risk.


That's not the focus of the proposed house rule. The house ruleis for those occassions when you get there and realize you forgot to buy a crowbar for the character. It's too late to ask the Johnson to pony up the dough for a crowbar, and too late to go to the store even if you have the cash on hand.

So as a good rule to go by, if you can go to the store, pay in cash today and not get any odd looks today the item is not worth noting on your character sheet, or at least bothering to count out it's cost in nuyen. Now that being said if your character is poor,out of his normal area, you can keep track of the small things.It is just on the whole you only need to worry about what you character can carry cause for the most part if you character really needs something he will most likely have enough money to get, it is another thing if he can get it on the RUN

Items are always worth noting, even if they're just a bunch of random tools.

I don't believe that it is aproperiate to allow players to pull (metaphorical) crap out of their asses (they can pull out real crap if they want).

The purchasing of tools should be handeled in the planning stages of a run. If they didn't plan for it then that is a failure on their part. The exception is with tool kits and other collections of stuff. In most cases where a kit would be useful they would just use the kit. However, for some purposes a specific tool would be required so it would be aproperiate to let the players pull whatever tool they want out of the kit. A good example of this would be the knife adept who droped his weapon in a firefight grabbing a screwdriver out of the B&E guy's kit and using it to stab a guard to death.

Have you ever broken into a highly guarded building? Have you ever killed someone without leaving a trace?Have you ever kidnaped someone in the heat of battle? Have you ever even broken into a friends house?

You are not a professional criminal with your life on the line.If you forget something small you will not die or go prison.If you get it right you will not gain any money. your characters are highly trained professionals and have their lives on the line. They mess up and the die or go to jail. THey do it right and they get a lot of money.

So yea I let players pull things out of their asses.Why because guess what it is a game,and it is not about the GM stoping the runner, and it is not about the runner beating the GM. THe GM can by the rules always win cause no mater what the GM can put more power into the NPCs than the PC can ever have. SO I can punish the PC as a GM by holding them to logistical standards that aren't reasonable or I can play a game where the goal of it is to have fun. SO I don't use their understandablly minor mistakes as nail to pin them to crosses.

As for the what if the adept lost his knife?Well He is screwed on many,many more levels that will not get any better by stabbing people in the face.
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James McMurray
post Jul 5 2006, 10:11 PM
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Stabbing people in the face always makes things better. After all, the world is a rosier place when you've got a smile on your face. ;)
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ornot
post Jul 6 2006, 01:04 AM
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On many levels James, you scare me.

I tend toward a median. I don't get really anal about book keeping. I ask what major stuff, heavy stuff or illegal stuff the characters are bringing. I assume they have 6 or so clips of ammo (any more would get kinda heavy and my players mostly use pistols, nice and concealable at least compared to a panther cannon!) but if they want more they can tell me they're bringing it.

I don't sweat the small stuff and I let them have anything they might reasonably have. Say they need an organic solvent to clean a microchip so they can read it, the face might pull a bottle of acetone (nail polish remover) from her make-up kit. Or perhaps they're in a dark, dark place and they've broken/lost their torch, the deepweed smoking rastafarian shaman can pull out his trusty bic lighter.
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James McMurray
post Jul 6 2006, 01:57 AM
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I'll take that as a compliment. :)
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Cain
post Jul 6 2006, 02:12 AM
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I agree that adding detailed rules is largely unnecessary. If someone forgets something really egregious, you should let them have a limited amount of ret-conning, especially if it's a minor detail. For example, I always see players forget to buy clips for all the ammo they're purchasing. Given how cheap they are, I find that it's not worth the time to track clips and ammo, and I give them clips for free.

Another thing is to use the toolkit appraoch, where a given package will contain anything basic they would reasonably need. For example, someone with an Electronics B/R toolkit will have a set of wire clippers. This approach gives a very clear yes/no answer to the players, if the issue of specific items ever comes up.
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Brahm
post Jul 6 2006, 02:12 AM
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QUOTE (James McMurray)
Can you save up to buy something over the course of several time increments (months I assume)?

No. There is nothing to save up. This test does not actually produce cash for the character. It is an abstraction that includes inside it things like saving up, cash on hand, room left on a credit card, birthday money from Grandma, etc.
QUOTE
How do runners get paid?

The refreshing of their Resource is an abstraction that includes them getting paid. Although I'm thinking the way to go is turning down the refresh to 1 die per week and, to represent cash payments, having the members of the team get a refresh when they get "paid" by the J.
QUOTE
I thought of another question: how does it work if two people want to combine resources to buy something?

Teamwork rules already exist, page 59. I'm thinking that the penalty to Resources gained by the secondary characters is based on the results of the overall test by the primary character.

One thing I missed mentioning before. No more monthly Lifestyle payments. Although I'm seeing a bit of a problem with chargen Lifestyle purchase in that there really isn't much of a reason to take Street instead of Squatter. Admittedly even in the regular game, in the core rules so far anyway, I don't think there is enough differentiation between a lot of the Lifestyles. But still there are a lot of extra dice to be had. I don't like changing the costs of the Lifestyle, but setting it to 1BP for every level above Street seems to better reflect the +1 die bonus per level above Street.

P.S. The one thing about this system is I suspect that it will mute the tendancy of "loot anything that isn't nailed down, then get out the nail puller and loot the stuff that is nailed down too". They'll still take things that are useful to the team, and obviously whatever Mr. J and/or their fixer requests for them to grab. But not so much prying bathroom fittings off the wall to try make the rent. :P
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Brahm
post Jul 6 2006, 02:16 AM
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BTW, what about using an Attribute Test of Resource + Logic to see if the character has with them a gear item not listed on the character sheet? No Lifestyle bonus unless you are at home. -2 Die penalty to the pool if you are not in your vehicle. -4 Die penalty if you are onsite during the run (not in your vehicle). Threshold set by obscurity of the item.

