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> Your favorite houserules / optional rules?, What makes your game flow / work better?
TygerTyger
post Jan 12 2011, 04:33 PM
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My group is taking the plunge into the world of Shadowrun soon - we're still in the planning and character / team development phase at the moment. I am the only one with any experience in the Sixth World, and the last time I played, we were using 2nd Edition rules - about 15 years ago.

We're not afraid to houserule things that don't work, or to use house/optional rules if it makes the game flow better, and improves the experience of the group. On that note, what are some of your favorite houserules? What things have your groups encountered that were in need of some tweaking, whether for balance or game play reasons?

What we're using so far is:

1) All starting characters receive CHA x 2 BP in free contacts. If you are that charismatic, damnit, you have friends.

2) The legality of the Bone Lacing Augmentation is now legal, with the same Availability as it has in the book. Doesn't make any sense to me that harder bones are illegal, while you can get a permit for your assault rifle.

3) The Strength modifier to recoil optional rule from Arsenal (page 163) will be used.


I'd love to hear any ideas that the DS folks have, and learn from those who've played a lot longer.
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sabs
post Jan 12 2011, 04:34 PM
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Use the Stat+skill for hacking optional rule, where the rating of the program limits your hits.
I really like it.


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Doc Chase
post Jan 12 2011, 04:39 PM
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Ammo Faucet and Armoire of Holding.

Ammo Faucet assumes that regular rounds are cheap and easy enough to acquire that you only have to keep track of what's in your mag or on your belt - the cost of such rounds is covered in lifestyle or what-have-you. Exotic weapons and heavy weapons don't apply to this rule. Specialty ammo is still under normal rules.

Armoire of Holding assumes that you're going to have a closet full of clothing matching your Lifestyle - so street clothes and regular lines are covered under lifestyle as well - chic for High, and tres chic for Luxury. Armor, of course, follows normal rules.

Beyond that there isn't much else. At times I'll use attribute+skill for hacking actions, successes limited by program rating, but that may fall by the wayside as I feel better and better about my experience with SR4's Matrix rules.
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sabs
post Jan 12 2011, 04:41 PM
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I want to take the jammer rules and throw them out the window.
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Doc Chase
post Jan 12 2011, 04:55 PM
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QUOTE (sabs @ Jan 12 2011, 05:41 PM) *
I want to take the jammer rules and throw them out the window.


Haven't paid a lot of attention to them yet since it hasn't quite come up, but I'd rather have a Stat+Skill+ECM versus the Stat+Skill+ECCM Opposed Test, winner-take-all for the round.

isn't it Stat+Skill+ECCM-ECM =lolthreshhold right now?
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ElFenrir
post Jan 12 2011, 04:59 PM
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Cha x 2 free BP I use as well if we go with BP. However, Karmagen is usually used. Since this tends to be a little more lenient-this one doesn't come into play here.

However, for a Karmagen house rule: We do use German eratta(x5 Attribute costs, pay BP in Karma for race), but we do not count Edge, Magic or Resonance into the half Karma limit. This is because Human mages and technomancers are at an obvious disadvantage here. (Yes, you can argue that Trolls are at a penalty under the errata to get an uberhigh Body and Strength, but i'm in the boat of if you get a stat that high naturally, you should pay for it. Starting with an 8 instead of a 10 does not make you a wimp. On the other hand, human magicians can't even max out their magic under Karmagen with attributes that are *under* some Build Point limits, which I feel is considerably worse than a troll having to pay a lot for a sky-high Body(especially in the realm of enhancements.)

No Availablity limit, no gear rating limit. You're free to take what you want, we've played with this rule since the mid 90's. It's more of a case of ''would your character have this?'' A low end ganger with a minigun would require some hefty explaining why they have it(but hey, if it's good, it's good!) Meanwhile, the guy playing the legally hired Big Game Hunter in the wilds of Australia could probably understandably have some very heavy ordinance. (IMG:style_emoticons/default/grinbig.gif) We just use gear limits on a game by game basis(if we want to disallow something, it's based more on game rather than a hard and fast rule.)

