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> By request: my Houserules
Tymeaus Jalynsfe...
post Jun 20 2012, 04:59 PM
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QUOTE (_Pax._ @ Jun 20 2012, 10:36 AM) *


Augmentation, Pages 120-122... (IMG:style_emoticons/default/smile.gif)
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_Pax._
post Jun 20 2012, 06:25 PM
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Oh, hey, look at that; I never noticed those before. Time to put more thought into things, and figure out if that seems right for me to use, or not. (IMG:style_emoticons/default/smile.gif)
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Neraph
post Jun 20 2012, 06:32 PM
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QUOTE (_Pax._ @ Jun 19 2012, 06:53 AM) *
Primary Sources:
[list]
[*]Shadowrun 4 Anniversary Edition



QUOTE (_Pax._ @ Jun 19 2012, 06:54 AM) *
OPTIONAL RULES

The following optional rules will be in use:

(Arsenal)
Chemistry (Logic) as a Technical Active skill, p78

Redundant: page 126, SR4A, has made Chemistry a Technical Active Skill.

You've inspired me to keep working on my House-Rules/Template for the SR4 rules that morphs it into a completely different thing. I'll try to get it finished soon enough.

EDIT: I also highly suggest this: all Direct Combat Spell drain is +4, all Indirect Combat Spell drain is -2. It makes Indirect spells more attractive and common while still allowing Direct to be useful without being the default.
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UmaroVI
post Jun 20 2012, 07:02 PM
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QUOTE (Neraph @ Jun 20 2012, 02:32 PM) *
Redundant: page 126, SR4A, has made Chemistry a Technical Active Skill.

You've inspired me to keep working on my House-Rules/Template for the SR4 rules that morphs it into a completely different thing. I'll try to get it finished soon enough.

EDIT: I also highly suggest this: all Direct Combat Spell drain is +4, all Indirect Combat Spell drain is -2. It makes Indirect spells more attractive and common while still allowing Direct to be useful without being the default.


And before someone mentions it: no, the adding net hits to drain rule is a terrible failure of an idea forged in the flames of failed math classes and tempered in the tears of failed D&D clone designers. You don't want to use it.
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_Pax._
post Jun 20 2012, 07:11 PM
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QUOTE (Neraph @ Jun 20 2012, 02:32 PM) *
Redundant: page 126, SR4A, has made Chemistry a Technical Active Skill.

Cool. (IMG:style_emoticons/default/smile.gif)

QUOTE
EDIT: I also highly suggest this: all Direct Combat Spell drain is +4, all Indirect Combat Spell drain is -2. It makes Indirect spells more attractive and common while still allowing Direct to be useful without being the default.


I'm not sure abut making that large of a change. Maybe +2/-1. But for now, I want to see how it works out without the change.





QUOTE (UmaroVI @ Jun 20 2012, 03:02 PM) *
And before someone mentions it: no, the adding net hits to drain rule is a terrible failure of an idea forged in the flames of failed math classes and tempered in the tears of failed D&D clone designers. You don't want to use it.

Oh, that one I already know. (IMG:style_emoticons/default/smile.gif)
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Neraph
post Jun 21 2012, 04:46 AM
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I've tinkered with the numbers and the -2 Indirect/+4 Direct is the one that makes the most significant without adding a new mechanic like UmaroVi pointed out the flaws of. If that's too steep, the Direct can be a +2 or +3, but what we're effectively doing is swapping the -2 Direct and +2 Indirect spell options from Street Magic, which ends up in a 4 point shift (-2 to 0 to +2).
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UmaroVI
post Jun 21 2012, 12:03 PM
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Maybe I'm just missing something, but I think Direct/Indirect isn't a modifier at all, and it's Elemental that's +2. That's in line with Elemental single-targets being f/2+3 and Powerbolt being f/2+1.

I think what you would want to do is switch those (so -2 Indirect/+2 Direct, which also makes Punch/Clout/Blast a bit less of a sad failure of a spell), and also remove that -1 for doing Stun damage.
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_Pax._
post Jun 21 2012, 03:37 PM
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Ueah, see, to houserule spell drains the way I would want them? Would basically require me to completely re-do those drain formulae. And I'm already feeling a bit uncomfortable with how many houserules I still have, so ... yeah. Not this time around.
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Neraph
post Jun 23 2012, 06:45 PM
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QUOTE (UmaroVI @ Jun 21 2012, 07:03 AM) *
Maybe I'm just missing something, but I think Direct/Indirect isn't a modifier at all, and it's Elemental that's +2. That's in line with Elemental single-targets being f/2+3 and Powerbolt being f/2+1.

I think what you would want to do is switch those (so -2 Indirect/+2 Direct, which also makes Punch/Clout/Blast a bit less of a sad failure of a spell), and also remove that -1 for doing Stun damage.

Bleh. I haven't checked the book in quite some time. You're right, there's an Elemental Effect modifier, not a Direct/Indirect (I was blurring Elemental and Mana/Physical in my memory).

However, with your proposed hotfix (which is one I was using until I changed it to -2/+4):
Indirect Single Target Elemental spells are (F/2) + 1, the same as the (still superior) Stunbolt. With mine, Stunbolt would be (F/2) + 3 (and, admittedly, Powerbolt would be a hefty [F/2] + 5 and Powerball a painful [F/2] + 7).
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UmaroVI
post Jun 24 2012, 12:27 AM
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I actually think that's OK. There's already reasons to use elemental spells; Stunbolt being superior versus living targets that you don't need to kill asap is fine with me, I just don't like how enormously superior it is now.
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