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> Thoughts on Defaulting with combat skills
Voran
post Oct 6 2004, 10:00 AM
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Just for conversations sake, I'm interested in some opinions....

Call me old fashioned, but one of the things I liked prior to 3rd edition was the inclusion of the general skill of "firearms" or "armed" or "unarmed" combat. It became pretty expensive in the long run to raise them above 6, which prompted you to specialize.

This is sorta a topic with 2 sections, one that I hope people familiar with firearms participate in, and the other part I hope those who like to number-crunch participate in.

1st off, does the +2 TN, 1/2 base skill dice pool when defaulting from a combat skill (via 3rd edition rules) to another combat skill feel right? Should there be a reduction in penalty for having more than one 'related' combat skill? The way the basic rules are setup, I could have 5 in pistols, 5 in rifle, 5 in assault rifle, 5 in SMG, but as soon as I pick up a shotgun, I get a +2 TN and 1/2 the dice pool. In real life is there enough of an overlap that if you know how to fire/use various types of weapons along the spectrum of say 'firearms', you become really much more useless EVERY time you pick up say the shotgun in the example.

This next part is for the numbercrunchers.

Is it more cost effective karma wise, to buy up skill levels in the various skills of pistol, rifle, assault rifle, shotgun, SMG, etc etc, so you can fire them all? Or should you default? At what point of skill dice you're defaulting from does it become not so bad to default?

That +2 TN really seems harsh to me.
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toturi
post Oct 6 2004, 10:03 AM
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Remember that shots with TN > 8 may not be defaulted.
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Zenmaxer
post Oct 6 2004, 10:04 AM
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I just encourage my players never to default, to be honest. I don't like the rules but anything else is either complicated, unbalanced, or even more painful to the player.

Note that one of the things to remember is that it is assumed you have had no time to familiarize yourself with this weird lil shotgun you just nicked from the broken body of the security guard, and this accounts for the steep defaulting penalties.

Alternatively, if you really feel like it, you can devise some system of generating a "generic" skill based on a composite of their overall skill in the area.

Or, if they do take the time to learn a lil about that shottie, you could award them a temporary skill specialization of 1-2 with it.
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Austere Emancipa...
post Oct 6 2004, 10:24 AM
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My take on the ranged combat skills can be found here. Nope, it doesn't make a whole damn lot of sense that someone who knows how to operate 3 kinds of long arms (e.g. ARs, shotguns, SMGs) is as screwed when it comes to firing a (non-assault) rifle as someone who is good at physically manipulating electronics-circuits when it comes to programming with a computer. And someone who goes from firing this to firing this is as useless as someone who's never even seen a gun before.

I've ranted about it a gazillion times, and my views haven't changed: if Computer, Electronics, Biotech and similar skills are all rolled into one, then at least Handguns and Long Arms should be as well. Game balance is not significantly altered, since the weapons specialist will still have to pick up a whole lot of skills, e.g. Handguns, Long Arms, Launch Weapons, Gunnery just to cover most common conventional small arms and support weapons.
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Kagetenshi
post Oct 6 2004, 11:56 AM
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QUOTE (Austere Emancipator)
Nope, it doesn't make a whole damn lot of sense that someone who knows how to operate 3 kinds of long arms (e.g. ARs, shotguns, SMGs) is as screwed when it comes to firing a (non-assault) rifle as someone who is good at physically manipulating electronics-circuits when it comes to programming with a computer.

Keep in mind that physically manipulating is B/R, which you can't default to Computers from.

~J
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Austere Emancipa...
post Oct 6 2004, 01:51 PM
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QUOTE (Kagetenshi)
Keep in mind that physically manipulating is B/R, which you can't default to Computers from.

Tampering with the circuits on a maglock is an Electronics test. Opening up the lid of a maglock is an Electronics B/R test. Canonically, physically manipulating electronic circuits is most certainly part of Electronics, even if it's sometimes also part of Electronics B/R. How you want to differentiate between Electronics and Electronics B/R in your game is, of course, completely up to you, and I know I don't exactly go by the canon in that either.
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Kagetenshi
post Oct 6 2004, 01:54 PM
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True. Electronics vs. Electronics B/R is screwy. Yare yare.

~J
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DarkShade
post Oct 6 2004, 03:19 PM
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Electronics is a really different skill from electronics b&r, as I can testify from RL experience.
While studying physics I got some courses on electronics.
at the same time a friend got a course on electronics, not in college, but for the radioshack kind of things.