Recoil rules in Arsenal. I like those.

Going to play with the idea of taking off the hard caps, however, I'm still working out a method for making it harder to get past these caps(raising the costs of Attributes and Skills taken over the maxes.) Of course, this wouldn't be done at character creation normally(positive qualities aside-take one of these and you can break your normal limits at the start.) Still working this out, so it's not in play yet.

Houserules are kinda neat in the sense that some can become canon rules; the one that I remember the most was limiting people to no more than +3 DV of martial arts, when this rule became canon(I got tired of seeing people twink the system by dumping Strength and just taking a crapload of + DVs.)

QUOTE
2) The legality of the Bone Lacing Augmentation is now legal, with the same Availability as it has in the book. Doesn't make any sense to me that harder bones are illegal, while you can get a permit for your assault rifle.


Not to mention Bone Density Augmentation is not only fully legal, but easier on your system, gives more Body bonus, the same Unarmed bonuses(as you go up) and is virtually undetectable. It's just more expensive. (IMG:style_emoticons/default/nyahnyah.gif)
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sabs
post Jan 12 2011, 05:00 PM
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Jamming is:
if Jammer Rating > Signal+ECCM then jammed

Jamming on the Fly:
EW + Signal Rating vs EW + Signal rating + ECCM oppossed test, winner take all.
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Jizmack
post Jan 12 2011, 05:03 PM
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In the Influence Skill Group, replace Etiquette with Intimidation.
Etiquette always requires a specialization.
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Yerameyahu
post Jan 12 2011, 05:37 PM
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You mean, Etiquette is an Exotic? Because you should be able to have multiple Etiquettes, and not really benefit from specialization (unless you're doing a language/dialect thing).
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Finis
post Jan 12 2011, 07:16 PM
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We favor Cha x 3 for contacts - but we like contact heavy games with lots of networking.

We keep the Matrix rolls RAW, but we drop the +2 for Hot SIMing for everything but cybercombat and matrix perception, in most cases, the interval drop is enough of a good thing. Also, for hackers that Hot SIM all the time, once a month or so the GM checks for BTL addiction.

Generally the Restricted Gear Quality (if you are using Runner's Companion) is only allowed once - one piece of super tech per character is enough.

Spirits are generally very limited in the force available - we play with with more of the theory Spirits are their own separate entities, and not merely conjured expressions of a mage's will. Therefore you aren't going to find force 10 spirits of men in the barrens, or huge beast spirits in downtown. As a general rule of thumb, anything force 3 or under is fine, above that is GM caveat if something is available. You'd better be someplace very attuned to that type of spirit for anything above a 9. Huge monument's for big task spirits, sacred temples for guidance, pristine wilderness for plant and beast, etc. It's very uncommon to see spirits above force 5 (controlled by PC's) in most of our games.

On the other hand, Binding spirits is slightly easier. We allow the purchase of 'Shrines' which are basically permanent foci for binding a particular spirit. They cost Force x 5000, with an Availability of Force x 4. Anything Force 4 or above is restricted. These shrines always summon the same spirit, and usually some kind of working relationship is worked out with the mage who possesses the shrine and the spirit that resides in it. No binding mats needed to bind out of this shrine, but the spirit gets extra dice to resist if the GM feels the mage has been a dick to the spirit lately. They generally take up some space, but a couple of them will fit comfortably in most magical lodges, though they aren't generally very portable. We've done whole runs to get a couple of these things for our mage (IMG:style_emoticons/default/nyahnyah.gif) Oh, and the have the same karma binding cost as a Summoning foci. They also count as foci for purposes of addiction as well.

Languages are some what simplified, 1 = literacy or speech, 2 = both (heavy accent, simple vocab.), 3 = conversational second language (you have an obvious accent), 4 = native speaker (can easily fake dialectal accents), 5 = excellent writer/orator, 6 = master orator/writer. You can't apply more social hits than your language x 2, unless R6, at which case the sky is the limit. OTOH, you never roll your language skill. Everyone gets their native language for free at 4. Most Face characters spend the 2 free knowledge skill points to bump it to five or six.

