Monofilament Whip question |
Monofilament Whip question |
Jul 13 2010, 07:10 PM
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#51
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
technically, a monowhip can be made from anything that you can get into 1 molecule thin sdtrands and strong enough Just because there are atoms that can do that doesn't mean it occurs naturally that way. And really, you'd want carbon nano tubes. They'd at least be stable. |
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Jul 13 2010, 07:12 PM
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#52
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
1 molecule thin handwavium or however that magical mineral is called . .
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Jul 13 2010, 07:17 PM
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#53
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
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Jul 13 2010, 07:19 PM
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#54
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Moving Target Group: Members Posts: 316 Joined: 21-June 10 Member No.: 18,737 |
He means orichalcum.
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Jul 13 2010, 07:20 PM
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#55
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
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Jul 13 2010, 07:39 PM
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#56
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
It's precisely the overpoweredness that's not to like. It's basically better than everything in every way, except for destroying barriers. The fingertip monowhip *was* cool in the movie, but it's just copied after that. (IMG:style_emoticons/default/smile.gif) I'm not saying you shouldn't get one, just that you're not cool for it. (IMG:style_emoticons/default/biggrin.gif)
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Jul 13 2010, 07:41 PM
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#57
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Moving Target Group: Members Posts: 316 Joined: 21-June 10 Member No.: 18,737 |
Well I think the Shadowrun writers play a little game of ripping off as much as possible from William Gibson just to annoy him.
So they need to make sure the monofilament whip remains popular, I guess, for maximum effect. |
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Jul 13 2010, 07:58 PM
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#58
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Moving Target Group: Members Posts: 558 Joined: 23-June 10 Member No.: 18,749 |
Fair enough on it being overpowered. You would have to have what? 12 str to make a katana equally damaging?
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Jul 13 2010, 08:00 PM
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#59
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Plus reach, AP, concealability…
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Jul 13 2010, 08:32 PM
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#60
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
Fair enough on it being overpowered. You would have to have what? 12 str to make a katana equally damaging? A katana is (str/2+3)P and -1 AP. A monofilament whip is 8P and -4 AP. So you would need 10 strength to match the damage. 12 str would negate the probability of an extra damage soak from your target getting 3 extra armor. |
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Jul 14 2010, 02:34 AM
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#61
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
Here's my bigger disappointment about monofilament whips. You can't take a specialization for them, so you'll always be down 2 dice that you could get on other weapons. You could always take the Specialization: Called Shots... (IMG:style_emoticons/default/wobble.gif) Keep the Faith |
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Jul 14 2010, 04:34 AM
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#62
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Moving Target Group: Members Posts: 558 Joined: 23-June 10 Member No.: 18,749 |
You could always take the Specialization: Called Shots... (IMG:style_emoticons/default/wobble.gif) Keep the Faith lol nothing like whipping out peoples eyes and crotches.... |
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Jul 14 2010, 05:14 AM
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#63
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Moving Target Group: Members Posts: 113 Joined: 13-April 09 Member No.: 17,073 |
Except that by RAW, the use of specializations with Exotic weapon skills do not make sense. The specialization is typically a group of similar weapons or in the case of melee weapons defensive skills. Exotic weapon skills are taken for a specific weapon, so you can't really give it a specialization for a weapon group. So the question becomes, what kind of specializations can you make up for use with a monofilament whip? Handheld, Implanted, Called Shots, Up-Close? Admittedly, these could be considered rather iffy and potentially abusive at best, it's certainly not an easy skill to develop specialties for. But then, some specialties, even in the books, are just 'better' than others in general. I mean, what's the difference, really, between being a gunbunny with a pair of custom-made semi-automatics that they use 90% of the time who takes the Semi-Automatic specialty in pistols and someone with a custom-made concealed monofilament whip who takes the Handheld specialty? The GM can take them away from you, but short of doing that, they're not much different in the scope of how broad the specialty can be considered to be. |
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Jul 14 2010, 08:21 AM
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#64
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
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Jul 14 2010, 11:15 AM
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#65
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
Yes, but Exotic weapon skills list specialisations as not availebul(or apliaple) so for those you cant make up your own. That was pretty much the reason I said you don't get a specialization. It lists "N/A" for Specializations, which means not available or not applicable. I can't think of any common use definition of applicable or available that would indicate that specializations are allowed for the exotic weapons. Doesn't mean I wouldn't abuse the hell out of it if I could. (IMG:style_emoticons/default/grinbig.gif) |
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Jul 14 2010, 03:35 PM
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#66
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
Well, it could mean N/A as in 'because this covers so many different things, we can't provide any.'
