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#76
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
It's not really 'is 8 Edge powerful?', just 'is this a good idea for a fun, friendly game?' (IMG:style_emoticons/default/biggrin.gif) That kinda thing can piss people off, hehe.
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#77
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,700 Joined: 1-July 10 Member No.: 18,778 ![]() |
Taking a full combat turn to detonate is what really kills hand-thrown grenades in SR.
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#78
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Running Target ![]() ![]() ![]() Group: Banned Posts: 1,105 Joined: 23-August 10 Member No.: 18,961 ![]() |
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#79
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
Airburst only works with smartgun grenade launchers... not thrown grenades.
Thrown grenades only take 1IP to blow, not a full combat turn. That's the timer mode and other times can be programmed for things like booby traps and the like. See page 324. They can come with command detonated as well. (pull safety pin, throw grenade, if you like where it ends up... free action to blow it. Nasty surprise since you can spend free actions on other peoples turns to blow it when someone picks it up to throw it back). They can also come with a contact detonator. To the OP... another way to go is cavalry... if you're in the army that means either helicopter or say tank gunner. Either route would be an eventual in to rigging in the SR1 sense. (SR1 riggers weren't really about drones, they were about plugging directly into the tank/vehicle). But the skills which come with that directly translate into drones as they become available. Even the comms techs abilities eventually turn directly into hackers. (drones initially were more of a hacker thing IIRC). |
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#80
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Moving Target ![]() ![]() Group: Members Posts: 497 Joined: 16-April 08 From: Alexandria, VA Member No.: 15,900 ![]() |
Even not going cavalry, taking a few ranks in Gunnery is a good call.
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#81
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Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
Athletics 3 Close Combat 2 Firearms 4 --Broken for Automatics 6 (Assault Rifles, which should include battle rifles--right?) Outdoors 2 Stealth 2 Total BP spent: 425/440 ...With no negative qualities picked and 15 points left over for positives. What do you all think? I won't say too much about your Attributes as you have already had a lot of advice there. BOD 4 so you can wear an armoured jacket without encumbrance is a good one, as is raising WILL to 3 for that extra stun box. Having good Initiative (REA and INT) is good, but is it so necessary if you are the team face (as opposed to gun bunny), who will definitely need high CHA as well? Focussing on skills, I would drop 1 from each of Outdoors and Athletics (to 1 and 2 respectively) - unless you are planning on Gym Dodging a lot, these skills might not come up so often, and you can use your high Edge if you really need to. I like Firearms 4, although you could lose a point (you are the officer not the gun bunny, after all) if you need to as you are breaking the group anyway. I would try to raise Stealth to 3 as you are probably going to be using those group skills quite often. I would also drop Close Combat and take either Unarmed or Clubs (you can use a melee hardened gun as a club, and even if you don't have one you should be able to improvise something as a club more often than not). This should net you some BP for: Influence 4 (you want to be the team face) Intimidation 4 (ditto) Perception 2+ First Aid 1 (you could specialize in CombatWounds)* Heavy Weapons 1+ (for working that grenade launcher) ... and not bother with Throwing because you will (hopefully) have that Grenade Launcher Armourer 1 (for cleaning/repairing guns and armour)* * Bear in mind that your Edge of 8 will give you flexibility to default on skills like Parachuting or Diving if they come up, and can help mitigate low skills if a lot of successes are absolutely necessary. Assuming you keep your Edge of 8, you want to concentrate your high ranked skills on things you will be using often (I would presume Firearms, Influence, Stealth, Perception, Intimidation and perhaps Heavy Weapons). If after all that you are still struggling for BP, you could consider dropping Lucky and/or soft-capping Edge to strengthen your core competencies - Edge 6 might be plenty if you are rocking 4's and 6's in your core skills. |
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#82
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 ![]() |
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#83
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Moving Target ![]() ![]() Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 ![]() |
QUOTE ... or local ladylads...... well, if your in places like Thailand.... But seriously, dropping close combat completely doesn't really fit in a military setting, especially if your a spec-ops group. Sure your not going to be running around with a sword most likely, but you will still be expected to be able to fight with your survival knife/bayonet. And lets not forget that the Victorinox Memory Blade is standard issue of the Swiss army (which is essentially a sword). Unarmed combat is standard, and everybody loves a good rifflebutt. But that said, if your being allowed to break up groups in creation, I would just take it at 1 and pick one of those to take up higher if you so choose. All of your physical stats should be at least 3 if your in the military (you should be at least slightly above average in everything because of your training regimen). Other than that, with your character's concept in mind, you have 2 major design options: lucky or not so lucky If you want to try the lucky route, I would go with Umaro's advice. drop some from your firearm group and automatics. say 3 in the group and take the automatics skill 2 higher. With an agi of about 5, you'll be at 8 dice, 10 with an automatic, and 12 with an assault rifle. When you need a great shot and all you have is a pistol, you can add 8 more edge dice. And pick up the influence group (obviously) The problem with that build is that it doesn't leave you a whole lot of BP to round out a lot of skills, and without ware/magic to up your dice pools, your gonna be looking at 5-6 dice for skills that your at 3 attribute and 2-3 skill ranks...thats not very much and you may find yourself running out of edge, even with 8 edge points to spend. If you drop lucky (20BP) and drop your edge to say 3 (65BP) you'll get back 85BP to spend on more skills and attributes. |
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#84
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Moving Target ![]() ![]() Group: Members Posts: 136 Joined: 16-April 08 Member No.: 15,899 ![]() |
When I first saw this thread I was beginning to imagine a batch of Homeless, Sinless guys starting out at a level where they saw people living in the gutter as the upper class.
