My Assistant
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Sep 25 2007, 11:20 PM
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#26
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
Scopes on pistols are common for hunters.
See http://www.leupold.com/hunting-and-shootin...handgun-scopes/ |
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Sep 26 2007, 01:49 AM
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#27
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,228 Joined: 24-July 07 From: Canada Member No.: 12,350 |
Well someone using a Control Rig in full-VR are going to get both bonuses anyway. According to RAW, pg. 159 thresholds come up all the time. In SR3 the Control Rig reduced the TN by its rating, so reducing driving tests threshold by 2 seems more analogous in my mind. Conferring 2 "free hits" and reducing any driving test of up to Hard automatically down to Easy looks pretty powerful to me. |
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Sep 26 2007, 01:56 AM
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#28
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Moving Target ![]() ![]() Group: Members Posts: 141 Joined: 4-September 07 Member No.: 13,115 |
Agreed, I'd rather have a lower threshold then extra dice most of the time.
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Sep 26 2007, 03:08 AM
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#29
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
REAL hunters don't use pistols - they use knives!
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Sep 26 2007, 04:45 AM
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#30
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CosaNostra Deliverator ![]() ![]() Group: Dumpshocked Posts: 346 Joined: 29-January 05 From: Philadelphia, PA Member No.: 7,034 |
Here are a few of the house rules we use:
1. No matter how many IPs a character has, when they use AR, I only allow 1 matrix action per combat turn. That way, a hacker in VR is always faster than a samurai using AR. 2. I let characters with cyberlimbs do physical damage on unarmed attacks. 3. When using Perception to search for weapons, rather than apply Concealability modifiers, I just change the threshold, depending on the size of the item. 4. I usually don't make characters roll language skills. Instead, we have a table that says how proficient a character is, based on his skill level. 5. For called shots to vulnerable areas, I give +1 DV for every -2 to the dice pool. 6. For some Extended Tests (like availability tests and data searches), I limit the number of rolls the player can make. 7. For some Extended Tests (like matrix data searches and decryption), I'll lengthen the interval with every die roll attempt. For instance, first die roll has an interval of 1 combat turn. Second interval is 1 minute. Third is one hour. Fourth is a day. Fifth is a week. This way, if you can do something in one roll (like decrypt a file), it'll take just one combat turn. However, if you need four rolls, it'll take 1 day 1 hour 1 min and 3 seconds of in game time to decrypt the file. 8. I've doubled the thresholds needed for the spell Improved Reflexes (2 hits per extra IP as opposed to 1 hit per extra IP). That means to get 3 extra IPs, the spell caster has to roll 6 hits which means the caster has to cast it at force 6. I'm sure there are more but that's all I can think of right off the top of my head. |
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Sep 26 2007, 05:23 AM
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#31
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Moving Target ![]() ![]() Group: Members Posts: 718 Joined: 10-September 05 From: Montevideo, in the elusive shadows of Latin America Member No.: 7,727 |
hey fellows! I am back again, probably working too much this week but willing to contribute with my beloved "Suerte o Muerte" downtime table. Actually, half of it, because now I can't seem to find the file which has the complete thing. Maybe tomorrow after I have had some decent sleep I will be able to think proper.
Before I go on: Two things; First, any of my players beware, this may spoil some fun, read at your own risk and don't trust your eyes. Secondly, these are supposed to provide some guidelines and ideas to add "colour" to runs, they might seem crunchy but actually even I never use them as they are posted here. I also change the table every once in a while so I do not get bored. (hence the currently missing file) Results are here to help character development, maybe focusing on aspect of the runners lives that not so often come up in play. Also to portray a more dynamic, "realistic" gameworld. Basically I roll for characters at the end of a run, once every three or four runs and use the first ten-twenty minutes the next session before the new run to get them up to speed. I roll 2d6 + (unspent) edge to find out what Fortune has in stock for each character... I do not stick much with the mechanics, sometimes I put numbers in a hat and take one or whatever. Usually results 2-7 are negative events, 8-9 are non events and 9+ are positive ones. I do change the odds every once in a while and also have a stock of more events to replace "used" ones. Now I have only the first half. [ Spoiler ] And that is all for today! I am sorry I didn't find the complete file, I am afraid I might have erased it by saving the partial one I found on top of the other. Well, maybe it's time for us to add more things and rebuild. I hope you like my ideas, please notice that these are intended just as additions to bring light to some games and take the backseat to actual running. Cheers!! Max |
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Sep 26 2007, 05:43 AM
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#32
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Target ![]() Group: Members Posts: 52 Joined: 12-June 07 Member No.: 11,895 |
It's not about any 'class' thinking. It's that if you take a 14 year old kid, with a Cracking of 1, (That's beginner. "Has done this a few times. Can handle some easy tasks, some of the time.") and give him the rating 6 OS and comlink, and pit him against Dodger and his Cracking of 6 (Elite. "The 'best of the rest.'"), but give Dodger a Rating 1 OS/comlink, the kid will beat the crap out of him all day long: Dodger will never get more than 2 success, while the kid can buy 3 successes every time. The skill of the hacker should count for more than the programs that he's running. Needless to say, we've been trying this one out. It's worked well so far. I like the idea of cover adding to the defender's dice pool. Sterling, take note. :> |
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Sep 26 2007, 05:51 AM
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#33
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Moving Target ![]() ![]() Group: Members Posts: 718 Joined: 10-September 05 From: Montevideo, in the elusive shadows of Latin America Member No.: 7,727 |
I use the same cover rule. Really liked the IP/movement factor of four up above, maybe I'll try it.
