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> [HELP] Shadowrun4 GM'ing Question
DTFarstar
post Apr 23 2008, 04:42 PM
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I have found that a couple of things work for me. For one, Hex maps seem to just work better for SR for some reason. I use one regularly in my games and each hex typically = 1m. Had to change that for some big areas, but otherwise it works fine.

I like Aaron's damage tracking. He's a clever fellow and you should definitely check out his SR web page. I do however check seperate initiative and wound modifiers for every NPC and apply them as appropriate. The thing is, I resolve NPC only interactions and initiative in the same way. When I am planning things out(or just really quickly if I'm working on the fly as I often am) I divide their relative DP by four(round down) and write that down next to it. Then whenever an NPC reaction is called for I roll a d6, divide by two rounding down(so results from 0-3), and add that number to the original number and that is how many hits they got. So, they still generally get 1 in 3, sometimes more and sometimes less. They glitch or crit glitch when it helps the story vs. each other. So, just one dice roll per action and literally a one dice dice roll.
For instance, Joe Cop and Jim Ganger are fighting in an alley, Joe Cop has a stun baton, a parry DP of 8, and a clubs DP of 10, Jim Ganger has a broken bottle, a dodge DP of 9, and a blades DP of 6 + 2 for knives spec - 2 for trying to use a bottle as a knife. So, Joe Cop has Parry 2, Clubs 2 and Jim Ganger has Dodge 2, Blades 1. Joe swings his stun baton at Jim and so I roll a d6 for each. Joe gets a 1 which is 0 when divided by two and rounded down. Jim gets a 5, which is a two. So, Clubs 2+0 vs. Dodge 2+2 and Jim dodges deftly out of the way. Joe got a slightly sub-par roll and Jim got a slightly above par roll when compared to the actual 1-in-3 hits you would statistically get.
It takes me very little time and allows me to still resolve things impartially without too much rolling or just deciding their fates.


As for movement, I would highly recommend you do what we have done and make all movements easily divisible by 4, then everyone gets to move their part during every IP. So, humans would walk 12m, and thus every human would be able to walk 3m an IP and even if they can't take an action they can move. Keeps people with lower IPs from feeling as left out and just makes things easier.

As for Doc Wagon, they are good if your team does not have a dedicated medic. Also, if you burn edge to live you will most likely really need medical treatment at least in my games. Also, think how long it really takes someone to bleed out to completely dead if they have a good body. The only resuscitation I allow is burned edge to live resus. Something drops you with a horrible amount of damage, you permanently burn edge, and when DW gets to you they can get you alive again. But otherwise, they are just guaranteed medics if yours bites a bullet or you have to split up.

Chris
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SprainOgre
post Apr 23 2008, 04:44 PM
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QUOTE (PalaNolho @ Apr 23 2008, 07:07 AM) *
I think its a good thing that theres are no ressurection thing, that way the players will think twice or more before doing a stupid thing lol. But cloning clould be a possibility ( i dont know if there are any rules for cloning ).

There are some rules for it in Augmentation if I'm not mistaken.

QUOTE (ArkonC @ Apr 23 2008, 07:53 AM) *
Well, there have been instances of people being completely dead and still being successfully resuscitated...
I don't think rules for this would be very useful, since deaths that involve PCs are usually messy and beyond the scope of medical technology...

That's what permanently burning a point of edge is for though, isn't it?
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DTFarstar
post Apr 23 2008, 04:47 PM
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That is the way I run it, SprainOgre.

Chris
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PalaNolho
post Apr 23 2008, 05:55 PM
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QUOTE (Speed Wraith @ Apr 23 2008, 05:34 PM) *
I use a square grid battlemat, since our group had been doing DnD for the last few years (funny that 4th edition DnD drove me away, but I'll readily go to 4th SR (IMG:style_emoticons/default/nyahnyah.gif) ). It isn't perfect, but I hate hexes for half-squares. We just started playing SR again so we haven't really settled on anything yet. I'm hoping to find a battlemat with smaller squares than 1 inch so that I have an easier time with doing large-scale combat.


Funny, coz my group played D&D too lol

Here see this. Its a free grid maker [ LINK ]

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Speed Wraith
post Apr 23 2008, 05:59 PM
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QUOTE (PalaNolho @ Apr 23 2008, 12:55 PM) *
Funny, coz my group played D&D too lol

Here see this. Its a free grid maker [ LINK ]


Cool (IMG:style_emoticons/default/smile.gif) The dot-grids remind me of the old DMZ game and Sprawl Maps...hmm...
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PalaNolho
post Apr 23 2008, 06:02 PM
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QUOTE (Shiloh @ Apr 23 2008, 04:53 PM) *
Nah, they shoot with the "Shooter running" negatives. Unless they *want* to stop...


