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Apr 22 2005, 01:12 AM
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#126
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Moving Target ![]() ![]() Group: Members Posts: 775 Joined: 31-March 05 From: florida Member No.: 7,273 |
and you've been smoking WHAT!!!! or more appropriately whats your GM been smoking, thats some good drek i can honestly say that i have never seen any GM allow a PC to be a free spirit |
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Apr 22 2005, 01:12 AM
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#127
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Moving Target ![]() ![]() Group: Members Posts: 897 Joined: 26-February 02 From: TIME OUT Member No.: 1,989 |
the katana is a 2-handed weapon, costs more and is less concealable than a sword. use a sword 2-handed and it does str+3M use a katana 1 handed and it does str+1M thank you for your time EDIT: I have played free spirits, and theyre fun if you like playing that type of thing for any reason other than powergaming |
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Apr 22 2005, 01:21 AM
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#128
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Moving Target ![]() ![]() Group: Members Posts: 109 Joined: 28-October 03 From: End of Earth 2mi. Home 4mi Member No.: 5,764 |
1)A BBB that doesn't start losing pages after 2 months of use.
2)A new gaming group to hook up with. Alright so the first one is a little far fetched. I can hope can't I? |
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Apr 22 2005, 01:26 AM
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#129
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Target ![]() Group: Members Posts: 42 Joined: 29-March 05 From: White Sands Missile Range, NM Member No.: 7,255 |
[QUOTE=warrior_allanon,Apr 21 2005, 08:12 PM] [QUOTE=Aardvark892,Apr 21 2005, 08:00 PM] Only one thing: Free Spirits as PC's. [/QUOTE]
and you've been smoking WHAT!!!! or more appropriately whats your GM been smoking, thats some good drek i can honestly say that i have never seen any GM allow a PC to be a free spirit I didn't say I allowed it as a GM (I've never had a chance to play SR, only GM'd it). Don't you think that would be interesting, if very over powered, to play? |
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Apr 22 2005, 01:58 AM
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#130
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 05 Member No.: 7,093 |
Actually, I've considered the Free Spirit as PC thing. It might work. you'd have to tweak chargen a bit for SR3 rules, but no worse than the crazyness with Drakes or Shapeshifters. They'd have to have a good background for where they came from, buy up all attributes (Including Force, max 6, 'natch), and if they wanted to be a Free Spirit with spellcasting powers, they'd have to buy up the Aspected Magician template as well. Upsides: Immunity to normal weapons, a variety of powers and Spirit Energy (starts at 1 or 0 no matter what), plus no-drain magic. Downsides: All their karma would have to come from their teammates or NPC's, True Names and the magicians who know them, and other Spirit problems.
I don't think they should be in the core rules for SR4, though. Or any rules, leave it as a houserule for games where stuff like that's okay. |
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Apr 22 2005, 11:42 AM
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#131
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Moving Target ![]() ![]() Group: Members Posts: 136 Joined: 10-April 05 From: Vienna, Austria Member No.: 7,312 |
My 5:
1) Fix the 6-7 (12-13) Tn Problem (as with Fixed TN and threshold) 2) Make a single success count: As in staging down damage: A Char is hit by a Pistol doing 9M with 2 Successes and gets 5 Successes on his soaking test (still taking an L Wound). I often had the situation that one of my players burned Karma or Rerolled just to get an extra success that didn't help him anyway. I allowed players in this case to save their karma but the solution is still a PITA. as with having an impair number of successes beyond the first. Or the Teaching skill: for every 2 sucesses you add one to the success to the students test in reducing time... However: every success should state a difference. 3) more on "The Shadowrunners Everyday Life" Fiction. Plus some roleplaying advice about special topics: How to portray a Bodyguard? a Pickpocket? What would a character of some sort look for on another character?, sort of a Little guide to Surveillance, Shadowing, Special Ops, Forensics, Interrogation etc. Something I could give to new players without having to run a Seminar, that is. I used to give new players books on Social Skills/ Management/ Leadership or Negotiation so they had a sort of guideline how to portray their Charisma 6 Negotiation 6 character, but I am a Social Skills Trainer so I have things like that at hand. 4) Damage Codes: connect damage codes connect to caliber and range to weapon. Melee Combat: Make the Skill level relevant for the Power of the attack not just the damage level. 5) Technology: Things like Hoverboards and Mini - LAV - Bikes, Public floating Commuter systems from Suburbs to Enclaves... |
