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> Your top 5, What top 5 things would you like to see
Toa
post Mar 15 2005, 11:33 PM
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QUOTE (Nikoli)
Magic rules that make sense.  If inivisibility affect the mind of the viewer, why does astral perception break it instantly?

Because Invisibility is a single-sense illusion spell and astral perception is not a visual sense?

1. Matrix 2.0!
2. More Nanoware.
3. More Geneware.
4. Fusion between Deckers and Riggers might indeed be nice.
5. Finally reveal Otaku as Awakened. Come on, it's written on the wall... (If the Otaku survive the crash, that is. *ponders*)
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Toa
post Mar 15 2005, 11:35 PM
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P.S.: Undo some of those gruesome adept powers from SotA'64 and keep adepts as body magicians. Social adepts ok, but please no "spell-like abilities".
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Aristotle
post Mar 15 2005, 11:38 PM
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QUOTE (Cynic project)
Let's take this idea. I have hade my cyberware removed. It is not longer in my body.... Would it be unreasonable to say after some time, that the part of me that I lost, would now either be regained or replaced? Why wouldn't my essnce come back?

Why would you need it to, unless you were an awakened being in which case you would be doing it for the increase in power. I suppose it should 'grow back' under certain circumstances, but most people who have any significant amount are most likely only taking cyber out to put better, more essence-friendly, cyber in (so that they can have even more cyber). There are already rules for reusing spent essence in the cyber-surgery rules. All I would like to see is for the use of spent essence to be automatic (or at least easier to obtain) rather than depending on a surgery roll. Of course it's been a while since I've read those rules.

A 'mundane' character doesn't advance through being able to fit more cyber in their bodies. They advance through being able to afford a better grade of cyber that uses up less essence so that they can stand to have larger amounts of cyber in their bodies and possibly by paying for top-notch surgeons who can possibly further reduce Essence costs. IMHO
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Morphling The Pr...
post Mar 15 2005, 11:33 PM
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My 5:

1: A core book that can have a campaign played from it without 4 other books. I doubt I'm alone in saying that, if this isn't fulfilled, I will stick with the investment I've made in SR3.

2: On-The-Fly decking. A decker who can force a door in one action is more useful than one who had to hide for half the run, and allows the game to flow much faster. Deckers can be PCs again.

3: Cyberlimbs. Man, those things aren't cheap. Hopefully, they are now common enough that you can have those shiny new arms without paying an arm AND a leg. Headache-inducing Hawaiian shirts for all!

4: Some resolution of the inelegance of the Rule of Six (7s=6s) and open tests (got lucky with a 16 on two dice, but my 7 rolled four 5s). I don't know HOW to fix that, but hopefully they can.

5: Non-Magical, Non-Cyber, Non-Decking, Non-Rigging character potential: Come on, someone's gotta have love for the Face. I don't mean technophobes, but someone who doesn't need a Focus, Steel Lynx, Smartlink, or Farlight...
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TheQuestionMan
post Mar 15 2005, 11:47 PM
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1. Melee Combat Rules that work

2. Rigging Rules Separated from Vehicle Rules.

3. Contacts written in a comprehensive manner. Not scattered through many books and proper examples.

4. Matrix rules written in a comprehensive manner. With better examples.

5. Format change to make Rules and Examples clearly separate. etc...
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shadow_scholar
post Mar 15 2005, 11:47 PM
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I've only got one request right now, and that is that the book be proofread very well, so that I won't have any of this errata crap giving me trouble. My old 1st printing 3rd Ed book had so much damn errata that I still haven't fully caught it all. When they send those sumbitches to print, make damn sure the rules and phrases are correct.

Also, why are they doing away with the nifty 59 years in the future system? Is it because they want to make sweeping changes and just can't do it without pissing a bunch of peeps off? I guess it'll be 64 years in the future now, but that's cool. I just hope what they try to do works for them.

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Cynic project
post Mar 15 2005, 11:48 PM
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QUOTE (Aristotle)
QUOTE (Cynic project @ Mar 15 2005, 07:17 PM)
Let's take this idea. I have hade my cyberware removed. It is not longer in my body.... Would it be unreasonable to say after some time, that the part of me that I lost, would now either be regained or replaced? Why wouldn't my essnce come back?

Why would you need it to, unless you were an awakened being in which case you would be doing it for the increase in power. I suppose it should 'grow back' under certain circumstances, but most people who have any significant amount are most likely only taking cyber out to put better, more essence-friendly, cyber in (so that they can have even more cyber). There are already rules for reusing spent essence in the cyber-surgery rules. All I would like to see is for the use of spent essence to be automatic (or at least easier to obtain) rather than depending on a surgery roll. Of course it's been a while since I've read those rules.

