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#26
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Moving Target ![]() ![]() Group: Members Posts: 114 Joined: 2-July 07 Member No.: 12,127 ![]() |
Yeah, but the guy who decides to branch out usually gets gimped cause he can't compete with the specialists.
A guy with a rating 1 in anything is way more of a liability than a guy who didn't take the skill at all, because the rating 1 runner is more likely to try, then fail. |
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#27
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
There's gimped and then there's gimped.
Comparing 6 dice to 1 die, yes - the specialist wins as well she should. 6 dice to 3 or 4 dice? Still enough to be useful without threatening the specialist. And if the specialist is otherwise unavailable, those 3 or 4 dice can be amazingly useful. -Siege |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 829 Joined: 26-February 02 Member No.: 770 ![]() |
What temporary effect of stim patches? In SR4 they only allow you to ignore stun penalties, they don't temporarily heal stun like they did in SR3 and earlier. |
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#29
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 ![]() |
Make sure to apply visual modifiers to targetted spells. I'm assuming the mage in question(magic 6 you said) does not in fact have cyber eyes? If not toss in some smoke and all kinds of stuff like that that is dirt cheap that smart sec forces should have for normal firefights anyway and reduce his pool. The problem you seem to be having is that the player built a straight up true blue combat mage. What you don't realize is that you would have a very similar problem if someone built a throw adept that could chunk 4 grenades an IP with 9-14 dice per throw. Someone who can reliably deal a massive amount of AOE damage rapidly finishes off a fight. So, visual modifiers to reduce his pool a bit, and some decent counterspelling or warding and you should be much closer to set.
Chris |
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#30
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Moving Target ![]() ![]() Group: Members Posts: 114 Joined: 2-July 07 Member No.: 12,127 ![]() |
3 to 4 dice is well trained to me, and my small group of 4 is actually pretty good about spreading out their skills to 3/4 in a lot of things. But even so, there can only be so much cross training before skills get too much BP.
And to DTFarstar, my problem with that is that it takes the mage out of combat entirely. I don't want the mage to be gimped in combat, just be more in line with what the rest of the team can do. |
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#31
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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 ![]() |
...ack, I'm thinking old school again (recently finished running a 3rd ed campaign). :grinbig: |
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#32
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
As for someone willing to take a chance with 1 die - sometimes you just have to take a shot. "Hey guys, I slept through a class on how to disarm a bomb, but Crazy Harry, the Mad Bomber who Bombs at Midnight is dead, we're trapped in a vault and unless anyone else has any bright ideas, the timer is ten seconds away from zero. You want I should toss my 1 die of demolitions and maybe get us blown up ten seconds sooner than we would have otherwise?" Now, if the character elbowed Crazy Harry out of the way in his eagerness to reach the bomb first, his 1 die of demolitions held in a trembling hand, it is the responsibility of the Weapons Specialist to kill him without hitting the bomb so Crazy Harry can carry on. :grinbig: -Siege |
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#33
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 06 From: San Francisco Member No.: 8,275 ![]() |
It sounds like your Mage's spells don't do anything in one pass that two skillfully places grenades doesn't do, so similar tactics are good for defense. Cover, of course, doesn't apply because spells go through barriers. So having defensive positions that are spaced well apart and allow for popout shots is a good tactic. For defending a building, it would be best to have guards with pistols at least 20m apart- and from positions that can be fired from then retreated behind. Then the mage must both spot the target (perception test) and can only hit one at a time. High force spells leave an aura for much longer, too. You could start rolling perception tests for the authorities to home in on the Mage's fake SIN(s) or real hideout, depending on how available the aura is for a forensic mage to examine. |
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#34
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 06 From: San Francisco Member No.: 8,275 ![]() |
And GTMF is a very valid and necessary tactic. What sec team wouldn't start blasting on the mage and/or dude with the grenades, rockets or missles?
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#35
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Moving Target ![]() ![]() Group: Members Posts: 114 Joined: 2-July 07 Member No.: 12,127 ![]() |
Well obviously it's necessary since mages have so much raw power at their disposal. I'm actually frightened for when my mage finally gets improved masking and slips under the radar in combat.
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#36
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 ![]() |
I always envisioned that standard security were just there as 'canaries in the coal mine' when one (or more) drops, that's when everybody else gets alerted and starts to act.
[ Spoiler ] When a real response team shows up, they'll have usable countermeasures against magic. Always using partial (-2DP) or full cover (-4DP) (behind portable sheilds if necessary). Judicious use of thermal smoke (-4), flash bangs (-1), etc all detract from dice pools and help even the score. Not to mention that many office buildings will have a mild background count (-1). [ Spoiler ]
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#37
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Moving Target ![]() ![]() Group: Members Posts: 114 Joined: 2-July 07 Member No.: 12,127 ![]() |
Thanks apathy, you gave me some great ideas for a run.
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#38
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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 ![]() |
A few quotes ...
Note the presence of the Electric Shock Specialization. Electricity causes Stun damage in SR4.
Can't get much clearer than that. ;) |
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#39
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
Geek the mage is fine, but too many GMs are quick to metagame with it. If the Mage happens to be an ork in an armored jacket sustaining a few spells and is just sitting behind cover firing off potshots with his predator like the rest of the group, "Geek the mage!" shouldn't really come into it because unless there's a Sec Mage there to spot him, how in the hell do they know he's the mage to begin with?
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#40
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Target ![]() Group: Members Posts: 56 Joined: 19-July 07 Member No.: 12,304 ![]() |
Unless the mage has some odd Centering or Geas requirement, or a Shamanic mask, I don't see how you're going to know who the mage is short of assensing the entire team, anyway. And lets face it, if the opposing sec Mage is going to spend his first combat round Astrally Perceiving and Assensing, he's not likely to survive to the second.