At the end of the course, I KNEW how the different parts of a circuit worked, and could `do the maths`on them, calculate impedances and resistances, integrals, complex numbers, whatever, and could tell you WHY this particular simple circuit allowed electricity to pass through under certain circumstances.
this approach gets too complex for bigger circuits however so there I got lost.

he just learned the practical uses and very little of the theory underneath, ie you put a resistance here, a condensator ?? there, a switch here parallel or serial and this happens.

at the end of the day, I could probably have helped design a condensator or a battery, he could not. however he could actually BUILD a USEFUL REAL LIFE circuit, with REAL LIFE applications, I could not.

DS
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Critias
post Oct 6 2004, 03:28 PM
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For a long time, I've been thinking about a new list of Shadowrun firearm skills. A whopping four of 'em -- Handguns, Long Guns, Full Auto, and Launch Weapons.

If it's a pistol, small smg, sawed off shotgun, etc, etc, with a certain concealability rating and lacking certain options/upgrades (most notably a shoulder stock), you use the Handguns score, as long as it's firing a burst or semi-auto.

If it absolutely requires both hands to be fired properly -- be it carbine, sniper rifle, assault rifle, shotgun, SAW, whatever -- you use Long Guns, and ditto with burst/semi auto requirement from above.

If it's been switched over to full auto and you're pulling the trigger, whether it's a machine pistol, smg, anything at all... you use Full Auto.

And Launch Weapons is, well, largely unchanged. It's still the one you use for stuff that goes boom when it hits.

The original idea's poached from the old Cyberpunk: 2020 campaign setting/guidebook, Hardwired (from the novel of the same name). I think it could convert over to Shadowrun pretty well, without being insanely imbalancing.
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Austere Emancipa...
post Oct 6 2004, 03:43 PM
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QUOTE (DarkShade)
Electronics is a really different skill from electronics b&r, as I can testify from RL experience.

What you're describing there is the difference between Academic Background Skill: Electronics and the Active Skill: Electronics (maybe B/R). What you are taught in physics as electronics doesn't really have a whole lot to do with any aspect of the Active Skill of the same name in SR.
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Arethusa
post Oct 6 2004, 03:43 PM
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QUOTE (DarkShade @ Oct 6 2004, 11:19 AM)
Electronics is a really different skill from electronics b&r, as I can testify from RL experience.
While studying physics I got some courses on electronics.
at the same time a friend got a course on electronics, not in college, but for the radioshack kind of things.

At the end of the course, I KNEW how the different parts of a circuit worked, and could `do the maths`on them, calculate impedances and resistances, integrals, complex numbers, whatever, and could tell you WHY this particular simple circuit allowed electricity to pass through under certain circumstances.
this approach gets too complex for bigger circuits however so there I got lost.

he just learned the practical uses and very little of the theory underneath, ie you put a resistance here, a condensator ??  there, a switch here parallel or serial and this happens.

at the end of the day, I could probably have helped design a condensator or a battery, he could not. however he could actually BUILD a USEFUL REAL LIFE circuit, with REAL LIFE applications, I could not.

DS

That's not accurate, though. What you learned, according to SR, is Knowledge: Electronics. What's questionable is the differentiation between practical use of electronics and physically building and repairing electronics— in which case, there is not nearly enough difference to call for two separate skills.

[edit]

Curse you, Austere! Curse your thrice damned faster posting soul!

QUOTE (Critias)
For a long time, I've been thinking about a new list of Shadowrun firearm skills.  A whopping four of 'em -- Handguns, Long Guns, Full Auto, and Launch Weapons.

If it's a pistol, small smg, sawed off shotgun, etc, etc, with a certain concealability rating and lacking certain options/upgrades (most notably a shoulder stock), you use the Handguns score, as long as it's firing a burst or semi-auto.

If it absolutely requires both hands to be fired properly -- be it carbine, sniper rifle, assault rifle, shotgun, SAW, whatever -- you use Long Guns, and ditto with burst/semi auto requirement from above.

If it's been switched over to full auto and you're pulling the trigger, whether it's a machine pistol, smg, anything at all...  you use Full Auto.

And Launch Weapons is, well, largely unchanged.  It's still the one you use for stuff that goes boom when it hits.

The original idea's poached from the old Cyberpunk: 2020 campaign setting/guidebook, Hardwired (from the novel of the same name).  I think it could convert over to Shadowrun pretty well, without being insanely imbalancing.

Putting automatic fire into a separate skill really is unnecessary.

This post has been edited by Arethusa: Oct 6 2004, 03:44 PM
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toturi
post Oct 6 2004, 03:50 PM
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DarkShade is describing what he thinks is the Electronics and Electronics B/R. Actually, I think Academic/Background: Electronics is taking the exam paper on Electronics with all the symbols and math. Electronics is figuring what is wrong with your P-Sec or trid. Electronics B/R is doing it after you figured it out.

