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> 5E Wish List, Or 'What I want for Christmas'.
Tymeaus Jalynsfe...
post Jan 15 2013, 10:33 PM
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QUOTE (Fatum @ Jan 15 2013, 03:09 PM) *
GURPS!


Not entirely, though. It does come close, but still lacks in some areas. *shrug*
Not a fan of GURPS myself, though.. *shrug*
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Daier Mune
post Jan 15 2013, 11:03 PM
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Augmentation:
Would like to see the distinction between Cyberware and Bioware removed, and move all augmentation into a single 'Bionics' catagory. Genetech and nanowear can still retain thier own rules, but two different listings for augmentations that are basically the same function seems unnecisary. Or, put in a greater distinction between Cyberwear and Biowear, like different side-effects for if a majority of your essence loss is from Bio or Cyber.

Cyborgs:
Would really like to see cyborgs as playable characters.

Weapons and ammunition:
needs alot of work, updating weapons for modern-day design (inclusion of designated marksman rifles and squad-automatic weapon roles).
Flchette ammunition does not actually work like how it's described in the book, always bugged me.
Would also like to see shotgun ammo revamped to make them stand out a bit more.

Armor:
I'm wondering if the game really needs two different types of armor. the conventional wisdom of 'Impact is usually lower than Ballistic' probably isn't true even half of the time, and most weapons that target impact armor have +armor mods applied to them (HP rounds, Flchette, Gel rounds, ect.) anyway. seems like an easy thing to cut out that wouldn't affect gameplay (just give melee weapons an additional -armor bonus to offset).
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Fatum
post Jan 15 2013, 11:18 PM
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QUOTE (Daier Mune @ Jan 16 2013, 03:03 AM) *
Augmentation:
Would like to see the distinction between Cyberware and Bioware removed, and move all augmentation into a single 'Bionics' catagory. Genetech and nanowear can still retain thier own rules, but two different listings for augmentations that are basically the same function seems unnecisary. Or, put in a greater distinction between Cyberwear and Biowear, like different side-effects for if a majority of your essence loss is from Bio or Cyber.
More distinct categories sound nice. As for lumping them together, there's a mechanical difference...

QUOTE (Daier Mune @ Jan 16 2013, 03:03 AM) *
Cyborgs:
Would really like to see cyborgs as playable characters.
Well basic rules are there in Augmentation, and there's a fan supplement in my signature if those don't quite work.

QUOTE (Daier Mune @ Jan 16 2013, 03:03 AM) *
Weapons and ammunition:
needs alot of work, updating weapons for modern-day design (inclusion of designated marksman rifles and squad-automatic weapon roles).
Battle rifles are in War! and later supplements, and MGs are all over the place.
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All4BigGuns
post Jan 16 2013, 01:40 AM
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QUOTE (Stahlseele @ Jan 15 2013, 03:13 PM) *
And Metroid would break every spine and other bone in a Body too.


Considering the presence of magic, a corporate R&D department (coughArescough) could probably try to work out combining the armor technology with an Initiate enchanter to work something out. It's gonna be expensive as all hell to produce and even more so to acquire after production, but it is theoretically possible.
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Critias
post Jan 16 2013, 01:48 AM
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QUOTE (All4BigGuns @ Jan 15 2013, 09:40 PM) *
Considering the presence of magic, a corporate R&D department (coughArescough) could probably try to work out combining the armor technology with an Initiate enchanter to work something out. It's gonna be expensive as all hell to produce and even more so to acquire after production, but it is theoretically possible.

Yes, but how well does it integrate into your standard campaign? Considering the rarity (and the GM headaches) that even "just" mil-spec heavy armor causes, the power bloat that that sort of hardware brings...making something crazy like full-on Iron Man or Metroid armor possible, much less making it normal? That's the sort of thing that ramps up a setting, and is a bell that's very hard to un-ring.

