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> One House Rule to Rule them all, and in the darkness bind them
Triggvi
post May 1 2010, 12:34 AM
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I am have been thinking of house rules to balance out some of the big problems with shadow run.

1. Allowing adept and mages to but metamagic/PP or have the choice at inniation(For adepts) sounds like a good start.

2. I honestly think the magic damage resist should be CHA+WILL. So you get an opposed WILL to reduce hits. Failing that you get WILL +CHA to soak the Damage.

This give everyone a chance verses magic not just the mage and balances things abit.

I would like to get the weapons system straightened out. It is broken 9 ways to sunday and so in the melee system.

any ideas?

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Yerameyahu
post May 1 2010, 12:35 AM
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Anything about the game that's not broken, then? (IMG:style_emoticons/default/biggrin.gif)
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Triggvi
post May 1 2010, 12:39 AM
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QUOTE (Yerameyahu @ May 1 2010, 01:35 AM) *
Anything about the game that's not broken, then? (IMG:style_emoticons/default/biggrin.gif)


How are things going to get better if there is no discussion? They did some things right, but I am finding a hoard of stuff they could have done better
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Whipstitch
post May 1 2010, 12:55 AM
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QUOTE (Triggvi @ Apr 30 2010, 07:34 PM) *
I would like to get the weapons system straightened out. It is broken 9 ways to sunday and so in the melee system.

any ideas?

It'd help if you we knew what you meant by broken. Some people have fundamentally different issues with the way the system handles things.

For example, some people wish to break the weapon skills up into more categories while I frankly think the game is better off if you consolidate some of them. It may offend those who cannot reconcile the idea of using the same dice source for pistol and assault rifle attack tests, but in practice I find it leads to players using a wider variety of weapons instead of just dragging around the same ol' piece for every situation, which frankly hits me as even less unrealistic than using "the same skills" to be good with different firearms.

Also, melee skills aren't necessarily as bad as you might suspect. While they aren't very cost effective for harming people relative to firearms, do keep in mind that they also serve double duty by acting as a defense pool if someone tries to knife you and style bonuses can give a few nice advantages. If you already plan on taking Gymnastics it's a good way of skipping Dodge entirely. But with that said, I give my players some "free" maneuvers and style bonuses for every point of skill at 3 and above-- I find the real problem with melee artists isn't that they suck at melee but rather that it costs so much to be good that they turn into one trick ponies. Charging so much for styles and maneuvers hit me as adding insult to injury. Oh, and I give out the Krav firearms bonuses for free to anyone with a 4 or better in appropriate gun skills. I got tired of everyone just going straight to Jew-Jitsu.
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Jaid
post May 1 2010, 01:20 AM
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i'm honestly not even sure what you're proposing. could you give a few examples of what you mean?
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Jaid
post May 1 2010, 01:20 AM
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[double post?]
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Triggvi
post May 1 2010, 01:32 AM
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QUOTE (Whipstitch @ May 1 2010, 01:55 AM) *
It'd help if you we knew what you meant by broken. Some people have fundamentally different issues with the way the system handles things.

For example, some people wish to break the weapon skills up into more categories while I frankly think the game is better off if you consolidate some of them. It may offend those who cannot reconcile the idea of using the same dice source for pistol and assault rifle attack tests, but in practice I find it leads to players using a wider variety of weapons instead of just dragging around the same ol' piece for every situation, which frankly hits me as even less unrealistic than using "the same skills" to be good with different firearms.

Also, melee skills aren't necessarily as bad as you might suspect. While they aren't very cost effective for harming people relative to firearms, do keep in mind that they also serve double duty by acting as a defense pool if someone tries to knife you and style bonuses can give a few nice advantages. If you already plan on taking Gymnastics it's a good way of skipping Dodge entirely. But with that said, I give my players some "free" maneuvers and style bonuses for every point of skill at 3 and above-- I find the real problem with melee artists isn't that they suck at melee but rather that it costs so much to be good that they turn into one trick ponies. Charging so much for styles and maneuvers hit me as adding insult to injury. Oh, and I give out the Krav firearms bonuses for free to anyone with a 4 or better in appropriate gun skills. I got tired of everyone just going straight to Jew-Jitsu.


It seems to me the taser rounds are way over powered and the flechette rounds are useless(even on the lightly armored). sub machine guns need to be given the 2x recoil for 1 handed operation and BF/FA pistols as well. and shot guns need to lose that x2 recoil. Any weapon the that is BF or FA should be allowed gas vent or any clip mods.