Which could really work as a game if they all realise that because they literally have nothing to lose they would be willing to take the big risks. Scrounging, jury-rigging and street smarts related skills and edges would be valuable. Heck with the right rolls you could dig up a few Barrens Specials out of some dumpsters, find some discarded electronics that can be repaired and have a few contacts in low places and you're in business. Of course now that I know this is a military campaign I can reccomend one idea that works with or without gear or magic. Sargent Bilko The perpetual face, capable of wheeling, dealing, conniving, swindling, bamboozling and procuring the gear you may need... or not even need but want. |
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#85
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 ![]() |
[...] gear provided but unknown. [...] There go Riggers and Hackers. Both are too dependend on their gear - and for riggers, it's really important that they have the right gear, specifically for them. There, too, goes any samurai except a gutter-punk thug. No gear = no augments. Which is basically what you have to expect: nothing but gang-level punks with pistols, maybe a shotgun or cheap SMG. QUOTE One simple question: What the hell do I build? My usual suspects (street sam and face) are out, so's rigger, and I hate playing hackers. Thoughts? "Don't play." That's my thought. (IMG:style_emoticons/default/frown.gif) |
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#86
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Former Member ![]() ![]() Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 ![]() |
"Don't play." That's my thought. (IMG:style_emoticons/default/frown.gif) Pretty much what I said. When Pax and I agree, it generally means we're right. |
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#87
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Running Target ![]() ![]() ![]() Group: Banned Posts: 1,105 Joined: 23-August 10 Member No.: 18,961 ![]() |
Could always be a rocker.
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#88
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 ![]() |
Taking a full combat turn to detonate is what really kills hand-thrown grenades in SR. This is actually one of the few, few, FEW changes I actually like in WAR. Grenade timing on 139.. Basically standard semi-smart grenades(all nades have wi-fi by default) blow up in the next pass after they were fired. A Free Action for Changed Linked Device mode lets you manually blow it up, kind of like a manual airburst you see in vidya games. Otherwise, the '3 second timer aka next combat turn' rule kicks in. It actually improved both grenade timing and direct fire. |
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#89
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 ![]() |
Pretty much what I said. When Pax and I agree, it generally means we're right. Yeah. If I wanted to run a less-gear-optimised game? I'd just lower the ceiling on both Money and Availability. If you can only have 100K (IMG:style_emoticons/default/nuyen.gif) and no single piece of gear can have an availability higher than, oh, 9 ...? Yeah, that cuts the higher-end, most-optimisable gear right out of the game ... yet the player remains in charge of what their own characters do or don't have. If their image is a shotgun-toting Ork, they don't wind up with a knife-and-pistol-packing Ork instead. If I wanted to restrict magic and the like, I'd just put a cap on Magic and Resonance, and maybe increase the cost of the requisite Qualities. Quadruple the cost to be a Magician, Adept, or Technomancer, then cap Magic and Resonance at 4, and yeah ... you're going to see fewer weaker characters in those archetypes. Then, limit skills - shave a whole point off the maximums. So instead of "one skill at 6 or two at 5, the rest 4 or less", make it "one skill at 5, or two at 4, the rest 3's or less". Or be especially brutal and make it "one at 4, or two at 3, the rest 1's and 2's". Put those three in combination ...? Wham, low-power campaign. (You might also consider shaving 1/4 of the beginning resources right off the top, too - e.g. a 300BP game, rather than 400.) |
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#90
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,183 Joined: 5-December 07 From: Lower UCAS, along the border Member No.: 14,507 ![]() |
It's been posted before that he trusts his GM, the game is early in the Sixth World, and the players are a bunch of military folks.