When the default isn't "armor jacket and a heavy pistol" any more, and is instead "flying powered armor and gyrojet gatling guns" or something...are you still really playing Shadowrun? How often to GMs and players even include the existing super-high-tech stuff that the setting offers, like Jarheads and Cyberzombies, without threatening the balance of power something fierce?
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All4BigGuns
post Jan 16 2013, 01:55 AM
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QUOTE (Critias @ Jan 15 2013, 07:48 PM) *
Yes, but how well does it integrate into your standard campaign? Considering the rarity (and the GM headaches) that even "just" mil-spec heavy armor causes, the power bloat that that sort of hardware brings...making something crazy like full-on Iron Man or Metroid armor possible, much less making it normal? That's the sort of thing that ramps up a setting, and is a bell that's very hard to un-ring.

When the default isn't "armor jacket and a heavy pistol" any more, and is instead "flying powered armor and gyrojet gatling guns" or something...are you still really playing Shadowrun? How often to GMs and players even include the existing super-high-tech stuff that the setting offers, like Jarheads and Cyberzombies, without threatening the balance of power something fierce?


Who said anything about normal? I said it'd be pretty danged expensive, and with how rare Initiate enchanters of any real power are, such a thing would be unlikely to decrease in price for several decades (possibly even a century).
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binarywraith
post Jan 16 2013, 01:55 AM
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QUOTE (Critias @ Jan 15 2013, 07:48 PM) *
Yes, but how well does it integrate into your standard campaign? Considering the rarity (and the GM headaches) that even "just" mil-spec heavy armor causes, the power bloat that that sort of hardware brings...making something crazy like full-on Iron Man or Metroid armor possible, much less making it normal? That's the sort of thing that ramps up a setting, and is a bell that's very hard to un-ring.

When the default isn't "armor jacket and a heavy pistol" any more, and is instead "flying powered armor and gyrojet gatling guns" or something...are you still really playing Shadowrun? How often to GMs and players even include the existing super-high-tech stuff that the setting offers, like Jarheads and Cyberzombies, without threatening the balance of power something fierce?


They don't, because when you've rolled out the military armor and heavy weapons, you're not playing a street-level game of plausible deniability and surviving on the margins of society, you're playing Fallout.
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Umidori
post Jan 16 2013, 01:57 AM
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Who ever said it should be made standard, Critias?

There are plenty of things that exist in Shadowrun that are not standard. There are entire books worth of gear that don't get used regularly, but the fact that there is an option for people to use that gear if they so choose is a good thing. The average Shadowun might not include laser rifles and artillery fire, but I for one am immensely pleased that the rules for such things actually exist, even if they are so expensive, hard to get, and unsubtle as to make them unsuitable for campaigns that aren't ultra pink mohawk or military centric.

Edit: Sniped by All4. (IMG:style_emoticons/default/nyahnyah.gif)

~Umi
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All4BigGuns
post Jan 16 2013, 02:02 AM
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And imagine the run that turns out to actually be the 'weapons test' for the "Metroid armor" (IMG:style_emoticons/default/smile.gif)
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Shortstraw
post Jan 16 2013, 05:02 AM
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!! armour foci in 5th (IMG:style_emoticons/default/smile.gif) !!
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Smirnov
post Jan 16 2013, 05:32 AM
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QUOTE (Critias @ Jan 16 2013, 05:48 AM) *
When the default isn't "armor jacket and a heavy pistol" any more, and is instead "flying powered armor and gyrojet gatling guns" or something...are you still really playing Shadowrun? How often to GMs and players even include the existing super-high-tech stuff that the setting offers, like Jarheads and Cyberzombies, without threatening the balance of power something fierce?

And the idea that using milspectech is wrong is why milspectech books are sold for a buck (IMG:style_emoticons/default/wink.gif)

I mean, sure, this kind of gear isn't meant to be easily accessible, but the stats are in and that means that these toys are intended to be used more than a gamemaster plot device. If the idea was that 'once you look into the barrel of a military gun, you're dead', there would be no stats, no costs to buy and ratings. These toys would be off the table. But they are in. Assault cannons in corebook, military armor in Arseanal, in-depth rules on cyborgs and cyberzombies in Augmentation and so on - these are basic books. Did the people who wrote these books really expected players would look at them and don't touch, like those biometric guns in Tir na Nog with a tag 'hey, chummer, that's not for you. Sucker!'?