Knowledge skills can be used as a synergy assistance test if the character has time to contemplate the action. Two hits on a complementary knowledge skill = one more die on the active skill test.

That's all I can think of right off the top of my head, yeah we have a few, but we've been using most of them so long they are second nature.


Edit: Oh, forgot our overcasting house rule.

In order to make overcasting more inline with flavor text and such (Mage passing out when overcasting, not dying) Over casting no longer does physical damage, but removes the 'divided by two' portion of drain codes. So, a fireball that's normally (f/2)+4 with a magic attribute of 6, when cast at force 6 is 7 drain. when cast at force 8 is 12 drain. Stun overflow going to physical damage as normal. Makes people think twice about overcasting, since it might not kill you, but staying conscious is much harder.


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J. Packer
post Jan 12 2011, 08:13 PM
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No emotitoys. Can't believe I forgot to mention this one in the games I'm running here before we got past the first run!

When looking for pirated software, you make the usual extended test to find a data haven. Then I randomize a collection of software, and the levels it's available at, with prices between 10 and 20% of original price. And the data haven has a random chance of being moved or going offline each time you try to visit it. This house rule was just created, and I've had a great time creating some sample data havens for my players to find.

I like free contact points, but I think it varies from game to game. Usually CHAx2, but in my Missions games, it's one local contact 3/2 or 2/3 and that was it.

I'll see if I can scan through my OOC threads for other off the cuff declarations I have made on the fly. (IMG:style_emoticons/default/smile.gif)
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klinktastic
post Jan 12 2011, 08:17 PM
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QUOTE (J. Packer @ Jan 12 2011, 02:13 PM) *
When looking for pirated software, you make the usual extended test to find a data haven. Then I randomize a collection of software, and the levels it's available at, with prices between 10 and 20% of original price. And the data haven has a random chance of being moved or going offline each time you try to visit it. This house rule was just created, and I've had a great time creating some sample data havens for my players to find.


I'll be taking advantage of this one in our next inter-session play.
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J. Packer
post Jan 12 2011, 08:26 PM
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QUOTE (klinktastic @ Jan 12 2011, 01:17 PM) *
I'll be taking advantage of this one in our next inter-session play.

Looking forward to using the rule, actually.

Oh, and I'm seriously considering using the Logic + Skill for hacking, limited by program value. I really like the way that feels, and it makes it less likely that a script kiddie would be as good at it as a well trained and intelligent hacker would be.
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klinktastic
post Jan 12 2011, 08:29 PM
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QUOTE (J. Packer @ Jan 12 2011, 02:26 PM) *
Looking forward to using the rule, actually.

Oh, and I'm seriously considering using the Logic + Skill for hacking, limited by program value. I really like the way that feels, and it makes it less likely that a script kiddie would be as good at it as a well trained and intelligent hacker would be.


Yeah, it makes more sense...but then I'd have to redo my entire character, since I'd not longer be able to hacker based on my current setup...not that I'm great at it anyway. If we were running at 400 BPs and someones was logic 2, cracking group 4 and program 6 then yeah, makes sense. Obviously, up to you though.
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Yerameyahu
post Jan 12 2011, 09:02 PM
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There are a number of (probably) unintended consequences to using that rule, which is not to say that you can't use it. I forget which thread we were discussing them in…
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Eratosthenes
post Jan 12 2011, 09:09 PM
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I use rules to make encryption stronger. Namely thresholds to decrypt are Encryption^2 instead of Encryption*2.
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klinktastic
post Jan 12 2011, 09:11 PM
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Yeah, idk, if you sacrifice your logic, you end up losing out on some interesting options in the forum of the computer skill group. I'm not a fan of having successes capped by anything. If you have a good roll, you should get it.
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Warlordtheft
post Jan 12 2011, 09:51 PM
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One optional rule I use is that each attack reduces worn armor by 1 point of ballistic and 1 point of impact.

