My Assistant
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Jan 22 2008, 03:46 PM
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#26
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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 |
....WR, good points & this also applies (if not more) to melee. This is why the Short One (#102) has her Fists (Killing Hands w/Elemental Strike), Survival knives, and her Katana. Not every fight will be out in the open or a big warehouse.
This is also why I feel why the Dodge skill is still useful, for if in tight quarters (such as a lift or crowded room with a lot of obstacles) Gymnastics ain't going to do you much good. |
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Jan 22 2008, 03:53 PM
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#27
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
KK, I'm guessing you are replying to me since I didn't find any posts by Wounded Ronin in this thread.
Man, one of us is going to have to change our name to stop the confusion. ;-) Back on topic...KK, you are dead on. To me, part of the fun in table-top RPGs is trying to gather enough intel to anticipate which tools will serve you best in any given situation. A rule system should give value to almost all choices, depending upon the circumstances, and one choice shouldn't be universally better than another. |
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Jan 22 2008, 04:01 PM
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#28
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
A simple solution to simulate the efficiency of a given weapon at different ranges how about a dicepool modifier?
The regular range modifier is (if i remember) 0/-1/-2/-3. Perhaps a modifier per weapon type should add or retract from this. A shoulder fired weapon like a regular sports rifle/sniper rifle should perhaps get a -1 at short range and a +1 to long range. The problem is also that "short" range of said weapons can be rather long range. Pistols for example are easier to wield in close confinements and should perhaps gain a +1 at short and a -1 at long range. SMG's could have a binus at short/medium but more severe modifiers due to being innacurate at longer range. Perhaps something like this? Pistols: Short:+2 / Extreme: -2 SMG: Short:+1 / Extreme: -1 Assault Rifles: Short: -1 / Medium: +1 Rifles: Short: -2 / Extreme: +2 Shotguns: Short: +2 / Extreme: -2 Situational modifiers Attacker fighting in cramped quarters: -1 Attacker using cumbersome weapon: -1 For example, a phanter cannon is large, loud, long and weights a ton (not literally) and weilding it might not be so easy. Using the phanter cannon inside a cramped area (albeit giving cover) will make it troublesome moving about and aiming the weapon. The above modifiers would then add to the regular range modifiers so a pistol shooting at extreme range would have a -4 instead of 3 and a bonus of +1D6 at short range. This would most likely make people choose a weapon that suits the situation instead of lugging around the heaviest weapon they can find, and make smaller weapons a bit more favourable over heavy guns. |
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Jan 22 2008, 04:14 PM
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#29
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
I'd argue that this is not true at all. SR greatly increases the lethality of pistols and greatly reduces the lethality of rifles and shotguns. People routinely survive being hit multiple times by pistol bullets. To quote an instructor "Pistols are a poor excuse for a weapon, but they are extremely convenient." Even small caliber rifles are extremely lethal in the hands of a mediocre shot. For example, the "DC Sniper" terror attacks shot 14 people with a single .223 rifle round to center of mass. 10 died. Not only that, but pistols are just as good as rifles in penetrating armor in SR. |
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Jan 22 2008, 04:47 PM
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#30
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
D'oh, good catch, KZT. I've been playing with house rules for SR damage codes since 2nd Ed, so I often times forget how whacked the canon damage codes are. I suppose it's true that SR rules don't even represent high-powered rifles very well. Ah well, that's why there are house rules. |
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Jan 22 2008, 05:20 PM
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#31
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
My experience indicates that giving situational modifiers for guns doesn't really modify what guns people take into battle simply because you'd have to penalize pretty heavily before branching out into more than one firearm skill and dragging a second gun around is worth the points. Skills are damned expensive and once you can shoot someone well enough to get the job done in most situations there's little reason to take on another skill since you're not really gaining anything that lets you serve an appreciably different function. On the bright side, once you lower the cost of knowing how to use multiple firearms, a lot of people end up bringing appropriate weapons to the table just on sheer principle. Most people want to do what makes the most sense, it's just that sometimes games seem to punish them for it.
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Jan 22 2008, 06:54 PM
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#32
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Take into account that a "proffessional" in SR4 has a skill rating of 3 in his chosen field. Shadowrunners might be exceptional but they do rank as pro's within their field and above (most of the time). This means that a pro would have a skill group or skill at rating 3-4. If you want to go into the field of the masters in the trade you go to 5+ in skill. A pro can have 6BP in a skill by going 1/3 being a pro with a specific kind of weaponry. Most non-gunbunnies might have this. Shadowrunners might have 3/5 or 4/6 and very VERY few have above this value, at least as starting characters. So with that said some skills and skill groups are rather cheap, one just have to remember what skill level might be reasonable for the kind of game one is playing. |
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Jan 22 2008, 07:42 PM
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#33
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
The whole skill table in the book is bad joke. You should buy one point of skill (so you are not defaulting) and buy up the attribute instead until you run out of points for attributes. Only then should you even think of buying more skills.