Of course, there should be restraint in using them, if every ganger starts running with an 50F gun, that's pretty sure wrong, but every game that goes for some time will have power creep. My ork streetsam started with biker racer armor, but some time in the adventure he could afford military armor. He just looted it from an out-of-the-book npc. Took some money and effort to repair it, but he got it. And then the question rises: if every game sooner or later comes to the cool toys, why make the players suffer the time to get them? If we've played a campaign for a year and our characters became rather well-equipped, but we've started a new one and our new characters are again scrambling for some spare rounds for the only Predator the team possesses, where's the fun? We've done it once, we came all the way from the bottom to top, why should we do it again?

The possible way to avoid this problem is to limit the power creep. Keep the game low-level and issue the big toys with great care. But there's no fun playing delivery boys in the world of such rich metaplot.
Maybe power tiers can solve the issue.
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NiL_FisK_Urd
post Jan 16 2013, 07:20 AM
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The metroid armor looks exactly like i pictured heavy milspec armor.
@MilSpec Stuff: Sometimes i wonder why there are stats for Aircraft carriers, strategic nuclear subs and stealth bombers? Floor plans of these would have been much more intreresting.
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Umidori
post Jan 16 2013, 07:47 AM
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I honestly don't think Shadowrun suffers a terrible amount of power creep, because the setting is sort of self-limiting or self-policing. The more of a threat you become, the more likely you are to get taken down.

No matter how powerful you get, you're only a handful of shadowrunners against corporations that span the globe. Take the absolute most powerful gear available, slap it on the most professional team of perfectly optimized runners possible, and yeah, you'll make some damn big waves, but in the end the megas will sink you. You're only a medium size fish in a sea of great white sharks, after all.

It also helps immensely that unlike an online multiplayer game, there's no bleedover effects from what power creep there is. If you and your table are happy playing street level campaigns, then what difference does it make if Joe Chummer and his pals are playing ultra crazy psycho funtime explodo-tastic demi-god extravaganza campaigns? There's no competition between your tables, no overlap in how each group chooses to play and at what power levels. It's not like you're getting spawn camped by some jackass with a maximum level unlockable weapon, ya know?

~Umi
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All4BigGuns
post Jan 16 2013, 07:53 AM
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QUOTE (Umidori @ Jan 16 2013, 01:47 AM) *
I honestly don't think Shadowrun suffers a terrible amount of power creep, because the setting is sort of self-limiting or self-policing. The more of a threat you become, the more likely you are to get taken down.

No matter how powerful you get, you're only a handful of shadowrunners against corporations that span the globe. Take the absolute most powerful gear available, slap it on the most professional team of perfectly optimized runners possible, and yeah, you'll make some damn big waves, but in the end the megas will sink you. You're only a medium size fish in a sea of great white sharks, after all.

It also helps immensely that unlike an online multiplayer game, there's no bleedover effects from what power creep there is. If you and your table are happy playing street level campaigns, then what difference does it make if Joe Chummer and his pals are playing ultra crazy psycho funtime explodo-tastic demi-god extravaganza campaigns? There's no competition between your tables, no overlap in how each group chooses to play and at what power levels. It's not like you're getting spawn camped by some jackass with a maximum level unlockable weapon, ya know?

~Umi


This! So very many times this! Too often you hear people griping about the really big stuff just because they don't want it in their games. Real simple solution: Be very clear on what 'power level' characters you're wanting in your game, but be flexible and respect that not everyone is comfortable with ultra-low-powered stuff.
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Umidori
post Jan 16 2013, 08:50 AM
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I read "Ultra-Low-Powered" and imagined a Black Trenchcoat MacGyver campaign.