I tried Skill plus attribute (limit program) but found that it really made technomancers matrix gods (with threading) over hackers. Plus everything is designed with raw in mind, so it was hard to work with on occasion.
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klinktastic
post Jan 12 2011, 09:55 PM
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QUOTE (Warlordtheft @ Jan 12 2011, 03:51 PM) *
One optional rule I use is that each attack reduces worn armor by 1 point of ballistic and 1 point of impact.

I tried Skill plus attribute (limit program) but found that it really made technomancers matrix gods (with threading) over hackers. Plus everything is designed with raw in mind, so it was hard to work with on occasion.



I assume the first is each successful attack that hits? What about hits but does no damage? Obviously its the case if it hits and does damage.

That makes a lot of sense about the threading.
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CanadianWolverin...
post Jan 12 2011, 11:08 PM
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I am under the impression that script kiddy hackers are fine, the goal is to reward hackers who have a higher logic, correct? To that end I would find a way to let higher logic hackers have an easier time making and maintaining their own custom programs - its the higher logic hackers that script kiddies should be buying their programs from (back doors optional) in those shifting data havens they head to for "pirated" software.

How does this express itself in a house rule for SR4A (if you have Unwired, YMMV)? IMHO, divide interval (convert month to days, I would use the ratio 1m:30d) by logic, so that intervals are measured in days rather than months. I think I was disagreed with fairly strongly the last time I brought this idea up, I've tried to modify the idea since then, so again, YMMV.

This way I keep the matrix use Skill + Program in line with the line of fluff found on page 232 SR4A "In order to interact with the Matrix, you need to use programs. Programs can be purchased (or written by a hacker) and then stored with a persona or agent." That would be pretty significant reward for the hacker Einsteins of the Shadows, I hope. Being that it can bring their role more in line with how runs can take place with only hours or days allotted for preparation and planning and how the down time from a run gets played out in games. I suppose if downtime between runs that gets gamed was months at a time, I wouldn't see much use for this house rule but I see that even rarely, since maintaining life style costs and new black market goodies seems to necessitate players having their runner characters constantly working (on top of some view downtime as time their characters could be on a exciting run), at least in the experiences I have observed.

Part of the reason for the change in the way Matrix stuff worked from past editions was to bring them more into the action of the other non-Matrix characters various interactions, say combat or social, correct? I see this house rule as just further bringing the high logic hacker in line with the prep and planning time the other types of specialists accomplish before/during their leg work/laying low till the heat comes off enough to get good work again.
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klinktastic
post Jan 13 2011, 02:15 AM
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QUOTE (CanadianWolverine @ Jan 12 2011, 05:08 PM) *
I am under the impression that script kiddy hackers are fine, the goal is to reward hackers who have a higher logic, correct? To that end I would find a way to let higher logic hackers have an easier time making and maintaining their own custom programs - its the higher logic hackers that script kiddies should be buying their programs from (back doors optional) in those shifting data havens they head to for "pirated" software.

How does this express itself in a house rule for SR4A (if you have Unwired, YMMV)? IMHO, divide interval (convert month to days, I would use the ratio 1m:30d) by logic, so that intervals are measured in days rather than months. I think I was disagreed with fairly strongly the last time I brought this idea up, I've tried to modify the idea since then, so again, YMMV.

This way I keep the matrix use Skill + Program in line with the line of fluff found on page 232 SR4A "In order to interact with the Matrix, you need to use programs. Programs can be purchased (or written by a hacker) and then stored with a persona or agent." That would be pretty significant reward for the hacker Einsteins of the Shadows, I hope. Being that it can bring their role more in line with how runs can take place with only hours or days allotted for preparation and planning and how the down time from a run gets played out in games. I suppose if downtime between runs that gets gamed was months at a time, I wouldn't see much use for this house rule but I see that even rarely, since maintaining life style costs and new black market goodies seems to necessitate players having their runner characters constantly working (on top of some view downtime as time their characters could be on a exciting run), at least in the experiences I have observed.