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Jan 22 2008, 08:00 PM
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#34
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
No offense, but I think the skill table is pretty irrelevant. The li'l fluff chart giving you an idea of what skills ratings are common doesn't mean crap because the RAW rarely supports it on a systemic level and most importantly for the purposes of this discussion, it doesn't address the fact that knowing multiple firearm skills is usually a ticket straight to redundancy. Thanks to the way burst fire modes operate automatics and heavy weapons like LMGs and Assault rifles offer far more damage potential than long arms at short ranges through narrow bursts and offer comparable accuracy at long range thanks to wide bursts up until 800 and 550 meters respectively, so sniper rifles really only come into their own at extreme ranges LMGs can't even attempt (and even then they've got competition from HMGs and Panther Cannons). So again, knowing the full group offers some mild advantages in some scenarios, but that doesn't change the fact that it really is rather expensive as well as redundant since each skill just kills people in a slightly different manner in lieu of real diversity. Again, the only real effect I've seen from lowering the cost of firearms and the close combat groups in my games is that I see people bringing a wider variety of (but still roughly equivalent) tools into play more often. Certainly there isn't any more dice or overpowered characters being brought into play; if anything the dice pools end up being smaller as Samurai have less incentive to just go ahead and scoop up 6 automatics. I'm personally fine with all the weapons performing similarly since shadowrun is a goofy setting that learned everything it knows about firearms from John Woo and Chuck Norris films, but in exchange I don't think players should have to keep paying points for knowing the same song in a slightly different arrangement, and lowering the costs seems to be the quickest way towards gaining the appearance of diversity, which frankly, is all I'm really interested in.
This post has been edited by Whipstitch: Jan 22 2008, 08:51 PM |
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Jan 23 2008, 08:17 AM
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#35
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
The optional rule capping max successes at Skill x 2 goes a long, long way towards discouraging that kind of thing. |
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Jan 23 2008, 04:57 PM
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#36
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Alternatively you can just ignore the stupid table that indicates that trained professionals with three skill can only buy a single success. I really don't understand why people hold the table so sancrosanct. How useful a dicepool of six is varies pretty widely from task to task in the shadowrun world. Equipment modifiers and varying thresholds and the like can go a fair bit towards equalizing things at certain ranges but in exchange they often trivialize easier tasks. At the end of the day you're a lot better off trying to figure out how many dice PCs and NPCs need to be to consistently perform the tasks you plan on them doing rather than consulting the silly table.
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Jan 23 2008, 07:20 PM
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#37
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 |
I think this is pretty true, except that: You don't always get to plan what you bring. Typically, game-theory-wise the specialist is better off than the generalist because the former has more dice with fewer stuff. If you always have the stuff you're specialized in, being a specialist is always better. The only benefit the generalist has is if, some of the time, the characters are forced to make due with whatever they can find. By way of example, if you're a maxed-out sammie with Automatics 8 and Blades 8, and you're trying to escape after being captured with nothing but a Colt America L36 and a baseball bat you took off a guard, you're an Agility -1 sammie. But if you were the B-String Sammie with the Firearms 4 and the Close-Combat 4, in this case you'd be showing Maxie up. Granted, being a Generalist generally isn't worth it. It really depends on how much you plan to not have the stuff you plan to always have. (And if I was just going to take one Close Combat skill, it'd be Unarmed, since if they take away what I need for Unarmed, they're pretty much taking away what I need to use Blades and Clubs.) When I made my first sammie, I took Firearms 4 and Close Combat 3 because, well, it was my first character and you make a lot of rookie mistakes with a first character. But one of the things I enjoyed was the character's versatility, the ability to pick the best weapon for the job, to pick up anything as the job wore on, and at the end toss the gear and know I'd be just as good with anything else I picked up. |
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Jan 24 2008, 06:12 AM
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#38
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Yeah, I agree with the gist of what you're saying in theory, but the darn 10 bps is just too much of a sticking point for me. I think it's rather notable that there's a few other skill groups out there that contain 4 skills yet Firearms only contains 3. For example, at least with the Stealth group you get some demonstrably different skills; you get to sneak around, pick pocket, palm hold outs, shake pursuers and even impersonate body language, so each skill can broaden your role in appreciable ways; you can't just grab impersonation and say "Well, it's just as good as Palming 3/4s of the time". Compare that to Firearms, which only covers three skills that fill roughly the same role and doesn't even really offer comprehensive mastery of all things boomstick, and I think it's fairly reasonable to throw the guy in my group playing an armorer/weapon specialist PC who lovingly packs his own shells (he thinks caseless lacks "soul") a bone.
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Jan 24 2008, 08:52 AM
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#39
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
A quick fix might be adding the heavy weapons skill to the firearms group, since you need heavy weapons to use machine guns, grenade launchers, and similar small arms.
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Jan 24 2008, 10:35 AM
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#40
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,328 Joined: 28-November 05 From: Zuerich Member No.: 8,014 |
During military service, we rarely shot our assault rifles at full auto. We trained in aimed semi-automatic fire mostly, some rapid aimed semi-automatic fire, double-taps and the three-round-burst mode. Firing the HMG (M2 .50 BMG) was done in short bursts, our sarge went ballistic when one fired a quarter to half of one belt (105 rounds in one belt I think) in one burst once.