I could see plenty of argument for a spec like parry in particular. Or maybe even something as simple as offensive/defensive spec, one applies only on attacks, and the other only on defense. Like Eimi said, it really isn't any different that the pistol gunbunny taking an SA spec for pistols since 90% of production pistols are SA, and the gunbunny is only going to be forced to use a non SA pistol under very extreme circumstances. Personally I think Exotic weapons should get more bonuses because they represent such a limited field, as opposed to losing bonuses such as specialization. I mean someone who takes automatics is competent with all assault rifles and such ever made, but taking an exotic weapon means your proficient with one particular weapon, of which there are likely only a few hundred likely to be in use. Basically you're crippling your versatility in order to use a weird weapon, which in most cases are very weak compared to anything of similar size and cost. And of course if no specs are allowed, you're also crippling your combat ability as well by giving up 2 dice on offense, 2 dice on defense, and 4 dice on full defense (Or just 2 on offense for ranged weapons). |
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Jul 14 2010, 03:42 PM
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#67
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
If the question is RAW, no specializations at all are allowed. If the question is houseruling, then Exotic Weapons (just like D&D) should never have existed.
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Jul 14 2010, 04:22 PM
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#68
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
Well, it could mean N/A as in 'because this covers so many different things, we can't provide any.' That is a very loose interpretation that really stretches it to justify a specialization for Exotic Weapons. Not Applicable - Applicable (Able to be applied; appropriate). Not able to be applied. Not appropriate. Not Available Neither of those usages of N/A would really lend credence to an interpretation that a specialization for Exotic Weapons is intended. I could see plenty of argument for a spec like parry in particular. Or maybe even something as simple as offensive/defensive spec, one applies only on attacks, and the other only on defense. Like Eimi said, it really isn't any different that the pistol gunbunny taking an SA spec for pistols since 90% of production pistols are SA, and the gunbunny is only going to be forced to use a non SA pistol under very extreme circumstances. I'll be honest. I think the specializations list for Pistols ispartially bullshit. They are vastly different from any other weapon specializations. I'm okay with the hold-outs and taser specialization since that falls in line with the specializations described for other weapon skills. Revolvers and Semi-Automatics is retarded. No other ranged weapon group breaks it down like that with the exception of carbine under automatics. Pretty much every other weapon skill breaks it down by a weapon group. It would be saner if Pistols broke it down by heavy/light pistols rather than revolvers/semi-autos. Personally I think Exotic weapons should get more bonuses because they represent such a limited field, as opposed to losing bonuses such as specialization. I mean someone who takes automatics is competent with all assault rifles and such ever made, but taking an exotic weapon means your proficient with one particular weapon, of which there are likely only a few hundred likely to be in use. Basically you're crippling your versatility in order to use a weird weapon, which in most cases are very weak compared to anything of similar size and cost. And of course if no specs are allowed, you're also crippling your combat ability as well by giving up 2 dice on offense, 2 dice on defense, and 4 dice on full defense (Or just 2 on offense for ranged weapons). I would be for a description text in the weapons that says "Individuals skilled in this weapon gain an additional +1 to all test with the weapon." |
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Jul 14 2010, 04:28 PM
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#69
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
They can get that. Just pay for another rank in it. (IMG:style_emoticons/default/wink.gif) Can you even parry with a monowhip? Bleh.
The real fix is to remove Exotics. Replace with 'Personal Lasers', 'Whips', 'Cyber Implant Weapons (inc. odd places)', etc. etc. |
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Jul 14 2010, 04:38 PM
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#70
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
Penile Implant with a Monofilament Whip in it . . doesn't get more odd in terms of placement and gives whipping it out a whole new meaning . .
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Jul 14 2010, 04:45 PM
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#71
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Not odd? (IMG:style_emoticons/default/nyahnyah.gif)
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Jul 14 2010, 05:08 PM
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#72
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
How about a drake's breath weapon? That's an "exotic ranged weapon" too.
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Jul 14 2010, 05:12 PM
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#73
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
What about it?
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Jul 14 2010, 05:22 PM
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#74
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Runner Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
It'd be tough to come up with a good spec explanation for breath weapons. What could there be after Called Shots even if you were making up specs? Left nostril, right nostril and through the mouth?
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Jul 14 2010, 05:25 PM
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#75
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
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