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#41
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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 ![]() |
Actually, going by the rules, it isn't all that difficult to spot spellcasting, even for a mundane, despite what the fluff implies.
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#42
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 06 From: San Francisco Member No.: 8,275 ![]() |
We're talking about a Mage blasting off Stunball on every pass, here, which is supposedly fairly obvious because people are going down without bulletholes and the Mage isn't shooting but is doing something.
Even so, a properly prepared team might be able to hide their Stunball-blasting Mage, and then you might just have to accept that the team has prepared too well for the run you've prepared. |
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#43
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 ![]() |
The rule is something to the effect of "+2 to spot a spell caster casting a spell" versus the roleplaying aspects.
-Siege |
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#44
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 ![]() |
I've always thought of it as a game about breaking LOS, it highly rewards indirect fire weapons, stealth and cover - maybe your security guards need to go for CS grenades and thermal smoke before the pistols - CS is an opaque gas and will probably also disrupt los giving negative casting modifiers.
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#45
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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 ![]() |
The first paragraph makes is seem more difficult of a task than what the actual rules in the second paragraph dictate. |
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#46
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Moving Target ![]() ![]() Group: Members Posts: 114 Joined: 2-July 07 Member No.: 12,127 ![]() |
I've always been afraid of super heavy resistance regarding surprise attacks.
The one time I optimize a sniper to be a big baddie, he nearly wipes the entire team before they can find his position. (Before anybody asks, the team knew something was up at the meet and had drones surveying the area as well as a spirit searching, just plain bad rolls on their part) |
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#47
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 ![]() |
Mages roll right over mundies; thats a hard thing to avoid. Its pretty much how the system was designed, if a site doesn't have a sec mage on duty its pretty much ice cream for (awakened) freaks. Your basic security guard isn't going to fare well against any runner, but its probably most noticeable against mages (and trolls with Panther Cannons).
So, the logical conclusion is sites that need to be defended will have magical security. If they can't afford it (because magic is rare, expensive and sometimes just plain hard to come by), then they'll adopt tactics that minimize their magical vulnerability. If a bunch of schmoes attempt to swarm the pc's, whether its a Stunball or grenades or full-auto bursts, things are not going to go well for them. Given that magic, cyberware, and ten foot tall trolls are possibilities in SR, I would think that your average, everyday security guard is going to take that as his cue not to think he's Rambo. Schmoe-level security isn't there to take pc's on in head to head fights, they're there to rattle doorknobs, spot intruders, sound the alarm and then delay and inconvenience the runners until the High Threat Response Teams (whether they be from the parent corp or Lone Star) show up to deal with them. Lock it down, get the non-combatants to safety, and make sure the high karma backup is on the way. Schmoes should be taking full-cover and holding their actions to unload a tsunami of gunfire on the first pc that comes their way, not aggressively rooting out the intruders. |
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#48
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
Its simple, really, remind your players that sneaking, matrix hijinx, and blowing stuff up are not isolated from each other. Everything happens at once. The opposition are doing everything at once. They no not just line up and die. Every security camera and door is connected to the matrix. They figure out where you are and they lock you down so you can't escape. Matrix overwatch must be constant to prevent the security from prevailing simply due to their control of the terrain. On the issue of stealth, it is the most powerful option in the game, but it isn't perfect. There are some things which don't need to make perception checks to spot you (pressure plates, motion sensors), and when you run into one of them you'll damn well need to be sure that the guards are as far away from you as is possible (which is where the heavy hitters may come in) and that your guys have control of the matrix-connected security systems. The heavy weapons guys are important for the get away, because they have to kill quick. Remember, if a fight with the police drags out for too long, one of two things will happen. A) They'll will run out of police or B) The fight will escalate to the point where you can't possibly win. Unless you're Shadowrunning in Mayberry, the latter is significantly more likely than the former. Once the shooting starts, they have only so much time to get out before they're so overwhelmed that they can't possibly survive. This is the mistake that the North Hollywood guys made, they took too long. This means that it has to be coordinated so that the matrix guy, the stealth guy, and the shooting guys are all doing different things at the exact same time in order to ensure that they don't get trapped. The mage, depending on his spell list, can fulfill multiple roles, of which combat is the least important. |
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#49
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 ![]() |
What I was trying to say and failed earlier is that mages are above everything else - VERSATILE so if this Magic 6 guy built his character right he has 11 other spells he can cast. If you let him wail and destroy some security then have the others use intelligent mage tactics and kill his Stunball dice pool he should have the ability to do other things, if he just continually tries to stunball and fail... don't feel bad. Suggest other alternatives, use enemy mages to SHOW him other alternatives. There are alot of spells out there and if all he has is self boost and combat spells... well 5 karma and a little time will remedy that.
Above any other skill that could potentially be useful to a shadowrunner innovation is the most important. The ability to flow with pressure and come up with new tactics instead of just blowing through all the opposition is what Shadowrun is all about because you know who has more guns, mages, and badass tech than you? Every corp and government in the damn game. Chris |
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#50
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Moving Target ![]() ![]() Group: Members Posts: 114 Joined: 2-July 07 Member No.: 12,127 ![]() |
Well, my main problem is that anything that foils specifically high force stunball foils almost everything else he can do short of calling up a spirit in reserve.
Either that or they run away and it's back to the one thing at a time gaming which is rather boring unless you introduce some weird contrived situation. THE GUY'S A LIVING MANA WARD, SO YOU BETTER USE IMPROVED INVISIBILITY TO GET THE TEAM AWAY. OH HEY SAMMIES, TRY TO TAKE HIM OUT WHILE I FORCE THE MAGE TO PLAY SUPPORT. |
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