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> Arsenal wishlist
Halloween Jack
post Jul 30 2007, 06:32 PM
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Out of all the stuff in Cannon Companion, the thing our group enjoyed most, and used the most, was the wide variety of special clothing/armor available. I hope that they offer us more flavour in armored/special clothing than "This is a bulletproof jacket, and this over here is a fancy bulletproof suit."
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GWCarver
post Jul 30 2007, 07:55 PM
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How about 2 weapon rules? I'd like to see melee combat a bit stronger and more detailed.
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Kyoto Kid
post Jul 30 2007, 08:19 PM
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QUOTE (Halloween Jack)
Out of all the stuff in Cannon Companion, the thing our group enjoyed most, and used the most, was the wide variety of special clothing/armor available. I hope that they offer us more flavour in armored/special clothing than "This is a bulletproof jacket, and this over here is a fancy bulletproof suit."

..hear hear.

While they did have foresight to include Actioneer business clothing and bike courier armour (forgot the name & don't have access to my PDFs right now) in the Core Rules, I agree, there were way too many cool armoured clothing options in CC

Violet wants her Victory Industrial Coveralls (w/hard hat) back.

KK remembers she had a Zoe Heritage Imperial Kimono hanging in a closet somewhere.

Da Brat misses her Sleeping Tiger gloves & Jacket.

...and what self respecting Scotsman wouldn't want the Zoe Heritage Highlander ensemble.
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Shrike30
post Jul 30 2007, 08:31 PM
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Some sort of "capacity" or other suggested limitation to the amount of resistance mods you can build into armor would be nice. :)
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Ancient History
post Jul 30 2007, 08:35 PM
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There is one. It's called the balance on your credstick.
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Shrike30
post Jul 30 2007, 10:43 PM
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Credstick balance is one thing. Houseruling a limit is another. Having some sort of idea dropped into the book is a third, and I think could be done with about 3 lines of space :P
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Wakshaani
post Jul 30 2007, 11:14 PM
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Yeah, I always wondered why they didn't *add* to Availability, like vision modifiers did for goggles/glass/etc.

Why *not* get Chemical/Fire/Electrical resistance (6) on every armor that you can afford it on?

I'd rather see them be Availability based, to keep it under control.
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Halloween Jack
post Jul 31 2007, 12:45 AM
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QUOTE (Kyoto Kid)

While they did have foresight to include Actioneer business clothing and bike courier armour (forgot the name & don't have access to my PDFs right now) in the Core Rules, I agree, there were way too many cool armoured clothing options in CC

Violet wants her Victory Industrial Coveralls (w/hard hat) back.

KK remembers she had a Zoe Heritage Imperial Kimono hanging in a closet somewhere.

Da Brat misses her Sleeping Tiger gloves & Jacket.

...and what self respecting Scotsman wouldn't want the Zoe Heritage Highlander ensemble.

Mine were fond of the Armante Dallas Line.
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Synner
post Jul 31 2007, 12:55 AM
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QUOTE (Rotbart van Dainig @ Jul 29 2007, 04:55 PM)
QUOTE (Synner)
Arsenal will contain guns, vehicles, drones, chemtech, explosives, drugs, hazardous environment gear and miscellaneous runner gear (and yes, some may even have implanted variants or modular limb plug-ins).

Emphasis mine.

Those items would be described as a standard gear entries and not as implants. Where appropriate the entry would include a sentence to the effect that such and such item "is also available as a modular limb plug in (see p.45, Augmentation)" or "is available as a cyberlimb accessory with a Capacity cost of X." Alternatively, we may just list the new gear that is available as modular plug-in or as cyberlimb accessories in a sidebar with appropriate Capacity costs.
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Shrike30
post Jul 31 2007, 02:32 AM
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QUOTE (Wakshaani)
I'd rather see them be Availability based, to keep it under control.

I could go for that, or some sort of "capacity" based on Ballistic + Impact, or maybe (0.5*Ballistic) + Impact. Regardless of how it's done, I'd like to stop seeing bulletproof vests that happen to ward off a massive range of effects :P
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Mordrid Soud
post Jul 31 2007, 04:21 AM
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I always liked the martial art rules. Hope they bring those back.
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Rotbart van Dain...
post Jul 31 2007, 09:17 AM
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If you just buy special stuff like spells, sure.
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Kerris
post Jul 31 2007, 05:51 PM
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QUOTE (Whipstitch)
I want details about vehicle storage capacity, detailed (or at least general) dimensions of vehicles/items, storage capacity, storage capacity, concealability ratings and finally, storage capacity, but not necessarily in that order.


Oh, and a pickup truck. And details of vehicle storage capacity.