Cheers, Max, still not sleeping |
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Sep 26 2007, 05:54 AM
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#34
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
In nearly 2 years of Shadowrun play I actually haven't seen an issue with RAW outside of the low canon Avail on the hacker programs and maybe the prices for the rating 4+ hacker programs. Even those are mostly workable, you just don't see as much advancement room unless your players realize it's a short-sighted bad idea go nuts buying programs and voluntarily curb their participation in the program rating arms race. All these house rules with this limiting this and that and so on seem much ado and fiddling about nothing. The rules work fine. For those that have their metaphorical undies in a knot about game balance and pushing use of Logic, hackers tend to get lots of mileage out of a solid Logic Attribute. Even outside of the hacker skills in Logic+skill senarios. GMs/players, you do call for/use Knowledge tests. Right? Woe is the hacker with a crappy Logic score. |
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Sep 26 2007, 01:02 PM
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#35
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 2-July 07 Member No.: 12,125 |
Badass, MaxHunter.
I like it. /yoink ;) - der menkey Certainly there is no hunting like the hunting of man and those who have hunted armed men long enough and liked it, never really care for anything else thereafter. ~Ernest Hemingway |
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Sep 26 2007, 02:51 PM
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#36
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Very nice. It's a decent idea all around. Thanks. :) |
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Sep 26 2007, 02:53 PM
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#37
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Max, that's really nifty. Consider it yoinked. :)
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Sep 26 2007, 03:36 PM
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#38
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 |
Contacts cost loyalty TIMES rating in my game, but you get charisma + ettiqutte free BP for buying them. I also have enemies, which have a negative loyalty rating, and thusly give points back. In my game, BP and Karma are interchangeable, and so things cost the same at character creation and in game.
Trolls don't have awesome movement. They have the same movement as dwarves. Their legs are proportionally short and they aren't built for running. Troll movement rates have seen a creep with editions, and I prefer the old school numbers. Languages never require a skill check. You are either passable (rating 1) which means you can communicate concepts but not well, giving a -2 penalty to checks involving communication. Next is conversational (rating 2) which has no penalty. For every rating point above 2, you are fluent in a specific dialect of the language, able to pass for a native speaker. This can eliminate penalties when talking to xenophobes, or aid in disguise. Technomancers don't have a built in radio. They have a biological skinlink, that works with any device they touch, even if the device is not skinlink-enabled. They can use the signal rating of any device they are touching, routing their persona through it. I just like the feel of it better. I have general guidelines for signal repeating, actually: and for connecting with the cell network to use it's rebroadcast capability. Repeating a signal counts as one program running on that node. Response is limited to the lowest rating in the chain. The cell network can be accessed by any device with a signal of 1 or greater, and can rebroadcast your signal indefinately with no slowdown, but someone can locate your signal on the cell networks node, possibly tapping it. It's less secure than direct linkage. A lot of people participate in a "frequency-share" program, where they dedicate a certain amount of their commlink's processing power to rebroadcasting other people's signals, kind of a bittorrent approach to access. It's more secure than the cell network but much less reliable, something like your response rating is limited to the result of an edge check. |
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Sep 26 2007, 04:32 PM
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#39
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Yeah, that was basically the idea. For those times when you need a program's rating I've toyed with using System and/or Response. Currently in my game I'm using System, which under the current incarnation of my house rule, is not being completely devoured by the Response rating. As for playtesting feedback, so far it's been working really well in my game. I have a large group that includes one full-time hacker, two people who hack occasionally, a couple people you'd consider the "average" computer user, and one neo-luddite. The full-time hacker loves it. He still has to juggle program load and doesn't feel as though he's lost any of the depth of hacking. The occasional hackers like it because they don't have to reference the book to figure out what program they need to do the occasional task. The average users like it because if you have a high logic you can actually do simple tasks without running to the hacker every time you need a trivial data search in a non-stressful situation, and without knowing what programs you need, what to load, what to roll, etc. We can just assume they have the right program, assume they take the time to load it into memory ('cause if it were urgent the hacker would be doing it), and roll Logic+Skill, defaulting if necessary. The neo-luddite just throws knives at people. ;) The overall effect I've observed is that just about everyone is a competent computer user, but it's the hacker's logic and skill that make him great, not his programs, and everyone finds the matrix a lot quicker and more accessible. I have an untested system for technomancers that sort of brings them in line with my hacker rules. It seems to make technomancers a bit overpowered later in the game (relative to hackers), but that's not necessarily a bad thing, considering that they're one-trick ponies anyway. Although, I have a feelling that all the new essence-costing hacker 'ware in Augmentation has rebalanced the two nicely, even in the context of my house-rules. Oh hell, since somebody else brought it up anyway here they are, one more time (forgive me, it's a work in progress): [ Spoiler ] |
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Sep 26 2007, 07:27 PM
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#40
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Mystery Archaeologist ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,906 Joined: 19-September 05 From: The apple tree Member No.: 7,760 |
I tend to do something like the the multiples of 4 movement but have dropped the numbers rather than raising them as the rate as per the BBB make it worryingly easy for a character to hit olympic running speeds. I also always spread movement over four passes.