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Apr 22 2005, 11:51 AM
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#132
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Moving Target ![]() ![]() Group: Members Posts: 637 Joined: 26-February 02 Member No.: 1,528 |
+ Decend, integrated and harmonic game system. Basically anything but the current patchwork system
+ Revised and more resonable damage codes from holdouts to 490mm ship guns + More "anti-magic defences" for the mundanes, Mages have enough toys for now + A decision what you are playing (Anti-corp rebel or professional criminal) in the main rules book. Alternate campaigns are nice but mixing them in the basic book is lousy + More structure what is technically possible Birdy |
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Apr 22 2005, 03:16 PM
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#133
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Target ![]() Group: Members Posts: 16 Joined: 28-January 04 Member No.: 6,032 |
1) A description of 'a day in the life of a wageslave/shadowrunner/SINless'. It is very difficult to get new people involved in the game, where there are such radical differences in the setting that are so easily taken for granted. Since (for me at least) half of the appeal is seeing how the modern world has altered with the events of the 6th world, anything that helps describe 'normal life' in the 6th world for new players would be appreciated. A walk-through of a run would also be a good thing, to give players an idea of what's a good idea, and what's a bad idea.
2) A simpler way to integrate deckers into a shadowrunner team. It's fairly simple to ensure that the more magical, or brute-force types can be involved, however putting together runs that properly involve a decker can be quite tricky, especially if the run doesn't involve a stationary building of some sort. 3) Ideas for contacts, NPCs and other randoms in the street, all in the one place 4) Making it simpler to generate NPCs, beyond creating whole new characters, or just 'cut-pasting' the generic security guard/ganger stereotype that gets boring after a while. 5) Update the gadgets to be more reasonable considering current technological trends (as previously suggested, Pocket secretaries becoming iPod size). Edit: Edited for clarity |
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Apr 22 2005, 03:31 PM
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#134
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Chicago Survivor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
Looks like most of that is going to be there Altheas
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| Guest_Crimsondude 2.0_* |
Apr 22 2005, 03:34 PM
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#135
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Guests |
Short of a random NPC generator like Dashifen made... how do you propose they do this? |
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Apr 22 2005, 03:38 PM
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#136
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Chicago Survivor ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,079 Joined: 28-January 04 From: Canton, GA Member No.: 6,033 |
I think you're better off making some generic bogies, spec out some balanced MOS skill load outs, and then pick and choose say 15 points to round them out. For the hefty interaction NPC's, you're better off hand building them as a PC, then advancing them a certain amount of Karma.
Personally, I love McMackie's work for this sort of thing. It's relatively painless to try new concepts without hours of number crunching. |
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Apr 26 2005, 10:11 AM
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#137
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Target ![]() Group: Members Posts: 13 Joined: 24-March 05 From: Philadelphia sprawl Member No.: 7,228 |
High on my list would be another look at the Fence rules. The part where the base time is 10 days, and every day the original owner gets (days)d6 vs TN 6 to locate the meet. In other words, by my reading, if you take the base 10 days to locate a fence, the original owner has 55d6 vs TN 6 to find the meet! This isn't as serious if the item has a low value and you don't need successes to increase the bankroll, but I think if I had fewer than 4 successes available to reduce the time (below 6/15/55 d6), I'd skip the meet!
