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> A wee bit of House Ruling, How do other people handle these?
Fortune
post Jan 25 2005, 12:53 AM
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QUOTE (Shaudes29)
sorry been having problems using the forums spell checker. It just comes up a black screen.

Try letting the pop-up open fully, then shut it down and try again. In the past I've had problems where spyware diverts the pop-up the first time it is used, but after that it works fine.
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hahnsoo
post Jan 25 2005, 07:52 AM
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We also do the "Karma Pool refreshes only at the start of a run" house rule (i.e. once per session). It really is a matter of playing style... if you refresh at every scene, you can do some pretty superhuman things, especially when magic is involved, and it encourages a "smoke it if you got it" mentality. If you have it refresh only once during the run, it's more of a resource management and "save your hoop" issue. It also shortens the gap a bit between high Karma and low Karma characters. Frankly, I can see how both would be fun to play, but our group goes with the latter... I think the general consensus in our playing group is that Karma Pool would be too powerful if it refreshed at every scene (they are always balance-minded), and they also tend to be "planners and thinkers" when it comes to running... a good run is a run where one doesn't use up any Pool, but that's just them.

We also have extensive Called Shot house rules, but only because we actually care about that sort of crap. I really don't suggest for anyone to try coming up with a Called Shot system, because it's a major pain in the butt.

I think the most enjoyable house rule we have is the "Karma!" rule. If everyone at the table was entertained by an In Character action or comment, then everyone shouts "Karma!" and that character gets a Karma point. It's a sign of affirmation and I always love a good laugh.
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DarkShade
post Jan 25 2005, 09:28 AM
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we used to have an extensive called shots system, which got discontinued after people started using lots of grenades..
atm, we have houseruled just the gun creation rules, the vehicle creation rules, the surprise rules, the character generation rules, are seriously thinking of going back to sr2 initiative system, and seriously reworking/streamlining vehicle combat, sensor, etc rules and close combat rules..
ranged combat rules seem fine though.. we have to leave *something* canon.. :P


DS
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ES_Riddle
post Jan 25 2005, 11:15 PM
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QUOTE (Cynic project)
And you know sometimes you just don't need to reroll. Sometimes wasting all your karma on the first people you see, will lead you to an early grave.After all you don't always see the best gaurds at the "front gate".

That's why I advocate having karma take a longer amount of time to refresh than every scene or 24 hours. If you're pool is down from some encounters in the legwork, you can't afford to reroll against the gate guard if you want to have any left when you really need it. If it has refreshed, you might be able to afford one reroll, especially on a surprise test.
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iPad
post Jan 25 2005, 11:45 PM
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I say leave it upto the GM, its an easy way turn up or turn the danger level of any scene.
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thepatriot
post Jan 26 2005, 12:19 AM
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QUOTE (Brazila)
The test made to get gear is made with the contacts appropriate skill (plus dice if it is higher lvl contact), the player's ettq skill can be used as complementary.

I give Contacts the following associated Contact skills:

Acquisition (Specialty): Normal dice roll using this skill against availability code. Generic skill is primarily used, but specialty offers TN-1 for specialty items.

Availability: The availability of the contact himself (or herself). This is listed on the chcaracter's sheet, and applies to that character only. The target number is the contact's charisma+primary skill. More charismatic contacts will probably be busy, as will those with higher professional skill. When a contact is acquired, this 'skill' is equal to (PC Charisma+Contact level [ie: 1, 2, or 3]). Improvement using karma is standard (representing time spent with the contact), but without higher cost for exceeding attribute or racial maximum. Nuyen spent on improving this 'skill' (representing gifts and bribes) translates directly into karma for the purpose of improvement. The character rolls a number of dice equal to this 'skill' when attempting to contact the...er... contact.
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Gilthanis
post Jan 27 2005, 08:12 PM
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QUOTE (Kanada Ten)
What happens if you rolled no successes and then re-roll all ones?