Specialty round should reserved for shotguns or larger.

shotguns should be a 9DV with +1 AP for slugs (however the knock back for them should be improved)

The shot rules for shotguns is ok. Buckshot in a shotgun is worthless against armor, but against unarmored they are brutal. limit AP (+whatever to impactx2). IF the gut is wearing leather jacket he gets a max impact of 2x2=4 Total adjusted impact verses flechette not 2+5 AP. It means that armor is more effective at higher levels.

I am more willing to look at the melee a second time, some of the weapon damages are way off. A bayonet doing the same damage as a knife(I don't think so). A bayonet is two handed weapon and is very lethal when attached to a rifle.

I do think you are right skills need to be more condensed, but how is the problem?

The recoil system needs to read uncompensated recoil+the second burst recoil mod.
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D2F
post May 1 2010, 01:34 AM
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QUOTE (Triggvi @ May 1 2010, 12:39 AM) *
How are things going to get better if there is no discussion? They did some things right, but I am finding a hoard of stuff they could have done better

To be honest, I think neither of the things you listed are broken or need fixing.
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Triggvi
post May 1 2010, 01:35 AM
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QUOTE (D2F @ May 1 2010, 02:34 AM) *
To be honest, I think neither of the things you listed are broken or need fixing.


Thanks for your input. I just happen to disagree with you.
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D2F
post May 1 2010, 01:42 AM
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QUOTE (Triggvi @ May 1 2010, 01:35 AM) *
I just happen to disagree with you.

That was pretty much obvious (IMG:style_emoticons/default/wink.gif)
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Tymeaus Jalynsfe...
post May 1 2010, 02:05 AM
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QUOTE (Triggvi @ Apr 30 2010, 06:32 PM) *
It seems to me the taser rounds are way over powered and the flechette rounds are useless(even on the lightly armored). sub machine guns need to be given the 2x recoil for 1 handed operation and BF/FA pistols as well. and shot guns need to lose that x2 recoil. Any weapon the that is BF or FA should be allowed gas vent or any clip mods.

Specialty round should reserved for shotguns or larger.

shotguns should be a 9DV with +1 AP for slugs (however the knock back for them should be improved)

The shot rules for shotguns is ok. Buckshot in a shotgun is worthless against armor, but against unarmored they are brutal. limit AP (+whatever to impactx2). IF the gut is wearing leather jacket he gets a max impact of 2x2=4 Total adjusted impact verses flechette not 2+5 AP. It means that armor is more effective at higher levels.

I am more willing to look at the melee a second time, some of the weapon damages are way off. A bayonet doing the same damage as a knife(I don't think so). A bayonet is two handed weapon and is very lethal when attached to a rifle.

I do think you are right skills need to be more condensed, but how is the problem?

The recoil system needs to read uncompensated recoil+the second burst recoil mod.


Interesting Opinions...

I will have to digest them a bit and reflect upon them, but initially, at least, I have to agree with D2F... I see no reason to change the things you are indicating...

Keep the Faith...
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Whipstitch
post May 1 2010, 02:21 AM
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QUOTE (Triggvi @ Apr 30 2010, 08:32 PM) *
I do think you are right skills need to be more condensed, but how is the problem?



One of my pet causes is the restructuring the Automatics, Longarms, Pistols and Heavy Weapons into one group with three skills that have everything but the kitchen sink, actually. It's an ugly mess and it doesn't jibe with irl weapon classes very well (after all, such things are pretty informal regardless) but from a pure game balance perspective it works pretty well. That's because in practice players choose weapons by weighing three prime characteristics: Convenience/concealment, range and raw power. I put the convenient/concealable weapons under "sidearms," which nets you everything from tasers up to machine pistols-- so you can get a decent chunk of power and concealment here (machine pistols and heavy pistols are surprisingly nasty) but no range. Then you get "longarms," which includes SMGs (Messy, I know; carbines and such often use "pistol" caliber cartridges and are scarcely more than upjumped machine pistols, the lines are blurry, yada yada), assault rifles, shotguns and sport/sniper rifles-- you get a good mix of power, unique abilities and range here, but hiding things gets a bit more touch and go; the easiest thing to hide here is a sawed off shotty. Then you get the heavy weapons group unchanged-- you get range and raw power here but obviously concealing these things is going to be quite the magic trick (probably literally).