The other odd part is that on account of this you need to get more people involved in finding the fence, in order to maximize successes and minimize the time required to find the fence. It seems counter-intuitive that spreading the word as widely as possible *reduces* the chances that the bad guys will find out! For #2, it would be nice to get the author/company behind Ultramodern Firearms to publish a Shadowrun supplement -- that's a pretty good guns book (originally for Millenium's End, now for D20 Modern), and it has all the artwork and detail one might want. Of course, it may be trickier to keep up the quantity when all the stuff has to be made up and "futurized", but still... For #3, it would be nice to have more bluetooth-style wireless gear (in addition to 802.11-style wireless gear). Such as, wireless smartguns (no induction pads), wireless skillsoft jukeboxes, wireless interface between cyber Transducer and handheld radio, wireless access to pocket computer/secretary, etc. Sure, it can be hacked. #4, any device that's vaguely possible today should be ultra-miniaturized and super low-essence, including eyes and ears (but not necessarily all their accessories). There's still plenty of room to pay through the nose for the impossible stuff (bone lacing, wired reflexes, spurs, smartguns, skillwires, etc.). #5, really put everything you need in the core book. Ha ha ha! Oh, I kill me. Still, it would be great to have the supplements be more background and less rules. Must we leave out initiation and all the halfway cool guns, vehicles, and cyberware? Would anyone ever consider playing a character without that stuff? Is anyone going to play this game before the first 5 books are released? Oh, and #5B: make low levels of encryption free, like they are today (gpg, etc.). At higher levels, I assume you're paying for cryptographic researchers to spend a lot of time validating and improving the product/implementation, rather than actually paying for a new encryption algorithm. Of course, I'm not sure how to fairly price decryption -- it seems like the best tools are rented CPU-hours and skilled researchers, neither of which you can really buy for your cyberdeck... It really seems like more of a service than a product. (And what's the purpose of the chart on SR3 p293, in contrast to the Data Encryption System and Data Codebreaker on 292? Just to let you pick the most favorable price of the two?) |
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Apr 26 2005, 10:23 AM
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#138
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 18-April 05 From: France Member No.: 7,343 |
Good magnetic field generator to f* up the dirty sammy with wireless skill smg gun at 10 and its wireless smartgun :)
Bad mental ... sorry ... |
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Apr 26 2005, 10:31 AM
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#139
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Target ![]() Group: Members Posts: 13 Joined: 24-March 05 From: Philadelphia sprawl Member No.: 7,228 |
There's a spell for that... "Hot Potato"...
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Apr 28 2005, 06:51 AM
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#140
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Moving Target ![]() ![]() Group: Members Posts: 158 Joined: 4-August 02 Member No.: 3,064 |
Karma points as the standard for the character generation system. With no link between Attributes and Skills for advancement costs, so the cost at any given level can be precalculated, so that non-mathematical people don't break down and cry when creating a character. |
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| Guest_Crimsondude 2.0_* |
Apr 28 2005, 08:16 PM
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#141
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Guests |
I already won that one. It's BP.
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Apr 29 2005, 01:20 AM
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#142
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 189 Joined: 21-April 04 From: Usually in the Nexus Member No.: 6,266 |
1. Magic Items other than Foci
2. Cyberdecks - Damnit, I just love my deck 3. Better Damage Rules - A 6L pistol makes no sense 4. Lethal Grenades - I mean, really 5. Good Vehicle lists that include pictures |
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Apr 29 2005, 01:28 AM
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#143
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Moving Target ![]() ![]() Group: Members Posts: 158 Joined: 4-August 02 Member No.: 3,064 |
@ Crimsondude 2.0:
Yeah, I know. But I can dream, can't I? :) |
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| Guest_Crimsondude 2.0_* |
Apr 29 2005, 01:44 AM
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#144
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Guests |
No.