Sorry, but you can only re-roll if you got at least one success. And, people should keep in mind that just because you have Karma, doesn't mean you should become a super hero and be able to get a ton of successes every time. Making 9 re-rolls in one game is still a lot of second chances or pumping the skill test a little more.

I have personally ran with Brazilla and this system works much better because the more experienced runners exceed start out characters at an exponential rate. If one runner dies...that player needs a new character and has trouble playing catch up if you don't regulate it a little better.
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Kanada Ten
post Jan 27 2005, 11:35 PM
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QUOTE
Sorry, but you can only re-roll if you got at least one success.

Interesting, I must have missed that change since before it was you could only buy a success if you got one, but one could reroll whenever.

This post has been edited by Kanada Ten: Jan 28 2005, 12:06 AM
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GrinderTheTroll
post Jan 27 2005, 11:59 PM
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QUOTE (Gilthanis @ Jan 27 2005, 01:12 PM)
QUOTE (Kanada Ten @ Jan 24 2005, 07:19 PM)
What happens if you rolled no successes and then re-roll all ones?

Sorry, but you can only re-roll if you got at least one success. And, people should keep in mind that just because you have Karma, doesn't mean you should become a super hero and be able to get a ton of successes every time. Making 9 re-rolls in one game is still a lot of second chances or pumping the skill test a little more.

I have personally ran with Brazilla and this system works much better because the more experienced runners exceed start out characters at an exponential rate. If one runner dies...that player needs a new character and has trouble playing catch up if you don't regulate it a little better.

This is incorrect per SR3.246.

Karma Pool lets you re-roll (all) failures with the exception of all-1's. On the other hand, burning good Karma to generate successes does require atleast one prior success success.

This post has been edited by GrinderTheTroll: Jan 28 2005, 12:00 AM
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Brazila
post Jan 28 2005, 01:28 AM
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I have heard other people talk about burning good karma for successes, where is this at as I have never seen it?
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paul_HArkonen
post Jan 28 2005, 01:32 AM
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I always thought it was Karma pool you could burn that way (for successes) but reading, and rereading the rules doesn't really clear it up, its in the "use of Karma pool" section, but it says "may burn points of Karma for successes" or something like that, perhaps this is a job for the FAQ, or at least one of our resident experts. (perhaps it should be the reverse order though)
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James McMurray
post Jan 28 2005, 01:37 AM
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Its in the karma pool section, and refers to karma pool only.
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Brazila
post Jan 28 2005, 02:24 AM
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I thought it was karma pool only, but maybe I just assumed it that way, I will have to reread after work.
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Gilthanis
post Jan 28 2005, 07:16 AM
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QUOTE (GrinderTheTroll)
QUOTE (Gilthanis @ Jan 27 2005, 01:12 PM)
QUOTE (Kanada Ten @ Jan 24 2005, 07:19 PM)
What happens if you rolled no successes and then re-roll all ones?

Sorry, but you can only re-roll if you got at least one success. And, people should keep in mind that just because you have Karma, doesn't mean you should become a super hero and be able to get a ton of successes every time. Making 9 re-rolls in one game is still a lot of second chances or pumping the skill test a little more.

I have personally ran with Brazilla and this system works much better because the more experienced runners exceed start out characters at an exponential rate. If one runner dies...that player needs a new character and has trouble playing catch up if you don't regulate it a little better.

This is incorrect per SR3.246.

Karma Pool lets you re-roll (all) failures with the exception of all-1's. On the other hand, burning good Karma to generate successes does require atleast one prior success success.

Thanks Grinder....I had a brain-fart there for a second. You were right. Just ignore my previous comment on the re-rolling failures.
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hahnsoo
post Jan 28 2005, 10:26 AM
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QUOTE (GrinderTheTroll)
This is incorrect per SR3.246.

Karma Pool lets you re-roll (all) failures with the exception of all-1's. On the other hand, burning good Karma to generate successes does require atleast one prior success success.