QFT
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Zeitgeist
post Aug 1 2007, 01:44 PM
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I DEMAND more automatic shotguns. And under-barrel mounted shotguns. I've been using the info for the XM30 under-barrel, but I want an official one. Many, actually. Armor. Because my characters like to get as good as they give, and daggum it, If they're running around with a Pancor-frickin-Jackahammer, then they're gonna need it. Monomol shardblasters. INTERESTING weapons. The kind that make you go "oh, neeto!" Not to say that the current weapons aren't fun, and that the ones in CC were a sleep aid, but the kind of tech that's in Augmented has set the bar pretty high in what technology can do in 2070.

Tools. Oh god how I want tools. I'm tired of having to make up stats for a drill with diamond-tipped drill bits and a dremel attachment, laser cutters, and glass cutters! Tools and general gear is something that the game is in desperate need of.

Give the riggers their testicles back. Sweeping them into a corner wasn't cool. The fact that my combat hacker/action-hero has become a worthwhile rigger just because he bought a few drones and upped his Command program makes me feel kinda sad.

On that topic: more drones, more vehicles, more crap we can do with/stick on/to them. Yeah, we can use different names, but in the end a van is a van, and a flying bug is a flying bug.

More anthroform everything would be awesome. And biomimetic stuff. I mean, we DO have bioware, so biomimetic armor, smart suits, et cetera wouldn't be amiss.

Bring back the weapon-creation rules, in one form or another (and at least make it easy for us to create vehicles on our own). I actually didn't find them to bad, and I felt that, while it WAS overly complicated, it was worth it. And this is coming from someone who fled the room weeping when my friend showed me his copy of Rigger 3, and still gets nausea whenever he remembers the legality codes from 3rd Ed.

I'd love to see the signature weapon rule come back, and maybe something between signature weapons and specialty within a weapon group. Actually, just about all of the advanced rules in CC were on the mark. And yes, I second Martial Arts making a comeback.

Hard rules for a nanoforge. Because while I doubt my GM would ever let me get my hands on one, I still would like to see it.

I'd also like there to be roughly 80-90% less fluff than there was in Augmentation. It's not that I think that there's to much fluff in Aug, because I think it helped set the tone for 2070 and beyond quite nicely. It's just that there's way, WAY to much crap that we all want to allow for anything else. Cyberware and bioware were pretty well represented in the BBB, and it's not like we could all afford most of the good stuff. But I'm pretty sure that we've all used most of the crap BEFORE the Cyberware section, and after it. I mean, how many names can you give to a Predator? What's in a name? A Pred by other name would still do 4P...

Oh, and bring back the Americar. Just because I love saying the name. "The Americar!"
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stable_sort
post Aug 2 2007, 04:04 AM
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I'm going to vote against weapon/vehicle creation rules. As a GM, there's little more boring or tedious than auditing a player's ubergun/ubercar.

I'd rather stick with simpler weapon/vehicle modifications. As a suggestion, provide vehicle stat modification packages in a number of levels (low/medium/high) and qualities (inferior/typical/superior). Allow only one of these modification packages per vehicle, and make these the only stat modifiers.

I.e.
Improved Vehicle Armor
Low/Inferior: +1 Armor, -1 Handling, -30% top speed, -30% acceleration, 500 :nuyen:
Low/Typical: +1 Armor, -10% top speed, -10% acceleration, medium cost, 2000 :nuyen:
Low/Superior: +1 Armor, high cost, 5000 :nuyen:

Medium/Inferior: +1 Armor, -1 Handling, -50% top speed, -50% acceleration, 800 :nuyen:

Low quality mods represent shoddy work, like just slapping on some extra metal for armor. Typical quality represents typical shop work -- using higher quality armor material, improving the suspension, and juicing up the engine a little. Superior work represents the best of the best -- very good materials, better suspension, maybe a supercharger.

The developers/authors can certainly balance and playtest specific numbers better than I can, so take those as only a suggestion. The upside of this is that stat modifications (armor, handling, acceleration, and speed) are simple to select and double check. Additionally, nobody needs to note how modifications interact and there's no chance of anybody creating a Handling 15 supersonic motorcycle.

I'd leave roll cages, winches, turrets, smoke dispensers, etc... as a la carte options, since they're nowhere near as prone to abuse.

Also, a second vote for the Coveralls, I loved those!
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Kyoto Kid
post Aug 2 2007, 08:24 AM
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…I believe there does need to be some type of framework to allow GMs to expand on the standard vehicle list. Many of the vehicles that I developed in SRIII were just to offer a few more options and add more depth and variety to the setting. Possibly making these rules as a GM’s only option (similar to the section on building NPCs in the Core Rules). Basically all it needs to do is provide the basic parameters for vehicle design under the SR4 ruleset similar to the design tables in the appendix of Rigger 3.