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May 28 2005, 01:26 AM
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#145
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Moving Target ![]() ![]() Group: Members Posts: 118 Joined: 20-June 04 Member No.: 6,423 |
Coming late to this discussion, but.... I think Katana should be changed to Katana/Longsword or Katana/Saber or something like that. Not only does this sync with real comparison and debate about the Katana and Western swords and eliminates the "Japanese are superior" theme that's become a cliche in CP lit and games, but, in one of the game ideas in Missions, one of the NPCs uses a flaming longsword that does, sans flame damage since it's magically bonded, the same damage and stats as a Katana. Sword should be clarified, although I think the existing text, where they mention that Swords also cover the bigger combat knives. I would probably say that a RL equivalent for the SR Sword would be the Roman Gladius, the Arkansas Toothpick, the larger Bowie Knives like the CSA D-Guard, and the Japanese Wakizashi or Kodachi. I wouldn't use handiness rules for the swords, thou. Katanas, like cavalry sabers, were designed to be used for combat on horseback, decapitating footsoldiers. Such an activity is usually done one-handed. Also, many katas in iaido, in which you draw your sword and immediately go into cutting in one stroke, frequently have one hand on your scabbard and the other slashing the sword. |
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May 31 2005, 03:28 PM
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#146
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 |
In a game like SR, it's probably not a good idea, but in Warhammer Fantasy RP, most one-handed melee weapons are lumped into a broad category "Hand Weapons", and function exactly the same way, leaving the RP to cover the differences.
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Jun 6 2005, 10:54 AM
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#147
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
I doubt that will happen. The first thing that crossed my mind after reading about the new dice mechanics was that dragons were going to reign supreme. The attribute plus skill and TN5 rules favor dragons; what else has attributes like dragon's? And no more impossibly high TNs to limit their power when using magic. |
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Jun 7 2005, 03:11 AM
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#148
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,577 Joined: 26-February 02 From: Gwynedd Valley PA Member No.: 1,221 |
I want one thing. A nicve big sign saying "Just Kidding!"
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Jun 17 2005, 10:11 AM
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#149
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Moving Target ![]() ![]() Group: Members Posts: 119 Joined: 15-February 03 From: Europe, Finland, Turku & Åbo Member No.: 4,101 |
1. Sorcery broken in to Mana spells (spell catgory), Physical spells (spell catgory) and spell defence (spell catgory, defending self, defending others).
Too much behind one skill now. 2. Essence costs would be cheked again. The introduction text in M&M was nice but it didnt reach some items like bone lacing. How is replaced bones affecting your brains? It does not add up. 3. Damage increasing from ware removed or at least cheked. E.g. bone laicing: The ridicilous armor increasings and melee damage increasings should be removed and simply stated that the characters bones need X much force to be broken or strenght roll Y with Z many success to break them. Only possible place where the bone lacing would give armor benefit would be head and agaisnt crushing weapons that are designed to used to break bones. 3. Decking made part of Shadowrunning. As a GM im not quite happy puting hours of effort to make nice matrix grids that will entertain/chalenge only one in the game group. Needing a local access for decking should be a rule and decking in from out side should be a feat that only few can pull off. 4. Smartlink benefits cheked. Average Joe having smartlink-2 bumps in to a FRT captain and desides to pull the trigger. Base TN4 - 2 from Smartlink2 + 2 as he calls the shot to head using the "only head armor applies" option = TN4. He rolls the 3 dices and 3 from combat pool. Dices end up 1,2,3,4,5,6 thats 3 success. His shotgun damage is pumped to 10D and the poor troopper starts to knock on heavens doors. Imagine the same thing happening with pro level player using exlusively the same tactic with savalete guardian combined with armor piercing ammo while self having military grade helmet and armor giving ware to boot. 5. Damage codes & ranges remade more realisticly. Ammo (read: caliber) has damage codes and penetration values, not guns. Guns only affect the recoil, target numbers and in rare occasions power code & penetration (result of silencers & too agressive groove). Also how can be that flechette ammo does more damage than regural ammo? Even small research would point out that flechette has less penetration and less kinetic power than regural ammo. It might be more accurate ammo thus it would affect TN's instead of damage code. Also guns have little to do with range, but ammo (read:calibers) does. 6. Grenade timing/back-tossing fixed. Room is filled with 5 characters that have iniative +30. If the first one throws a HE, it can be tossed back and forth 14 times before it explodes. Even phsyicaly impossible and ridiculous when witnessed. |
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Jun 17 2005, 01:06 PM
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#150
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
But looks cool and very cinema-style. :D And don't forget that every time someone tries to pick up a grenade a quickness test has to be made. Iirc. |
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