If your only piece of advice is to not play, then why are you posting in this thread? I've been enjoying the discussion regarding this sort of crazy limitation. Really interesting myself (and thanks for the link Bishop). |
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#91
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
This is actually one of the few, few, FEW changes I actually like in WAR. Grenade timing on 139.. Basically standard semi-smart grenades(all nades have wi-fi by default) blow up in the next pass after they were fired. A Free Action for Changed Linked Device mode lets you manually blow it up, kind of like a manual airburst you see in vidya games. Otherwise, the '3 second timer aka next combat turn' rule kicks in. It actually improved both grenade timing and direct fire. How many times do I need to repeat this. GRENADES HAVE NEVER GONE OFF IN THE NEXT COMBAT TURN. War changed NOTHING. It's right there in the main book. Always has been. Dating back to SR4 and continued in SR4a. p155. Timing Grenades "detonates on the next initiative pass using the initiative of the tossing character". p324. "They may come with a built-in timer to detonate after a preset amount of time (usually 5 seconds), a motion sensor to detonate on impact, or a wireless link set to detonate on command." Nothing you just listed was changed by war at all. The only bit might be the range and time to target bit... but GL's have never gone a kilometer so that optional rule for how long it takes to reach the target is null and void. (also that rule makes no allowance for guided weapons, and explicitly nerfs them). Don't get me wrong... I've done very long distance shooting a combat turn to go a km is great rule for a sniper rifle.... but the rule utterly falls apart for guided weapons, and provides no allowance for leading the target or any way to hit a moving target that's manoeuvring at all. The only other rules for indirect fire are in arsenal. Pax & all4big: I strongly disagree... a military character doesn't need to start with rigging bits. Especially in the time frame. The game is set just as magic is coming back. Plugging directly into things is just on the bleeding edge of technology by SR timeline. Simply having the skills and the will to accept the first generation of implants makes the character a prime candidate for the necessary gear for free. Similarly deckers are just on the very fringes here. Having the necessary skills is a good prereq for getting the kit. And more to the point getting good kit. Since the character isn't buying it but the military is providing it to them to do their job. |
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#92
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 ![]() |
It's been posted before that he trusts his GM, the game is early in the Sixth World, and the players are a bunch of military folks. Not that I saw. Was it in some other thread? Regardless ... I responded to the questions posed in the OP. QUOTE If your only piece of advice is to not play, then why are you posting in this thread? So, what .... only people that agree, are allowed to comment at all? Pax & all4big: I strongly disagree... a military character doesn't need to start with rigging bits. Especially in the time frame. The game is set just as magic is coming back. Plugging directly into things is just on the bleeding edge of technology by SR timeline. Simply having the skills and the will to accept the first generation of implants makes the character a prime candidate for the necessary gear for free. Characters in a military unit? Just after the awakening? Well see, that detail isn't part of the OP, and would tend to change one's expectations regardless of rules about gear. |
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#93
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Moving Target ![]() ![]() Group: Members Posts: 693 Joined: 26-March 03 Member No.: 4,335 ![]() |
Except we don't know that's the situation he's going into, that's just the assumption people are making (unless i missed a post) the GM could be shooting for just a high competence ganger campaign. He might be wanting to run the team as the Third Stret Saints. Making people make characters for a situation they know nothing about is a poor exercise in my book, whether or not you restrict it. I agree with this part. Why not make a high-school football player? Or a vending-machine repairman, or an accountant? Or an olympic athlete (they are still anti-augmentation, I think)? Heck, he could make a college frat-boy. Or possibly an old-school survivalist (no point having cyber after the collapse, after all). Or possibly a game-show fanatic? Lots of knowledge skills there. EDIT: Hmm, definately military folks, then? I'd go with supply sergeant. In uncertain times, he's the best equipped to be comfortable. |
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#94
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Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
Not that I saw. Was it in some other thread? Regardless ... I responded to the questions posed in the OP. So, what .... only people that agree, are allowed to comment at all? Characters in a military unit? Just after the awakening? Well see, that detail isn't part of the OP, and would tend to change one's expectations regardless of rules about gear. Read the OP's post #26 (top of page 2). If you post on a thread you can't be bothered to read, your opinions are worse than useless. The "don't play" comment is fair opinion stated once, make it and move on to another thread. All4 made it twice? three times?, and it was getting kinda old. The OP stated explicitly that he trusts the GM to make it a fun campaign, was looking forward to the challenge and asked for advice on what to build. Negative advice such as "Don't play" is not really relevant to him, but if that is how you feel about it, make your point and move on. |
