Alternate ways of dealing with cyberware |
Alternate ways of dealing with cyberware |
Mar 15 2007, 01:10 AM
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#1
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Moving Target Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
Maybe I'm the only one that this bothers but personally I don't like the huge number of dice that you can end up with. I don't mind a handful but some of these dice pools get up to 20+ and that just seems rediculous. There has to be a better way.
I was thinking what if cyberware gave a smaller number of automatic successes or reduced thresholds or things like that. Your cyberware, or any machine for that matter, should be less variable then a shaky human part. Maybe if they gave a flat bonus instead of additional dice much of the time it would reduce the dice pool but still give that person the benefits of the ware they paid for. Maybe have a smaller range of bonuses but have them static. You still have to roll sucesses to get the effect to work or aim it. Ideas? |
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Mar 15 2007, 01:22 AM
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#2
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Well just remember that on average +3 Dice = +1 Auto Hit, plus I think that you might start seeing some strange results.
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Mar 15 2007, 01:25 AM
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#3
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Moving Target Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
Well I think that it is 4 dice but I know what you mean.
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Mar 15 2007, 01:54 AM
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#4
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Moving Target Group: Members Posts: 393 Joined: 20-June 06 Member No.: 8,754 |
Usually when a character is rolling over 20 dice for something, that's the ONLY thing they're good at. You have to sacrifice a lot of well roundedness to specialize that much.
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Mar 15 2007, 04:04 AM
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#5
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Moving Target Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
But if it is what they are specialized in then they will roll it often so it doesn't help
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Mar 15 2007, 05:30 AM
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#6
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Moving Target Group: Members Posts: 393 Joined: 20-June 06 Member No.: 8,754 |
They won't be rolling it often if they get into a variety of situations provided by the GM.
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Mar 15 2007, 12:58 PM
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#7
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Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Yeah, I agree with the last comment...hardly do any of my players get to roll their straight die pool...there is always something that is applying a penalty...if you GM is not getting that 20+ die pool down some, I'd say he is ignoring a good portion of the combat rules.
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Mar 15 2007, 02:58 PM
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#8
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Aye, according to RAW you can trade in 4 dice for 1 Hit, but I was refering to the actual odds themselves, which I think is 3 Dice = 1 Auto Hit since each Die has 1/3 chance of sucess.
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Mar 15 2007, 03:26 PM
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#9
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Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
Except the machine is USED by a shaky human part. |
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Mar 15 2007, 03:34 PM
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#10
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
I used to make that argument too. http://www.unseelie.org/cgi-bin/shadow.cgi You have an 80% chance to get a success on 4 dice. That's a reasonable number to work with. You have a 70% chance to get one or more successes on 3 dice. So odds are, you will, but it's less of a guarentee. |
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Mar 15 2007, 03:41 PM
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#11
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Hmm, I stand corrected.
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Mar 15 2007, 09:35 PM
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#12
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Moving Target Group: Members Posts: 144 Joined: 6-March 07 From: Seattle, UCAS Member No.: 11,168 |
I personally don't see a problem with the workings of cyberware. There are a million other places I'd look at first to reduce some dice pools. I guess its just a difference of opinions on that one...
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Mar 16 2007, 08:57 AM
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#13
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Moving Target Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
Okay what other way would you reduce dice pools besides penalties?
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Mar 16 2007, 09:27 AM
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#14
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
well, with max firearms skill and attribute, you can have a dice pool of 5 on a max-range shot in complete darkness with no cyberware or other enhancements at all. 5 dice means you've got a very good chance of getting at least one hit.
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Mar 16 2007, 01:14 PM
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#15
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Target Group: Members Posts: 80 Joined: 4-January 07 Member No.: 10,539 |
Though, if it is max range and complete darkness, how do you know what you're shooting at? How do you know where they are well enough to actually shoot at them, rather than randomly in their direction.
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Mar 16 2007, 08:43 PM
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#16
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Moving Target Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
Yes I have to agree with Leehouse. It isn't just about having a high enough dice pool to deal with just any amount of penalties. That is even less realistic.
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