I have changed Karma costs a bit... Skills New Rating*1.5 Skill Groups New*3 Knowledge Skills New Attributes New*3 Complex Forms 5 karma (rating equals resonance and cost 3 in char gen) I'm toying with limiting Program rating with logic Wired Reflexes cost 1.5 ess and 15000nuyen/level Adept initiative boosts cost 1.5/level Adept attribute increase cost 0.5 Free Contacts equal to Cha*3 |
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Sep 26 2007, 08:59 PM
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#41
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Moving Target ![]() ![]() Group: Members Posts: 179 Joined: 8-June 05 From: Montréal, République du Québec Member No.: 7,433 |
Thanks MaxHunter! Going to tweak it towards my needs/mood. Now get some fraggin' sleep, while ya? ;)
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Sep 26 2007, 11:04 PM
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#42
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Yeah, I like the feel of that take too. Not that it makes a huge difference in the mechanics of play most of the time because of the relatively large number items around. But it is a nice mellowing of the rather jarring "my body is a radio station" concept and IMO gives a vivid, very tactile twist to the ability that is easy to mime at the table. Plus it's got sort of a Fonzarelli vibe going, and that can't be bad. 8) Nice. |
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Sep 27 2007, 04:07 AM
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#43
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Man Behind the Curtain ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 14,868 Joined: 2-July 89 From: End of the Yellow-Brick Road Member No.: 3 |
I love the idea of the movement rates by pass....
How about the order of the passes though...? Like 4,1,3,2.. That makes shakes it up a little and spreads it out? Doesn't quite give us sr2/sr3 actions every 10 counts, but it spreads the extra passes out a little better.... |
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Sep 27 2007, 06:39 AM
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#44
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
I do 4,2,3,1 myself, Redjack. It has worked well so far, except that normals are even more boned without at least one extra pass. I now let people go full defense unless surprised even if they haven't gone yet and it's the first initiative pass.
Chris |
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Sep 27 2007, 01:47 PM
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#45
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Technomancer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
@DTFarstar:
Actually, characters can declare full defense as an interrupt action at any time. See the bottom of the first column on page 151 of SR4 for more information. |
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Sep 27 2007, 02:58 PM
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#46
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...Jaid, Moon-Hawk & Blakkie. For now we are going to stay with the Skill + Attribute capped by Programme. This is a trial to see how well it works (or doesn't) in various circumstances. Our take on the RAW regarding hacking is that it is the only skill test that does not use the standard mechanic. If the game was intended to be streamlined, all skill tests should be the same (Skill + Attribute +/- modifiers).
Another variant we tried was using programme rating similar to how a medikit works with First Aid but that made for totally outrageous DPs. |
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Sep 27 2007, 03:38 PM
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#47
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
That is the thing, RAW does use the standard A + B +/-modifiers where A and B are the two most pertanent core sources. Although A and B not being Skill and Attribute is a little unusual there are other cases of this with Attribute and Attribute. It's these house rules of adding caps and other stuff that is really deviating (although the way you are doing it is sort of like spellcasting). It just seems to be extra futzing around something that already is scaled to their opponents ingame and works fine. EDIT: But if it works for you. *shrug* So be it.
Yeah. I'm not crazy about First Aid being oddball. Especially with the way that capping works. But it seems to mostly work because that isn't versus anything and good healing leads to good game pacing and keeping people involved. Plus there are a lot of negative modifiers that apply to healing when you are out in the field and there is often a lot of Threshhold room for healing. That isn't the case with hacking because those are largely vs. the machine or Technos. |
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Sep 27 2007, 04:08 PM
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#48
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
Huh, thanks Dashifen. When I was typing that it felt slightly wrong. Oh well, at least I was doing it correctly if for the wrong reasons. I guess it was just a memory carry over from DnD. That damn game sublet a huge portion of my cerebral cortex with all of it's damn rules.
Chris |
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Sep 27 2007, 04:18 PM
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#49
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
That portion: it's called a tumor. |
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Sep 27 2007, 04:19 PM
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#50
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,228 Joined: 24-July 07 From: Canada Member No.: 12,350 |
I don't make my characters roll Language Skill checks, but I do enforce this rule:
Kinda puts a clamp on those super "pornomancer" adepts... |
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Lo-Fi Version | Time is now: 12th April 2022 - 04:45 AM |
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