"You make your way through the crowds and into a rundown laundromat. The old man at the counter seems lost in his newspaper, but you know better. He turns a page, coughs, and glances at your party as if to say, "What are you waiting for? It's unlocked." Of course you already noticed the rear door was ever so slightly ajar, already smelled the smoke from Hamza's hookah wafting from the back. If not for his reputation as the best fixer in Baghdad, you'd think anyone who'd set up shop in a public laundromat with no physical security to speak of would have to be an amateur. But you wouldn't be here if he wasn't good, now would you?"

"The door swings open with a gentle push. Hamza is lounging on an antique divan, puffing contentedly. He gazes at you lazily, slides a paper envelope across the low table, and returns his attention to his pipe. The envelope contains a name, a date, two street addresses, and a commcode, all in cypher. Tucked into the bottom fold are two linked paper clips. On the floor by the door is a plastic convenience store bag, which you take. Inside is a bottle of sulphuric acid, rosary beads, a rubber glove, an antique alarm clock, moth balls, and a stalk of celery."

"As you split up and disappear into the side alleys a moment later, you each reflect on the task before you. You've never abducted a pope before. But like old Farmer Anderson used to say back in Wyoming, it takes a horse thief to make some men truly see God. And you're all itching to get back in the saddle."


~Umi
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All4BigGuns
post Jan 16 2013, 01:08 PM
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"Black Trenchcoat" is just woefully low on actual enjoyment. If there is little actual combat and action, then the game becomes dull, boring and bland very very quickly. No point in even playing past the first five minutes of a game with that 'style', IMO. Might as well meander on over to the video games and start playing that. You'll have more fun.
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Fatum
post Jan 16 2013, 01:29 PM
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QUOTE (All4BigGuns @ Jan 16 2013, 11:53 AM) *
This! So very many times this! Too often you hear people griping about the really big stuff just because they don't want it in their games. Real simple solution: Be very clear on what 'power level' characters you're wanting in your game, but be flexible and respect that not everyone is comfortable with ultra-low-powered stuff.
Even if you want tanks and anti-ship cruise missiles in your games, do you really need stats for them? I mean, regardless of the amount of Karma gathered, you're not resisting a 46P cruise missile. Neither are you taking on an aircraft carrier, at least using its vehicle stats for a fair face-to-face fight.
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nezumi
post Jan 16 2013, 02:42 PM
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I think Umidori really covered this for me.

One of the secrets to a good story is adjusting tension, and the equipment you have is part of that. My street-level group have had to complete runs with pvc pipe shotguns and light pistols. Next week they're piloting a Thunderbird loaded down with mil-spec rockets, evading KE helicopters. Changing it up keeps it fresh. Absolutely, the thunderbird (and the pvc shotgun) have no place in the core book, which establishes your 'baseline' game. But they should be in supplements, both for my players to use when I toss them into a totally new situation and watch them scramble, and for when I as the GM deploy them against my PCs. It's fun for those of us who do like to shake things up, and no harm to the people who don't want to use them.

On the second blossoming topic ... black trenchcoat is lots of fun, even if it requires some thought. Pink mohawk is also lots of fun. That's always been the spectrum of Shadowrun, and most people fall somewhere on that spectrum. Black trenchcoat requires more support and rules, because it's based on complex systems, so I expect that sort of material will continue to dominate the books. The only issue is when the systems and organizations in SR become TOO effective (see: Lone Star book), making extreme black trenchcoat the only option. As above, books should support all our styles of play.
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Tashiro
post Jan 16 2013, 03:33 PM
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QUOTE (All4BigGuns @ Jan 16 2013, 08:08 AM) *
"Black Trenchcoat" is just woefully low on actual enjoyment. If there is little actual combat and action, then the game becomes dull, boring and bland very very quickly. No point in even playing past the first five minutes of a game with that 'style', IMO. Might as well meander on over to the video games and start playing that. You'll have more fun.


I'll disagree here. My players seem to enjoy Shadowrun, even if we go four or five sessions with no combat and no action. They're interested in the NPCs I make, solving puzzles, and exploring who the characters are. They're willing to take the non-combat approach to most challenges, and seeing what the world is like.