Granted, I was in mechanised artillery, not infantry. |
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Jan 24 2008, 11:04 AM
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#41
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Moving Target ![]() ![]() Group: Members Posts: 992 Joined: 2-August 06 Member No.: 9,006 |
Um..Boomstick? As in Shotguns? I thought those were covered under Longarms and Pistols(for the Roomsweeper)? I think that, given the generalization: Pistols is light,heavy pistols, machine pistols firing in SA, long arms is hunting rifles, sniper rifles,shotguns, and assault rifles firing in SA and automatics is machine pistols, SMGs, and assault rifles firing in full automatic(I think BF is whichever is better?) To me, 10 BP for the group seems about right, as it is alot of different skills, really. |
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Jan 24 2008, 11:08 AM
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#42
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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 |
Whipstitch is using the term 'all things boomstick' as a metaphor for 'every conceivable firearms-related thing'. ;) |
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Jan 24 2008, 11:43 AM
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#43
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Moving Target ![]() ![]() Group: Members Posts: 992 Joined: 2-August 06 Member No.: 9,006 |
Bah! I wish they had a cyber-arm chainsaw in Augmentation..you need that plus a shotgun too PROPERLY be able to kill Shedim and say "This is my BOOMSTICK!" |
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Jan 24 2008, 01:20 PM
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#44
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
But they have!
Common Modular Cyberware Plug-In in combination with a Monofilament-Chainsaw. |
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Jan 24 2008, 01:44 PM
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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 |
And yes, before anyone bitches, I know it is not technically a 'metaphor'. I just couldn't think of better wording at the time. :P :D
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Jan 24 2008, 02:00 PM
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#46
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
That's pretty much the point I was trying to make earlier about SR4 needing house rules to reflect the differences in utility across small arms. The reason why a character can get by in SR4 with Pistols 6 (Semiautos +2) and no other firearms skill is because the rules are crap. IRL that guy would be fucked if he ran into anyone in decent body armor (just ask the cops that were involved in the North Hollywood Shootout some years ago). If someone was shooting at him from 100 yards away, he would be fucked. If he had to engage many targets, he would be fucked. Sadly, SR rules don't hardly reflect any of that. |
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Jan 24 2008, 04:38 PM
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#47
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 |
If he was being engaged from 100 meters away, wouldn't he still be fucked?
Granted, in the urban sprawl of SR, where more fights take place in gas station bathrooms than wide open spaces, this is less of an issue, but its one of the main reason my sammie owns a sport rifle. (I would agree that range in SR should probably be a little bit more punishing. Personally, I would go with -6 at Extreme Range, with Vision Mag reducing that by its rating, so the best you can have is -3 dice. But that's not the meeting we're having right now.) Instead of changing the skills, I'd be more inclined to change how the weapons apply to them. For an Assault Rifle, fired in BF or FA it'd be the Automatics skill, fired in SA it'd be Longarms. Machine Pistols fired in SA are Light Pistols, fired in BF or FA, their Automatics. But I haven't really thought about this for very long, so it might just cause more problems. (Also, I apologize if anyone has already mentioned this, but I joined late.) |
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Jan 24 2008, 04:52 PM
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#48
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
That's how an old CP:2020 supplement (Hardwired, based on the novel of the same name) did it.
You had Long Guns (rifles, assault rifles, and shotguns fired in semi-auto or slower), Pistols (anything one handed, pretty much, fired semi-auto or slower), and Automatics (anything fired in burst or full auto). Voila. That was it. |
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Jan 24 2008, 04:53 PM
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#49
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
But then don't forget launch weapons such as AT4s and 40mm grenade launchers. Those probably need a seperate skill...should grenade launchers even be seperate from rocket or missile launchers? |
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Jan 24 2008, 07:35 PM
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#50
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Yeah, that's what I essentially do with my houserule mentioned earlier, I just combine longarms into automatics while I'm at it and move machines pistols to the pistols skill to make three categories. Not because I care about realism, per se, I just felt like divvying up weapons into three categories: Concealable firearms, practical firearms and weapons that are powerful but take up the back seat of the Eurocar. There's pros and cons to that method compared to leaving the skills alone and expanding the group, but it amounts to largely the same result. :cyber: Basically, the way I see it is that I have two real options if I want to see diversity in the game: 1. The ideal solution for OneRonin and many others: Creating the varied rules system that reflects pertinent differences between firearms and still plays fast. I doubt I could pull off such a coup; many have attempted it, and few have come back with the goods. I have games to run and I'm not really that terribly interested in a simulationist approach to Shadowrun anyway. 2. Make the Firearm skill group more comprehensive. I choose this option because it doesn't require much fiddling around with things and has the only effect I care about: Players still pay for the privelege of being able to pick up any gun and shoot well but weapon specialists don't get hosed so bad anymore for what often just amounts to roleplaying fluff. I have more players dragging around the odd shotgun into battle now and I can just assume my NPCs are proficient with whatever weapon I deign to give them anyway, so at least there's a more substantial veneer of variety. Much like with the 3rd Edition Martial Arts clusterfu- ahem, I'm sorry, rules, I just got tired of charging real points for faux variety after a while. |
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