What rules don't you bother with?, C'mon, everybody does it... |
What rules don't you bother with?, C'mon, everybody does it... |
Dec 6 2004, 07:23 PM
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#1
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Target Group: Members Posts: 50 Joined: 29-October 04 Member No.: 6,793 |
So, just out of curiosity, which rules do you tend to ignore in your game, and why? I know there is no way to run a game completely by the book, and I wonder which rules people find most expendable.
I tend to ignore the increased heal times for bioware and cyber now that the two have been errata'd to effect essence the same, though I still do some other excessive bioware stuff. Decking and Rigging have never been popular with my players, but I usually have at least one who dabbles, so I tend to speed the former up (similar to MJLBB) and simplify the build and control rules on the other. Thoughts? |
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Dec 6 2004, 07:28 PM
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#2
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Moving Target Group: Members Posts: 626 Joined: 1-March 04 Member No.: 6,112 |
With pen-and-paper games, I don't roll Knockdown- takes too long. I roll it in online games, though, where the tempo is slower.
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Dec 6 2004, 07:32 PM
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#3
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Target Group: Members Posts: 50 Joined: 29-October 04 Member No.: 6,793 |
Knockdown...I always try to do that one, but always end up forgetting halfway through a high-tempo fight.
Good one. Gotta remember to roll it... |
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Dec 6 2004, 07:34 PM
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#4
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Running Target Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 |
Knockdown and the Manuver Score are two things we don't bother with, because they take to long. We never incorporated Edges and Flaws because we never got the Comp, and we use about half the Cannon Comp (firearms customization, the martial arts rules and the two weapon fighting are stuff we never bothered to work in). Vast amounts of the electronic warfare rules have never made it in either.
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Dec 6 2004, 07:35 PM
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#5
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I admit it, I don't do Knockdown either. I'm spotty on Stress, too, which is very bad of me.
One thing that I've been forgetting that I've been ignoring and is on the top of my list of things to reintroduce is the Maneuver Score. I feel silly for having forgotten about it. ~J |
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Dec 6 2004, 07:40 PM
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#6
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Moving Target Group: Members Posts: 485 Joined: 25-October 04 Member No.: 6,789 |
I tend to ignore the cyberware and bioware strees points. I do enforce it occasionally when it seems appropiate. (panther cannon rounds, 220v hand to hand, struck by force 8+ lightning, barely surviving explosions, metal eating nanites) However I do make the players occasionaly do some maintenance on their cyber systems.
I allow my players to pay the karma difference between old spell forces and new. I modify the initiative so that the slow guys go closer to the middle meanwhile the speed freaks go first, during, and last. I also allow players to move per combat phase. I am in the middle of throwing out the shotgun spread rules in favor of some thing non munchkin Finally I allow custom shotguns that have FA capability. |
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Dec 6 2004, 07:42 PM
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#7
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Who what huh? When the bloody hell did that happen? |
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Dec 6 2004, 07:52 PM
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#8
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Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
Yeah, Stress I never do... No manoeuvre score either, or decking at all. We also use completely different dodging rules. I don't use edges and flaws either, though those aren't technically rules. Often don't use CC unarmed combat rules, but sometimes yes, although right now we're playtesting some cooky rules one of my players came up with.
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Dec 6 2004, 07:52 PM
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#9
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
Isn't this how it's done normally? Each playerr has the option to move each Combat Phase? Am I missing something here? |
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Dec 6 2004, 07:56 PM
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#10
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I'm pretty sure he's misinterpreting the errata to how Magic is affected. ~J |
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Dec 6 2004, 07:56 PM
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#11
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Moving Target Group: Members Posts: 485 Joined: 25-October 04 Member No.: 6,789 |
yeah according to many people you move only so far each turn no matter how many actions you get. I put that same number into each phase
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Dec 6 2004, 08:05 PM
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#12
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
So how fast you react changes how fast you run? A Quickness 1 person with Initiative 51 can run as fast as a Quickness 6 Initiative 8 person?
~J |
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Dec 6 2004, 08:08 PM
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#13
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Moving Target Group: Members Posts: 485 Joined: 25-October 04 Member No.: 6,789 |
Yeah, but he tends to trip more often.
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Dec 6 2004, 08:12 PM
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#14
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Shooting Target Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 |
Ugh, just say he can move .1 meters per phase or whatever.
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Dec 6 2004, 08:13 PM
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#15
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
PC=A, Init=34, Q=8: He gets to move 2 during P1=34, P2=24, P3=14, P4=4. PC=B, Init=12, Q=6 He gets to move 2 on any 2 Combat Phases and 1 on the other 2 remaining (but he only gets to do something during 2 of the 4 Combat Phases). This is how we do it, so you'd just distribute B's 6 movement over the 2 Combat Phases? Is that what you are saying? |
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Dec 6 2004, 08:17 PM
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#16
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Shooting Target Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 |
Hm.
I forgot about cyber/bio stress frequently, as well as knockdown. I also tend to forget vehicle stress. I usually ignore the SOTA rules for deckers. I let magicians "upgrade" spells for less karma, but the TN is still the same. I don't like the healing time changes due to major cyberware/bioware implants, but I normally factor it in if someone reminds me. I allow CG purchased foci to be bonded for free, but to a total max force of 6. I don't allow shapeshifters or drakes. I don't use MIJI and often just leave out all rigger electronic warfare/jamming stuff out as well. Maybe if rigging was a bigger part of the current game or something, I'd use it more. |
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Dec 6 2004, 08:22 PM
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#17
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Moving Target Group: Members Posts: 485 Joined: 25-October 04 Member No.: 6,789 |
Actually group I had learned to play with a person with Q=8 and Init=31 would be able to move 8 at 31,21,11,and 1 for 32 meters in 3 seconds and that is whithout running.
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Dec 6 2004, 08:25 PM
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#18
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I do so love being able to walk just under 24 miles per hour and run at about 71 MPH.
~J |
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Dec 6 2004, 08:28 PM
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#19
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
You used to be able to move your Q per Combat Phase in SR2, but thankfully that changed in SR3 to more realistic speeds. |
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Dec 6 2004, 08:31 PM
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#20
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Moving Target Group: Members Posts: 485 Joined: 25-October 04 Member No.: 6,789 |
realistic to whom!
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Dec 6 2004, 08:34 PM
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#21
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Running Target Group: Members Posts: 1,028 Joined: 9-November 02 From: The Republic of Vermont Member No.: 3,581 |
I tore the entire "Martial Arts" section out of CC and set it on fire.
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Dec 6 2004, 08:34 PM
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#22
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
To me, for instance. Check out my calculation of the rate of travel of your example immediately above that post.
~J |
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Dec 6 2004, 08:38 PM
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#23
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Moving Target Group: Members Posts: 485 Joined: 25-October 04 Member No.: 6,789 |
Well then by your logic you should only be able to fire twice with a SA weapon, fire two bursts, or one FA, but we spread it throught your 4 actions.
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Dec 6 2004, 08:40 PM
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#24
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Dragon Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Theres a great deal of difference of being fast enough to point and pull a trigger repeatedly in 6 seconds, and move 32 meters in 6 seconds.
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Dec 6 2004, 08:44 PM
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#25
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
It's not that bad though, atleast it adds some flavor to melee combat. |
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