Hell, one series of sessions went something like '1: Sneak into a place being closed off for urban brawl. (20 minutes) 2: Deal with blood spirit and destroy ritual to summon more. (1 hour) 3: Go into ghoul warrens and interact with ghouls, learning about them and getting the grand tour while making contacts among them (2.5 sessions), 4: Deal with a threat to the ghoul warrens and flee back to the warrens to survive (30 minutes), 5: Interact with the ghouls, and gather information that will help later down the line (2 sessions).

That seems to be par for the course. They'll get brief spurts of action, then drawn out periods of roleplay. This has allowed me to introduce all sorts of locations and NPCs to the group, and they seem to like it -- from riverboat casinos in Europe to Chinese classical steampunk in Vancouver, to watching a Amerindian sentai program in British Columbia done as a take-off of the X-Men while relaxing in an Elvis-themed restaurant in the northern Rockies (actual place!) before heading to Devil's Gate. If you make the setting come to life for the characters, you don't need a lot of action and combat -- you can save those for when the adventure actually warrants it.
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Larsine
post Jan 16 2013, 03:58 PM
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QUOTE (All4BigGuns @ Jan 16 2013, 02:08 PM) *
If there is little actual combat and action, then the game becomes dull, boring and bland very very quickly.

I'm happy we don't play in the same games.
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_Pax._
post Jan 16 2013, 04:19 PM
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QUOTE (All4BigGuns @ Jan 16 2013, 08:08 AM) *
"Black Trenchcoat" is just woefully low on actual enjoyment. If there is little actual combat and action, then the game becomes dull, boring and bland very very quickly.

For some people, but not everyone.
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Halinn
post Jan 16 2013, 04:29 PM
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QUOTE (Umidori @ Jan 16 2013, 08:47 AM) *
It's not like you're getting spawn camped by some jackass with a maximum level unlockable weapon, ya know?


Umidori, stop killing all my new characters. Jerk.
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Tymeaus Jalynsfe...
post Jan 16 2013, 05:03 PM
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QUOTE (_Pax._ @ Jan 16 2013, 09:19 AM) *
For some people, but not everyone.


Indeed... I love Black Trenchcoat... but I can also enjoy a Pink Mohawk game. However, not generally with the same character. (IMG:style_emoticons/default/smile.gif)
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Lionhearted
post Jan 16 2013, 05:39 PM
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QUOTE (Critias @ Jan 16 2013, 02:48 AM) *
Yes, but how well does it integrate into your standard campaign? Considering the rarity (and the GM headaches) that even "just" mil-spec heavy armor causes, the power bloat that that sort of hardware brings...making something crazy like full-on Iron Man or Metroid armor possible, much less making it normal? That's the sort of thing that ramps up a setting, and is a bell that's very hard to un-ring.

When the default isn't "armor jacket and a heavy pistol" any more, and is instead "flying powered armor and gyrojet gatling guns" or something...are you still really playing Shadowrun? How often to GMs and players even include the existing super-high-tech stuff that the setting offers, like Jarheads and Cyberzombies, without threatening the balance of power something fierce?

Normal? No but some actual rules for building something like that even if it's "state of the art good luck pal you'll never see it", it gives players a carrot at the end of the stick. The average street sam starts out with his spurs his gun and some chrome, his goals is the biggest gun, the sharpest sword and the heaviest of delta chrome. He might never achieve it, but it's something he can look at and go "I want that!"
Proper power armour is that for a rigger, imho.
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All4BigGuns
post Jan 16 2013, 06:01 PM
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QUOTE (Tashiro @ Jan 16 2013, 09:33 AM) *
I'll disagree here. My players seem to enjoy Shadowrun, even if we go four or five sessions with no combat and no action. They're interested in the NPCs I make, solving puzzles, and exploring who the characters are. They're willing to take the non-combat approach to most challenges, and seeing what the world is like.


Puzzles? Eww. Break out the espresso and NoDoze.
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