But isnt the movement mode the same for all combat turn? like, if you decide you are running on the first IP then you are running on the next 2 IP too?

or you split the movement mode in 1/IP and use that mode on each separated IP ??

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SprainOgre
post Apr 23 2008, 06:03 PM
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I know that's one of my favorite uses for Edge that I hope I never have to use...
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deek
post Apr 23 2008, 08:15 PM
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QUOTE (PalaNolho @ Apr 23 2008, 02:02 PM) *
But isnt the movement mode the same for all combat turn? like, if you decide you are running on the first IP then you are running on the next 2 IP too?

or you split the movement mode in 1/IP and use that mode on each separated IP ??

I don't run it that way. Walking is free, so they always can move their walk speed each IP. Running is a Free Action. Sprinting a Simple Action. Its declared at the beginning of each IP. So, you can spend a Free Action in IP 1 and continue running at no cost indefinitely (but suffering running modifiers to actions). Or you could run in IP 1 with a free action, walk in IP 2 (no action spent), run in IP 3 (another free action) and assuming you only had 3 IPs, either continue running, stop or use your walk rate in IP 4. You couldn't sprint because that takes a Simple Action and you have no actions in IP 4.

Basically, this gives a player one of 3 movement rates each pass they can act in.
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bjorn
post Apr 23 2008, 08:21 PM
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QUOTE (Shiloh @ Apr 23 2008, 11:53 AM) *
Nah, they shoot with the "Shooter running" negatives. Unless they *want* to stop...

Yeah I guess, but what I was getting at is if they would move 35 meters in a turn they don't go that whole 35 meters on their first initiative pass.

QUOTE (PalaNolho @ Apr 23 2008, 02:02 PM) *
But isnt the movement mode the same for all combat turn? like, if you decide you are running on the first IP then you are running on the next 2 IP too?

or you split the movement mode in 1/IP and use that mode on each separated IP ??


I also allow you choose each IP. Since multiple IPs is saying your body moves faster and your brain can process more things, I see it as sensible to let the characters choose each turn.
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PalaNolho
post Apr 23 2008, 09:29 PM
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QUOTE (bjorn @ Apr 23 2008, 04:26 PM) *
Cybermancy (Street Magic Book)


can you tell me where did you saw that, please?
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SprainOgre
post Apr 23 2008, 09:37 PM
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QUOTE (PalaNolho @ Apr 23 2008, 04:29 PM) *
can you tell me where did you saw that, please?

Actually, I think Cybermancy is in Augmentation...
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Aaron
post Apr 23 2008, 11:30 PM
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It occurs to me that you don't even really need a grid. Just free-form it. Heck if you get some melamine counter-top for like five or ten bucks and cut it to match your table, you can use dry-erase to just draw your battlefields. Call it 1:100 (1 cm = 1 meter). Grab a tape measure and maybe a couple of pre-cut templates for movement (e.g. the player of a human character with 2 IP might have a 5cm template) and you're set.
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kzt
post Apr 24 2008, 04:26 AM
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QUOTE (ArkonC @ Apr 23 2008, 05:53 AM) *
Well, there have been instances of people being completely dead and still being successfully resuscitated...

Trauma arrests are pretty damn fatal. Like 2% survival if they get to a trauma center in under 10 minutes. It's worse if it's due to blunt force. (The link will tell you far more than you probably wanted to know - but I had it handy. (IMG:style_emoticons/default/talker.gif) )

The bleeding to death rules in SR ("PHYSICAL DAMAGE OVERFLOW") are pretty insane, but getting shot up is a bad thing.
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PalaNolho
post Apr 24 2008, 11:40 AM
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Need some help with a char generator.

Im currently using "SR4Chargen.xls - Last Design Update: 2006/Oct/4 Update By: blakkie, Dumpshock Forums

I just noticed now that the Gear sections ir not costumizable. Is there any update on this chargen os is there any other good chargen somewhere ??

thanks
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PalaNolho
post Apr 24 2008, 06:38 PM
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Ok, here comes another question:

Spellcasting:
- im getting confused with the Force i must choose in certain spells. For exemple the levitate ou Invisibility spell. What does the Force influence on that spells?