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#95
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 ![]() |
Read the OP's post #26 (top of page 2). No, I didn't. And no, I will not feel compelled to read an entire multipage thread before I am "allowed" to post a response to something within it. QUOTE The "don't play" comment is fair opinion stated once, make it and move on to another thread. All4 made it twice? three times?, and it was getting kinda old. Newsflash: I am not All4. Heck, s/he and I don't even particularly like each other. QUOTE The OP stated explicitly that he trusts the GM [...] Even so. I've had GMs I trusted to do almost anything short of walk on water (and would have given even THAT claim a chance). And yet, I've still said "no, not my cup of tea" to a couple of their proposals for games. Trust does not have to be blind. QUOTE Negative advice such as "Don't play" is not really relevant to him, but if that is how you feel about it, make your point and move on. I have now spent more time responding to objections like yours, than I spent making that very point, and then moving on. Think about that for a moment. |
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#96
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Former Member ![]() ![]() Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 ![]() |
All4 made it twice? three times?, and it was getting kinda old. I stated it once, and then reiterated once to show that my mind hadn't been changed, at which point you jump all over me for not "toeing the line" and acting like the whole thing is the best idea since sliced bread. The most recent post was just pointing out the fact that since Pax and I don't get along AT ALL, whenever we agree on a matter, there's generally a very good reason. As to the constant quoting of his 'trusting' this GM, as Pax mentioned, trusting the GM does not necessarily turn a bad idea into a good one (and quite often leads to getting into a very disappointing game that started from such a bad idea but got off the ground because of said 'trust'). |
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#97
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Moving Target ![]() ![]() Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 ![]() |
It's probably been suggested, but the "Latent Awakening" quality might be fun to play with. If this is early on in the Sixth World, that could be cool: I'd stick with being an Adept though, if you were an early Magician you prolly won't be able to learn spells from anyone.
I'd try to go with a Combat Engineer of sorts. Get the Mechanics group, Armorer, Explosives, Heavy Weapons and so on. You'll be able to help no matter what the situation is and even though you use a variety of gear, none of it is exactly out of the ordinary for a soldier. |
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#98
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Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
No, I didn't. And no, I will not feel compelled to read an entire multipage thread before I am "allowed" to post a response to something within it. You are perfectly entitled not to read an entire thread before posting on it. I would not necessarily recommend it though, as you will look foolish the if you completely missed relevant information (such as the OP's clarification that the campaign is a military one) ... I stated it once, and then reiterated once to show that my mind hadn't been changed, at which point you jump all over me for not "toeing the line" and acting like the whole thing is the best idea since sliced bread. The most recent post was just pointing out the fact that since Pax and I don't get along AT ALL, whenever we agree on a matter, there's generally a very good reason. As to the constant quoting of his 'trusting' this GM, as Pax mentioned, trusting the GM does not necessarily turn a bad idea into a good one (and quite often leads to getting into a very disappointing game that started from such a bad idea but got off the ground because of said 'trust'). I never mentioned anything about "toeing the line", just that your pretty negative and biased assertions (to paraphrase, "the GM is going to royally fuck you!") added nothing to the ongoing discourse. You had stated your case and had started repeating yourself, it was time to walk away. I also never said I thought the whole thing was the best idea since sliced bread (for the record I find campaigns where you have to choose a "military background" or a "law-enforcement background" quite strait-jacketing), I simply got on and gave the OP advice I hoped he found useful. |
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#99
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Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
I don't know the OP or his GM, but given the early no-magic pre-augmentation (or proto-augmentation?) theme, I have a feeling that the OP and his squad may find themselves at the sharp end of the Great Ghost Dance or something ... which I for one would find way cool.
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#100
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 ![]() |
Personally to me it sounds like i'm just going to get my ass whipped regularly by magic. And if the events are already predetermined i'm stuck playing for a loosing side.
Which sounds more bitter then it is really intended to be, but eh. |
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