It's an admittedly ugly grouping and just calling the group "firearms" seems weird considering you have launcher and tasers in there, but it gets the job done and the players generally come out smelling of roses. The non-combat specialists like hackers and faces can get a machine pistol and holdouts with the same skill set, the classic automatics only samurai gets better at long range marksmanship thanks to sniper rifles and the much maligned merc and weapon specialist archetypes can cover all their bases with one skill group instead of a group AND heavy weapons, which is a discount that quite frankly I think they need. Alternatively, you could just go old school and throw every thing with a trigger under one "firearms" skill and be done with it.
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Yerameyahu
post May 1 2010, 03:39 AM
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See, we do (Holdouts to Machine Pistols), (SMGs to ARs), ('Battle Rifles', Sport Rifles, Snipers), and Shotguns fit into Pistols if they're sawed-off, Longarms if they're not. So, really only Machine Pistols get moved. It's a minor tweak, because my group's never really had any trouble with it.
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Summerstorm
post May 1 2010, 03:40 AM
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The thing with the magic resistance.

Maybe one could just allow people to skill a personal anti-magic skill. Call it Mental Discipline or something. But yeah the whole Mage: Attribute+Skill+Modifier+extramodifier+equipment against Target: Attribute is ridiculous. EVERY spell will always succeed (well, ok some will not in extreme cases). Giving everybody at least Attribute+Skill would allow at least extraordinary people to resist bad-okayish wizard on their own. and become harder targets with magical support on their side. (But of course the advantage should lie on the attackers side in global)
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Mantis
post May 1 2010, 04:48 AM
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Ummm do you guys limit the magician to spell force in hits? Unless he has a high magic attribute or over casts all the time he isn't likely getting more than 5 or 6 hits max. More likely 3 or 4 and this is defendable with a good will or body. If you want protection from magic get a magician of your own and spell defense. It's like complaining about bullets always killing you cuz you never wear armor.
I do agree with the firearms skill thing but haven't really seen a work around I like yet. What there is is fairly balanced with one skill that seems the go to skill (automatics) if you aren't a gun bunny. Logically though, firing a pistol isn't much different from firing a machine pistol or some of the smaller SMGs. I never really liked assault rifles being separated from long arms either. I suppose they should be grouped by method of use rather than weapon type and firing method (SA, BF, FA) since this gets blurred with some light and heavy pistols as well as FA shotguns. Oh well.
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Yerameyahu
post May 1 2010, 05:25 AM
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The way I see it, Machine Pistols *are* pistols (like the G18 or the Beretta 93), so we put them into the Pistol skill. On the other end, ARs go up to about 600m, while battle rifles, sport rifles (obviously, a broad category), and sniper rifles shoot strong cartridges that go 800, 1000, even 2000m; that kind of high-recoil, long range shooting is a different-enough skillset to seperate Longarms from the AR/SMG category. For my group, the different typical range, recoil, and shooting tactics are a good reason to keep that line there.

On the other hand, that's the same reason shotguns *don't* really fit entirely in Longarms. Some act like huge pistols, some are like SMGs/ARs, and some have shape (if not the range) of longarms. This isn't a problem, though; it's a solution. Spreading out shotguns lets a Pistols user bring a beefy sawed-off, an Automatics user bring an AA-16 or AS-7, and a Longarms user bring a Desperado.
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Triggvi
post May 1 2010, 06:08 AM
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QUOTE (Yerameyahu @ May 1 2010, 06:25 AM) *
The way I see it, Machine Pistols *are* pistols (like the G18 or the Beretta 93), so we put them into the Pistol skill. On the other end, ARs go up to about 600m, while battle rifles, sport rifles (obviously, a broad category), and sniper rifles shoot strong cartridges that go 800, 1000, even 2000m; that kind of high-recoil, long range shooting is a different-enough skillset to seperate Longarms from the AR/SMG category. For my group, the different typical range, recoil, and shooting tactics are a good reason to keep that line there.

On the other hand, that's the same reason shotguns *don't* really fit entirely in Longarms. Some act like huge pistols, some are like SMGs/ARs, and some have shape (if not the range) of longarms. This isn't a problem, though; it's a solution. Spreading out shotguns lets a Pistols user bring a beefy sawed-off, an Automatics user bring an AA-16 or AS-7, and a Longarms user bring a Desperado.