Part of the reason for the change in the way Matrix stuff worked from past editions was to bring them more into the action of the other non-Matrix characters various interactions, say combat or social, correct? I see this house rule as just further bringing the high logic hacker in line with the prep and planning time the other types of specialists accomplish before/during their leg work/laying low till the heat comes off enough to get good work again.


I completely agree with everything you said there. There are many advantages to the high logic hacker.
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J. Packer
post Jan 13 2011, 02:22 AM
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Yeah, that is pretty sharp. I think I might play with the numbers some, see what happens to various scenarios when different house rules are applied.
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Omenowl
post Jan 13 2011, 02:54 AM
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Limit the number of hits to 2x skill with an untrained skill having a maximum of 1 hit.

Bioware and cyberware will cost 1% of the implant cost per month. This limit some of the tranhumanism and gives a reason augmentations are not dominant in society. Nanites are in addition to the hive and cost 10% per month or lose 1 rating. This gives a reason for players to go on runs to earn cash.

Edge dice are the number of your unused dice.

Ranged weapons use a threshold of equivalent to the penalty dice +1 instead. Extreme requires a threshold of 7 and short requires 1. This limits sniping at extreme range to trained snipers tending to use edge. Active dodging hits remove dice from the sniper's roll.

Spirit edge is half of its force.

Encryption level determines the time it takes to break. 1 is a turn, 2 is a minute, 3 is an hour, 4 is a day, 5 is a week, 6 is a month.

And most of the stuff in augmentation

Fading DV from tasking is half sprites rating + # of hits by the spirit.
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Eratosthenes
post Jan 13 2011, 03:18 AM
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QUOTE (Omenowl @ Jan 12 2011, 09:54 PM) *
Limit the number of hits to 2x skill with an untrained skill having a maximum of 1 hit.


Not bad, but I can't imagine it coming up often, unless they have wicked high ability scores.

QUOTE (Omenowl @ Jan 12 2011, 09:54 PM) *
Bioware and cyberware will cost 1% of the implant cost per month. This limit some of the tranhumanism and gives a reason augmentations are not dominant in society. Nanites are in addition to the hive and cost 10% per month or lose 1 rating. This gives a reason for players to go on runs to earn cash.


Seems like a lot of extra bookkeeping, and would punish mundanes much more than adepts and magicians, who are already pretty powerful in comparison.

QUOTE (Omenowl @ Jan 12 2011, 09:54 PM) *
Edge dice are the number of your unused dice.


Huh?

QUOTE (Omenowl @ Jan 12 2011, 09:54 PM) *
Ranged weapons use a threshold of equivalent to the penalty dice +1 instead. Extreme requires a threshold of 7 and short requires 1. This limits sniping at extreme range to trained snipers tending to use edge. Active dodging hits remove dice from the sniper's roll.


Seems like a double whammy. Why not just increase the range penalties to the DP if you feel hitting at long range should be more difficult?

QUOTE (Omenowl @ Jan 12 2011, 09:54 PM) *
Spirit edge is half of its force.


Why?

QUOTE (Omenowl @ Jan 12 2011, 09:54 PM) *
Encryption level determines the time it takes to break. 1 is a turn, 2 is a minute, 3 is an hour, 4 is a day, 5 is a week, 6 is a month.


Seems pretty harsh. Either nobody, for whatever reason, uses encryption on their devices/nodes, or the hackers/TM's aren't going to be doing any hack-on-the-flies, even for basic rating 3 devices/commlinks.

QUOTE (Omenowl @ Jan 12 2011, 09:54 PM) *
Fading DV from tasking is half sprites rating + # of hits by the spirit.


Ouch.
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Yerameyahu
post Jan 13 2011, 03:25 AM
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Well, I think it's fairly common to have Agility 7 and skill 1 (or 1+2), and then start adding tons of bonuses. I agree that the 2*Skill cap really only functions at extremely low skills (0, 1, sometimes 2). Still, this basically destroys defaulting, and doesn't alter much for skills 3+.

I notice that your encryption function is very uneven (start at 3 secs, *20, *60, *24, *7, *30). It seems better aesthetically to smooth that out, but maybe it works well for actual gameplay time scales?
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