The same could be applied to weapons.
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Lordmalachdrim
post Aug 2 2007, 11:24 AM
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One of the things from the Cannon Companion that my group got a lot of use out of (other then the tech toys), was the rules on martial arts. Were they a bit wonky...yes. But those rules did bring a little extra flavor to the game. Only two of my players in my large game started with martial arts but they quickly started teaching the others and loved facing off against others with training in them as well.
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MITJA3000+
post Aug 2 2007, 11:34 AM
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Yes, another vote for martial arts. I really didn't like the system in CC, the maneuvers just weren't practical. But some kind of rules is a must, there needs to be a difference between brawling and kung fu.
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Critias
post Aug 2 2007, 11:52 AM
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Manuevers were plenty practical -- three or four of them, at any rate. That was the real problem. It wasn't that they all sucked, it was that most of them sucked and a few were must-haves (and not every martial art had access to those golden few). It was also pretty stupid that martial arts didn't...stack, for lack of a better word.

In real life, people that cross train will, almost as a rule, kick the ass of someone who focuses solely on a single art. Most arts (not all, mind you, but the vast majority) are missing something. They don't focus on grappling much, they're lacking at ground fighting, they're weaker on punches, or whatever. So people train in (as a for instance) Kali to learn how to kill you with a knife, Western Boxing for the punches, and then Jujitsu for some ground game. There you go; a well rounded fighter.

In-game, though, he'd end up with a much shittier character sheet than someone that invested all the same karma or skill points into just one martial art. Kali 2, Edged Weapons 2, Brawling 2, and Aikido (or whatever "soft" art they used in CC) 2 does not a competent combatant make (especially given the opposed rolls nature of the system).

It would have been much better to give a core "Unarmed Combat" skill, and then say a martial art costs 2 karma (or something), but that learning a martial art then applied the appropriate advantages and disads to your Unarmed Combat skill, and opened the door to purchasing appropriate manuvers. Something like that would be quite a bit more realistic, where "a little of this, a little of that, and a little experience" really does make you a very competent fighter.

I certainly don't want to see the CC martial arts come back, but I'd love to see some official clarification of how certain specializations (like "martial arts") are supposed to work.
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adamu
post Aug 2 2007, 01:25 PM
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I am sooooo glad that this thread has finally turned from three pages of CarTalk to a deep and whole-hearted desire for SR4 martial arts rules.

Please put me down as yet another in a string of pleas that martial arts rules be included in Arsenal. And a passle of other FoF-style combat options would also add tons of flavor to combat.

I also heartily agree with the last few posters that while the CC rules were great fun and much better than nothing - some of the maneuvers really didn't seem to have been playtested. Lots of them were actually disadvantageous to use in any circumstance.
And the stacking thing noted by Critias was also a key flaw.

I always suspected that the maneuvers sucked and stacking wasn't allowed as a sort of game balance thing - but what for? That's why it all costs precious Karma. If a character is willing to bear the opportunity cost and spend the points, why not let them get better at unarmed fighting? Isn't that one of the staples of the badass Shadowrunner mystique?
I'd happily pay more than the previous 2 points per maneuver if the maneuver was actually useful (though as Critias pointed out, some were, just not all or even most).
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Ophis
post Aug 2 2007, 07:13 PM
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I was kind of hoping that Martial arts were handled as an add to the unarmed skill (leave it generic please, higher rating means more styles mastered). I'd quiet like to see maneuvers available for more skills, like Using Pistols in Melee, or being good at quickdrawing. Place on how many you can get based on the skills rating and add that Rating 7 removes any limit and we're good to go. I'd of written this all myself but ideas for tricks were short...
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PlatonicPimp
post Aug 2 2007, 07:19 PM
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I love these suggestions for martial arts.

I humbly suggest that, though, that these additions, having everything to do with training and little to do with weapons, do not belong in Arsenal. I think the runner companion would be a great place for them.
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Ophis
post Aug 2 2007, 07:21 PM
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That would give me enough time to flesh them out a bit and submit them.
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Ancient History
post Aug 2 2007, 07:39 PM
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Real power players use their Math Fu to beat up their opponents. :P
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Moon-Hawk
post Aug 2 2007, 07:42 PM
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QUOTE (Ophis)
I was kind of hoping that Martial arts were handled as an add to the unarmed skill (leave it generic please, higher rating means more styles mastered). I'd quiet like to see maneuvers available for more skills, like Using Pistols in Melee, or being good at quickdrawing. Place on how many you can get based on the skills rating and add that Rating 7 removes any limit and we're good to go. I'd of written this all myself but ideas for tricks were short...

Of course, if all these extra maneuvers cost extra then you've just made unarmed combat the most expensive skill in the game.
If they come free with levels of unarmed/melee combat (and can perhaps purchase extra maneuvers w/ karma) however, then perhaps they could help shore up melee combat a bit, since most people agree that it's a bit underpowered. (whether or not they agree that melee being underpowered is realistic ;-) )
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