Drones, vehicle and Riggers:
- vehicle can be controled manually, remotly, or "jumped into" (right?)
- drones can be controled remotly or "jumped into" (right?)

As the "jumped into" part of the control, the rigger become the drone/vehicle, so on the players turn, he drone/veichle acts.
And what about when you are controling it remotly?

Does any vehicle/drone act alone as the rigger command him to?

How does it work in combat, lets say, a rigger that has 2 flying drones that can shoot at people. How would it work?
( i like rigger but im getting dificult in "how to handle" them (IMG:style_emoticons/default/sarcastic.gif) )

Thanks in advance.
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Wesley Street
post Apr 24 2008, 08:28 PM
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QUOTE (Speed Wraith @ Apr 23 2008, 11:34 AM) *
I use a square grid battlemat, since our group had been doing DnD for the last few years (funny that 4th edition DnD drove me away, but I'll readily go to 4th SR (IMG:style_emoticons/default/nyahnyah.gif) ). It isn't perfect, but I hate hexes for half-squares. We just started playing SR again so we haven't really settled on anything yet. I'm hoping to find a battlemat with smaller squares than 1 inch so that I have an easier time with doing large-scale combat.


I use two dry-erase battlemaps as I've never found any scale smaller than 1" squares. But if smaller-than-1" dry-erase battlemaps exist and are easy to purchase someone let me know!
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Shiloh
post Apr 25 2008, 09:20 AM
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QUOTE (PalaNolho @ Apr 24 2008, 07:38 PM) *
Spellcasting:
- im getting confused with the Force i must choose in certain spells. For exemple the levitate ou Invisibility spell. What does the Force influence on that spells?


The Force of the spell limits the number of hits from the [magic+spellcasting+focus] test. Some spells are more affected by this than others, but Levitate, for example can lift an amount of stuff based on the number of hits you get. So casting it at Force 1 means you'll only be able to lift a maximum of one "per hit" unit of mass.
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Muspellsheimr
post Apr 25 2008, 10:13 AM
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QUOTE (PalaNolho @ Apr 24 2008, 11:38 AM) *
Spellcasting:
- im getting confused with the Force i must choose in certain spells. For exemple the levitate ou Invisibility spell. What does the Force influence on that spells?

The spell's force (chosen when cast) is the maximum number of hits (not net hits) you can apply from your Spellcasting test. Further, most spells have other effects determined by force - base damage for combat spells, the speed you can move objects with Levitate, etc.
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Aaron
post Apr 25 2008, 01:52 PM
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QUOTE (PalaNolho @ Apr 24 2008, 12:38 PM) *
Spellcasting:
- im getting confused with the Force i must choose in certain spells. For exemple the levitate ou Invisibility spell. What does the Force influence on that spells?

Let me know if this helps: http://pavao.org/shadowrun/cheatsheets/SR4Spellcasting.pdf.
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DTFarstar
post Apr 25 2008, 04:44 PM
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I wish the battlemat we had was dry-erase. IT is wet erase and stain easily.

Chris
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deek
post Apr 25 2008, 05:26 PM
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QUOTE (DTFarstar @ Apr 25 2008, 11:44 AM) *
I wish the battlemat we had was dry-erase. IT is wet erase and stain easily.

Chris

Ours too. It kinda sucks.
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Nightwalker450
post Apr 25 2008, 06:29 PM
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I wish I had this
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deek
post Apr 25 2008, 06:37 PM
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QUOTE (Nightwalker450 @ Apr 25 2008, 02:29 PM) *
I wish I had this

That is pretty badass.

The guy whose house we play at has a projector in his basement and we had considered using that for mapping. We play on a pool table with a battlemat on it, so it wouldn't be too much of a stretch to make it happen...

I have read that laptops may be the norm when DnD 4th Edition comes out...
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Nightwalker450
post Apr 25 2008, 06:40 PM
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We're at 3 out of 6 people have laptops at the gaming table. I've just got to talk my wife into letting me hook a projector to our ceiling, either that or find some (non-permanent) way of suspending it over the table. I've found others who have just projected a picture onto the grid battlemat, so they didn't have to mess with the grid. I think I prefer that way as it would save alot of work (and make the area look more organic instead of blocky).
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Aaron
post Apr 26 2008, 03:32 AM
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I'd rather have a table that back-projected (under-projected?) the screen. Way easier to cable.
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