Academic/Background: Electronics - What the professor teaches in class.

Electronics - What you use to figure out what you need to do.

Electronics B/R - What you use when doing it.

Someone with Acad: Electronics may know how to design a circuit on paper. Someone with Electronics knows how the circuit looks like actually. Someone with B/R can solder all that together without spoiling the parts.
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GrinderTheTroll
post Oct 6 2004, 04:38 PM
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QUOTE (Voran)
1st off, does the +2 TN, 1/2 base skill dice pool when defaulting from a combat skill (via 3rd edition rules) to another combat skill feel right?  Should there be a reduction in penalty for having more than one 'related' combat skill?  The way the basic rules are setup, I could have 5 in pistols, 5 in rifle, 5 in assault rifle, 5 in SMG, but as soon as I pick up a shotgun, I get a +2 TN and 1/2 the dice pool.

It forces combat types to spend karma to seperate themselves from the rest of the pack. IMO, it's a balance issue so that a Decker isn't as adept with as many weapons as a samurai or a merc without spending time and money (karma) to get that way liek they could with the nebulous "Firearms" skill.

QUOTE
In real life is there enough of an overlap that if you know how to fire/use various types of weapons along the spectrum of say 'firearms', you become really much more useless EVERY time you pick up say the shotgun in the example.

This is Shadowrun, things aren't always 100% inline with real-life. Couple that with the rather abstract nature of SR, it can't always be paralled successfully to real-life situations without un-doing the balance they attempted to build into the system.
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Moon-Hawk
post Oct 6 2004, 04:42 PM
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I've allowed something relevant in my games before. Someone wanted to be a super great mechanic. I allowed him to take a skill called "vehicle (B/R)" that worked with cars, bikes, fixed wing planes, blah, blah. I left off some of the more esoteric ones like vectored thrust and hovercraft, he had to buy those seperately, along with electronics (B/R) and such. I made the skill cost the standard cost x3 or x4 (I don't remember which). He thought it sounded like a fair deal, and so did I. We didn't end up getting to play that campaign a WHOLE lot, but it seemed to be working fine.
I've considered a similar deal with firearms, sort of bringing back the Firearms skill, deciding which weapons should be included in that and which shouldn't (like launch weapons, maybe) and then just assign a multiplier to the cost. Whatever seems fair.
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Critias
post Oct 6 2004, 05:04 PM
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QUOTE (Arethusa)
Putting automatic fire into a separate skill really is unnecessary.

So you think it'd be fair with just the three (and I don't mean it in a defensive/argumentative way, I'm genuinely curious)?
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Arethusa
post Oct 6 2004, 10:29 PM
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QUOTE (Critias)
QUOTE (Arethusa @ Oct 6 2004, 10:43 AM)
Putting automatic fire into a separate skill really is unnecessary.

So you think it'd be fair with just the three (and I don't mean it in a defensive/argumentative way, I'm genuinely curious)?

I'd agree with Austere, and in the revision I was (and may one day return to) working on, it was Short Arms, Long Arms, Heavy Weapons (not including man portable machine guns; this is explicitly limited to heavy emplaced stuff), and Launch Weapons. Austere and I have some minor differences in where we draw lines between the different categories, and I think that's about it.
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RedmondLarry
post Oct 6 2004, 11:03 PM
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QUOTE (toturi)
Remember that shots with TN > 8 may not be defaulted.

Actually, attempts to use a skill with a TN > 7, before adding the defaulting penalty, will not be successful regardless of the roll.

SR3 p. 85 "Limits on Defaulting"
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toturi
post Oct 6 2004, 11:49 PM
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QUOTE (OurTeam)
QUOTE (toturi @ Oct 6 2004, 03:03 AM)
Remember that shots with TN > 8 may not be defaulted.

Actually, attempts to use a skill with a TN > 7, before adding the defaulting penalty, will not be successful regardless of the roll.

SR3 p. 85 "Limits on Defaulting"

Mea culpa. I applaud ye for quoting the rules properly.
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Edward
post Oct 7 2004, 12:19 AM
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I like the idea of firearms covering all man portable weapons ex launch, gunnery and may heavy weapons at 4 times the cost.

Possibly change it to being a separate skill that costs as normal but you must have 3 included skills hire than firearms. You may not specialise firearms. This would keep it from making all users the same. You would have 3 weapon types you re better at and still be skilled with everything.

Edward
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