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> 4E House Rules, What works for you?
kzt
post Sep 25 2007, 11:20 PM
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Scopes on pistols are common for hunters.

See http://www.leupold.com/hunting-and-shootin...handgun-scopes/
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Malachi
post Sep 26 2007, 01:49 AM
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QUOTE (Jaid)
problem being, how often are thresholds going to come up compared to how often +2 dice is useful?

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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Hartbaine
post Sep 26 2007, 01:56 AM
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Agreed, I'd rather have a lower threshold then extra dice most of the time.
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Garrowolf
post Sep 26 2007, 03:08 AM
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REAL hunters don't use pistols - they use knives!
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jklst14
post Sep 26 2007, 04:45 AM
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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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MaxHunter
post Sep 26 2007, 05:23 AM
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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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CyberKender
post Sep 26 2007, 05:43 AM
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QUOTE (Malachi)
I recently implemented the Skill + Program capped by Logic rule for Matrix tests. It seems to be going over just fine.
ASIDE: I really don't see what the complaint about "script kiddies" and "making hackers useless" is all about. Yes, "non-hackers" can get hacking programs fairly cheaply/easily. However, even under RAW, they still need a fairly good Commlink and a decent Hacking, Computer, and Cybercombat skill to get anything reasonably done. My point is: if you have a "street sam" who has 1) An upgrade commlink 2) a full suite of hacking programs and 3) good skill ratings in computer/hacking skills... then are they really just a "street sam" anymore? Aren't they now a "hacker?" Stop thinking in a "class" mentality.

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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MaxHunter
post Sep 26 2007, 05:51 AM
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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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blakkie
post Sep 26 2007, 05:54 AM
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QUOTE
I recently implemented the Skill + Program capped by Logic rule for Matrix tests. It seems to be going over just fine.

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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noonesshowmonkey
post Sep 26 2007, 01:02 PM
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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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Fortune
post Sep 26 2007, 02:51 PM
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QUOTE (MaxHunter)
... my beloved "Suerte o Muerte" downtime table ...

Very nice. It's a decent idea all around. Thanks. :)
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eidolon
post Sep 26 2007, 02:53 PM
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Max, that's really nifty. Consider it yoinked. :)
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PlatonicPimp
post Sep 26 2007, 03:36 PM
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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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Moon-Hawk
post Sep 26 2007, 04:32 PM
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QUOTE (Jaid)
QUOTE (Kyoto Kid)
QUOTE (Buster @ Sep 24 2007, 09:08 PM)
I like this house rule for matrix tests too:
Matrix tests are Logic + Skill and there are no program ratings.  If the user does not have the correct program on their commlink, they take the standard -4 penalty for not having the right tools.

...the only issue I have with this is that some programme ratings are important such as Armor, Medic, ECM, & Biofeedback filter.


iirc, the rule was that if a rating was needed, you used the commlink's response (and you also multiplied the commlink's cost by the response rating, iirc). the theory was that everyone just buys all the programs at max rating anyways, so this was basically just to save on bookkeeping, while still charging a roughly similar amount for the gear or something like that. (note: the programs still existed, just the player was assumed to start with all of them).

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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Ophis
post Sep 26 2007, 07:27 PM
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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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Yoan
post Sep 26 2007, 08:59 PM
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Thanks MaxHunter! Going to tweak it towards my needs/mood. Now get some fraggin' sleep, while ya? ;)
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blakkie
post Sep 26 2007, 11:04 PM
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QUOTE (PlatonicPimp @ Sep 26 2007, 09:36 AM)
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.

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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Redjack
post Sep 27 2007, 04:07 AM
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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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DTFarstar
post Sep 27 2007, 06:39 AM
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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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Dashifen
post Sep 27 2007, 01:47 PM
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@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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Kyoto Kid
post Sep 27 2007, 02:58 PM
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...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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blakkie
post Sep 27 2007, 03:38 PM
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QUOTE (Kyoto Kid @ Sep 27 2007, 08:58 AM)
...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).

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.
QUOTE
Another variant we tried was using programme rating similar to how a medikit works with First Aid but that made for totally outrageous DPs.

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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DTFarstar
post Sep 27 2007, 04:08 PM
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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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Moon-Hawk
post Sep 27 2007, 04:18 PM
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QUOTE (DTFarstar)
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.

That portion: it's called a tumor.
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Malachi
post Sep 27 2007, 04:19 PM
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QUOTE (PlatonicPimp)
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.

I don't make my characters roll Language Skill checks, but I do enforce this rule:
QUOTE (SR4 @ pg. 130)

When a character attempts to influence someone using another
language, her persuasive ability is limited by her ability to
convey ideas and concepts in that language. To reflect this, whenever
a character uses a Charisma-linked Social skill to interact
with another character in a non-native tongue, the Social skill
dice used may not exceed the character’s Language skill rating
.


Kinda puts a clamp on those super "pornomancer" adepts...
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