I like the idea of reorganizing the firearms skills. I would think we would have them by how then are fired: Pistols, SMG, Longarm. SMG is a very different skill from either pistol or rifle. The AR is fired like a rifle, shotgun or sport rifle or sniper rifle.
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Triggvi
post May 1 2010, 06:19 AM
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[quote name='Mantis' date='May 1 2010, 05:48 AM' post='924793']
Ummm do you guys limit the magician to spell force in hits? Unless he has a high magic attribute or over casts all the time he isn't likely getting more than 5 or 6 hits max. More likely 3 or 4 and this is defendable with a good will or body. If you want protection from magic get a magician of your own and spell defense. It's like complaining about bullets always killing you cuz you never wear armor.



A WILL of 3 will never brush off 4 to 6 hits on a spell. then they have to roll that same stat of 3 to resist damage. Where as will a firearm you get body+armor. that is why I think of WILL+CHA. That balances out the uber-mage effect.

I had a near cyberzombie pissed at my little gnome mage. I cast just one force 8 stunball at the bad guys and took them all out, all of there gunbunnies, magical support, counter-spelling spirits, the works. 8 successes. For my trouble I took 1 stun in drain. magic 5 and 3 point power focus.
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Whipstitch
post May 1 2010, 06:37 AM
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Yeah, as I hinted at earlier, I really try not to get worked up about where I chose to draw the line between sub-machine guns and machine pistols. You're generally talking about the same sort of rounds and the big difference just ends up coming down to whether the form factor is aping a pistol or a rifle-- oftentimes the distinction is "official" only because we know what ancestor the final product is being scaled down/up from. If it's a jumped up pistol, then you have an MP, and if it's essentially a select-fire carbine then you have an SMG. What really makes a mess of things, however, are the weapons that aren't really directly built off of any one parent design in particular, like the venerable Ceska Skorpion with its folding stock and teeny magazine.

Ultimately, I'm pretty happy where I placed them and the game mechanics made the decision easier for me-- MPs are a li'l easier to hide than I'd like for the "longarms" group and SMGs are a li'l more powerful than I'd like for the Sidearms group. That MPs ape regular pistol design and that SMGs are essentially aping carbines is just icing.
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HeckfyEx
post May 1 2010, 06:38 AM
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QUOTE
I had a near cyberzombie pissed at my little gnome mage. I cast just one force 8 stunball at the bad guys and took them all out, all of there gunbunnies, magical support, counter-spelling spirits, the works. 8 successes. For my trouble I took 1 stun in drain. magic 5 and 3 point power focus.

Pray tell where did you got those 3 extra successes?
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Triggvi
post May 1 2010, 07:06 AM
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QUOTE (HeckfyEx @ May 1 2010, 07:38 AM) *
Pray tell where did you got those 3 extra successes?

force 8 stun ball
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Dakka Dakka
post May 1 2010, 07:36 AM
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QUOTE (Triggvi @ May 1 2010, 02:34 AM) *
2. I honestly think the magic damage resist should be CHA+WILL. So you get an opposed WILL to reduce hits. Failing that you get WILL +CHA to soak the Damage.
So you want to add nerfed direct combat spells to the already nerfed indirect combat spells? All this will achieve is that mages will specialize in mind rape instead of outright killing.
If they want to kill people they can still use buff spells and weapons. Ever thought about someone with a decent Heavy Weapons skill, one or two sustaining foci (Increase AGI, Enhance Aim)? This is at least as deadly as a manaball.
There is even a Grenade Launcher that can be owned legally at CharGen. This is not possible for any Combat Spell, not even those that do stun damage.
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kzt
post May 1 2010, 07:44 AM
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And someone is going to discover you know "illegal" spells exactly how?
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FriendoftheDork
post May 1 2010, 10:16 AM
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QUOTE (Triggvi @ May 1 2010, 07:19 AM) *
A WILL of 3 will never brush off 4 to 6 hits on a spell. then they have to roll that same stat of 3 to resist damage. Where as will a firearm you get body+armor. that is why I think of WILL+CHA. That balances out the uber-mage effect.

I had a near cyberzombie pissed at my little gnome mage. I cast just one force 8 stunball at the bad guys and took them all out, all of there gunbunnies, magical support, counter-spelling spirits, the works. 8 successes. For my trouble I took 1 stun in drain. magic 5 and 3 point power focus.


With magic 5 the drain becomes Physical. Also the drain becomes 8/2(+1) +hits=13 P drain... and you somehow reduced that to 1 Stun? That's enough drain to potentially kill you.
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Dakka Dakka
post May 1 2010, 10:19 AM
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Adding net hits to drain is an optional and stupid rule, which only encourages overcasting.
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