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> The Woo School of Gunfighting, It's not dead yet, pass another mag
Shockwave_IIc
post Mar 2 2004, 03:40 PM
Post #26


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3 letters for you. SLA.
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Aesir
post Mar 16 2004, 06:07 PM
Post #27


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I´d be careful to reduce the difference too much, considering the huge advantages other characters have over samuraj in other departments. Deckers have access to the matrix, giving them endless possibilities. Riggers make the real difference in a group, with all their gadgets and tech-specialist skills. Mages in shadowrun have a huge array of extremely usefull powers and abilities. Every character type is necessary in its own right. Samurajs are the best fighters. Thats their thing and they are THAT much better at it because they dont know the other stuff.

I´ve encountered the problem with initiative myself. But I think that the solution is to give the other elements of the game an equal amount of attention. Because if I went and made the samuraj slower or the other characters faster, the sammy would get pretty upset if we later play a session when the mage or rigger or decker got full usage of their abilities.

PS. I think the 3rd edition rules for initiative are more fun for everyone involved. I dont, however, think that the differece should be further reduced.
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Firewall
post Mar 16 2004, 08:56 PM
Post #28


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I like the idea of mages firing last. Personally, I prefer the tactical games where you are trying not to ever be in a position to roll initiative. I mean, I can get myself cyber'ed up or I can just go for a silent take-down.

But if the decker and mage do their jobs right, the guards will never know you were there.
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mfb
post Mar 17 2004, 01:48 AM
Post #29


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or you can get yourself cybered up so that your silent takedowns are more effective and reliable!
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