EDIT I doubt this will keep players from putting obvious stuff on their inventory list. Oh, and it isn't retconning. It is just determining whether or not the item was there all along but the procurment didn't come up at the table. ;) As such you are only allowed 1 test per item, no retesting.
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James McMurray
post Jul 6 2006, 04:08 AM
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The problem with not being able to save up is that you've now left behind a realistic setup. A character who could not afford to get some shiny new cyberware would be able to save up for a few months and buy it, by eating lots of Ramen and ditching his high maintenance girlfriend. Unless I'm missing something in your system he'd have to do that by raising his entire financial status, leaving him more capable afterwards instead of less.

Perhaps instead of refreshing dice when they're paid by the J they gain dice. They could then save those extra dice for a single test, and buy something that's normally above their station.
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Brahm
post Jul 6 2006, 05:06 AM
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QUOTE
The problem with not being able to save up is that you've now left behind a realistic setup.


Perhaps you didn't understand the word? Or maybe you didn't notice I mentioned that "saving up" is in there? It isn't a lack of realistic, it is a lack of minutia in the rules for the model of the realistic. Which is something entirely different. In truth if anything the abstraction actually encompasses more supposed real things.

Now onto the dice mechanic problem with the bonus save-up. It can create a bloated dice pool leading to wacky situations. Because the money scale is a log if you add a bonus on top of a bonus on top of the normal pool it makes those bonuses more powerful in a non-linear way.

Besides if they want some really nice gear why aren't they stealing it like all the other criminals? :P
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Crusher Bob
post Jul 6 2006, 05:47 AM
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Well, note that some gear will have to be custom made for you, like your high grade cyberwear, so you'll just have to steal some other really expensive thing, and then trade it for your high grade cyberwear.
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Brahm
post Jul 6 2006, 01:26 PM
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QUOTE (Crusher Bob @ Jul 6 2006, 12:47 AM)
Well, note that some gear will have to be custom made for you, like your high grade cyberwear, so you'll just have to steal some other really expensive thing, and then trade it for your high grade cyberwear.

Payment for a job done is a good way to handle that. Incidentally that's what my main character negotiated for payment for the last job, Synaptic Boosters which are cultured. That's custom work.

People that know people can arrange such jobs. Fixers and street docs are great contacts to go through to arrange that. Either doing work for them, or Mr. J is a proper highgrade clinic. Anything that is F, and depending on your game situation anything R is like that. The really highgrade gear we tend to treat as at least a step up on the legality ladder anyway. Legal becomes Restricted, Restricted becomes Forbidden, Forbidden becomes "Forget about the Avail number".

Let the GM know your character will be looking for such so he can arrange such a run or fit it into an upcoming run.
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James McMurray
post Jul 6 2006, 01:32 PM
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The additive dice option could get big pools, but you can always add a cap to it. One problem I have is that refreshing dice for payment means that someone with an already high resources is effectively getting paid more for the run, because his .33% chance of a hit is worth more money than the other guy's .33% chance of a hit.

Have you had a chance to crunch any playtest numbers? I'd like to see them.
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Brahm
post Jul 6 2006, 01:49 PM
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QUOTE (James McMurray @ Jul 6 2006, 08:32 AM)
The additive dice option could get big pools, but you can always add a cap to it. One problem I have is that refreshing dice for payment means that someone with an already high resources is effectively getting paid more for the run, because his .33% chance of a hit is worth more money than the other guy's .33% chance of a hit.

Have you had a chance to crunch any playtest numbers? I'd like to see them.

Personally for simplicity sake I'd say use it or lose it. Even if the GM gave you that time there to roll what you had expected to buy. I suppose you could record the remaining refresh and subtract from it. But definately no "saving up", so it doesn't count as a bonus to the die roll.

A big part of this is the philosophy that this purchasing isn't the normal means of obtaining things, except perhaps for Luxury Lifestyle. It is for impulse buying incidentals along the way.

If you have a purchase that is a goal, that's what your GM is there for. Providing the path, obstacles and all, for your character to pursue their goals.
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James McMurray
post Jul 6 2006, 02:01 PM
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Ah, it's just now sinking in. I don't think I could get behind a system that was meant to gather resources but didn't work for buying things. I'm still curious to see the final product.
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James McMurray
post Jul 6 2006, 02:03 PM
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QUOTE (Cain)
I agree that adding detailed rules is largely unnecessary. If someone forgets something really egregious, you should let them have a limited amount of ret-conning, especially if it's a minor detail. For example, I always see players forget to buy clips for all the ammo they're purchasing. Given how cheap they are, I find that it's not worth the time to track clips and ammo, and I give them clips for free.

I like adding the rules to it because it makes borderline cases easy to moderate, no matter who is GMing that week. If it were a one GM setup die rolls probably wouldn't be necessary, although I do still like tying it to knowledge skills for flavor.

We don't charge for extra clips either. Bean counting has a place in our games, but sometimes too much is too much. :)
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Brahm
post Jul 6 2006, 02:38 PM
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QUOTE (James McMurray @ Jul 6 2006, 09:01 AM)
Ah, it's just now sinking in. I don't think I could get behind a system that was meant to gather resources but didn't work for buying things. I'm still curious to see the final product.

:? It is ment for buying things. It isn't, however, ment to replace character goals. Currently really good hooks are going to waste, and there are plenty of characters with the so-called goal of amassing lots of money. That there be some boring crap. :P What you seem to be aiming at is replacing one currency bean counting goal with a different looking currency bean counting goal.
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