As stated above in the thread, you can never burn Good Karma for permanently for gaining a success. All of the mentions of Karma in the Karma Pool section refer to Karma Pool only. The actual entry for Buying Successes reads as follows:

QUOTE
A player can purchase successes for his or her character by burning 1 Karma Point per success. In order for a character to burn Karma Pool in this manner, he must at least achieve one success on the test normally.  Karma Pool dice burned in this manner are gone forever


While particularly astute people may take the first mention of Karma Point out of context to mean any Karma point (Good or otherwise), previous entries in the Karma Pool rules refer to using Karma Pool as simply "spend 1 point of Karma" (Buying Additional Dice) and "Karma can help characters avoid..." (Avoiding an "Oops") and "For 1 point of Karma..." (Re-rolling Failures). Thus, the mention of Karma Point should be taken within the context of the section of rules it is under and refer to only Karma Pool.
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GrinderTheTroll
post Jan 28 2005, 05:56 PM
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QUOTE (hahnsoo)
While particularly astute people may take the first mention of Karma Point out of context to mean any Karma point (Good or otherwise), previous entries in the Karma Pool rules refer to using Karma Pool as simply "spend 1 point of Karma" (Buying Additional Dice) and "Karma can help characters avoid..." (Avoiding an "Oops") and "For 1 point of Karma..." (Re-rolling Failures).  Thus, the mention of Karma Point should be taken within the context of the section of rules it is under and refer to only Karma Pool.

Wow a semi-flame, how quaint.

My reference to burning Good-karma spills from SR2, it's one of the many subtle changes that where made to SR3, or perhaps just a house ruling, I honestly can't remember.
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hahnsoo
post Jan 29 2005, 02:09 AM
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QUOTE (GrinderTheTroll)
Wow a semi-flame, how quaint.

My reference to burning Good-karma spills from SR2, it's one of the many subtle changes that where made to SR3, or perhaps just a house ruling, I honestly can't remember.

It wasn't meant as a flame, my sincerest apologies. I personally would NOT have written the rules like that, and I feel it is the fault of the writers and editors by having ambiguous language.

Burning Good Karma for successes is definitely a house rule, as I can't recall SR2 having that. In SR1 it was called Instant Karma and Karma.
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thepatriot
post Jan 29 2005, 12:46 PM
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After reading this thread for several days, I offer only a gentle shrug.

One rule that is very explicit in just about every game I have ever played (SR being no exception), it is plainly stated that the rules are just guidelines.

On the subject of Karma, I allow the use of either Good Karma or Karma Pool for re-rolling oblivious knowledge rolls or utterly botched active rolls. Only Karma Pool can be used for actives, though Good Karma or Karma Pool can be used for Knowledge. I do not give Good Karma back, but Karma Pool is always refreshed at the end of the session. As for Good Karma: it doesn't matter if they get any successes or not... if they use the point, it's gone. I consider this a good use of karma, but at the same time, I'm pretty liberal with the karma, though I tend to be stingy with the nuyen :)

House rule? You betcha. My world. Mine. Mineminemineminemine! Gogogo! Outoutout! Mine!

8)
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GrinderTheTroll
post Jan 31 2005, 07:45 PM
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QUOTE (thepatriot)
One rule that is very explicit in just about every game I have ever played (SR being no exception), it is plainly stated that the rules are just guidelines.

Best point ever!
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Da9iel
post Jan 31 2005, 11:39 PM
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QUOTE (thepatriot)
One rule that is very explicit in just about every game I have ever played (SR being no exception), it is plainly stated that the rules are just guidelines.

Can I get a page reference for that? :D
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snowRaven
post Feb 1 2005, 12:05 AM
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Hey GrinderTheTroll - I followed the link in your sig and I must say I haven't laughed this hard in a long time! That was excellent (and yes, I read the entire thing) - almost made me want to hunt down a copy of SoF... Thank you! :rotfl:
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