A 'mundane' character doesn't advance through being able to fit more cyber in their bodies. They advance through being able to afford a better grade of cyber that uses up less essence so that they can stand to have larger amounts of cyber in their bodies and possibly by paying for top-notch surgeons who can possibly further reduce Essence costs. IMHO

And what if you want your character to change from all metal tomroe bioware?What if you have it removed by force? WHat if your charatcer wants to be more in tune with that free forum Loa that is fallowing him around... What if ....

It is not souly a matter of power, but reason. I want to change from combot monster to someone who can be healed with magic? I want to not turn into a cyberzombie..I want a lot of things.

In the end if you think that there is no reason for it for poeple to do, then your character do not need to do it.

By the way,I don't think that magic people would see this as a godsent,as magic dosen't can be lost form stimpachs,drugs and wounds.
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Guest_Crimsondude 2.0_*
post Mar 15 2005, 11:55 PM
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QUOTE (Cynic project @ Mar 15 2005, 04:17 PM)
QUOTE (Crimsondude 2.0 @ Mar 15 2005, 05:51 PM)


As for regrowing Essence--that is the worst idea for SR I've ever read. Period.

I've said it before, and I'll say it again. Screw the mundanes.

Let's take this idea. I have hade my cyberware removed. It is not longer in my body.... Would it be unreasonable to say after some time, that the part of me that I lost, would now either be regained or replaced? Why wouldn't my essnce come back?

No. it makes as much sense as a meat limb regrowing once you remove a cyberlimb.

But like mfb said, there are other more appropriate threads.
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Eyeless Blond
post Mar 15 2005, 11:51 PM
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QUOTE (Aristotle)
QUOTE (Cynic project @ Mar 15 2005, 07:17 PM)
Let's take this idea. I have hade my cyberware removed. It is not longer in my body.... Would it be unreasonable to say after some time, that the part of me that I lost, would now either be regained or replaced? Why wouldn't my essnce come back?

Why would you need it to, unless you were an awakened being in which case you would be doing it for the increase in power. I suppose it should 'grow back' under certain circumstances, but most people who have any significant amount are most likely only taking cyber out to put better, more essence-friendly, cyber in (so that they can have even more cyber). There are already rules for reusing spent essence in the cyber-surgery rules. All I would like to see is for the use of spent essence to be automatic (or at least easier to obtain) rather than depending on a surgery roll. Of course it's been a while since I've read those rules.
Well actually my idea was that the essence increase proceedure, whatever it is, would either have no effect on Magic or an opposite effect. Mages can take cyber pretty easily already; there's no reason to make it even easier.

QUOTE
A 'mundane' character doesn't advance through being able to fit more cyber in their bodies. They advance through being able to afford a better grade of cyber that uses up less essence so that they can stand to have larger amounts of cyber in their bodies and possibly by paying for top-notch surgeons who can possibly further reduce Essence costs. IMHO

Sure, now, yes, that's their only option. Maybe I want the cyber sams and the like to have more options as well. Mages get foci and initiation; sams can have higher grade 'ware and... whatever gene-therapy or whatever thing increases your Essence.
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Guest_Crimsondude 2.0_*
post Mar 15 2005, 11:59 PM
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Take this to another thread.
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Moonstone Spider
post Mar 16 2005, 12:20 AM
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QUOTE (Crimsondude 2.0)
Whoever said they can't fight back? They're dual-natured. It works both ways.

Hardly. The only way the Mundane Shapeshifter will ever get to fight back is either at hideously skewed odds or else when his opponent is a complete moron.

A spirit can simply hover 3 meters above the ground, stay safe in the astral plane from all the other characters, and bombard the poor shapeshifter all day long with it's spirit powers. Endgame for Mr. Shifty with 0 chance of fighting back.

The astral Magician can do the same with spells or, if he's worried about that physical drain, conjur forth swarms of low-level watchers as help for the melee combat test. But since Shapeshifters have 3 extra attributes most of the time the magician will have a higher attribute for astral combat anyway so he can likely win with no help at all. But if he can't, there's always the watcher swarm and all the shifter's friends can do is watch as he's torn apart.

Lastly Mr. Magician can just throw up some wards. Our Shapeshifting friend can try to fight them and alert everybody, or give up and go home. Either way the run is probably a bust just because he's dual-natured and can never, ever, learn masking or any other means of defense against all those astral baddies.
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Kanada Ten
post Mar 16 2005, 12:22 AM
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Androids. Mind transfer. Clones. Wireless Matrix. Nanite tools.
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Dakhran the Dark
post Mar 16 2005, 02:12 AM
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I've really only got one at the moment, the rest have already been said...

1) Put Raygun in charge of the weapons and armor section.

Your total comes to 0.02¥, please slot your credstick here.
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hobgoblin
post Mar 16 2005, 03:09 AM
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QUOTE (Kanada Ten)
Androids. Mind transfer. Clones. Wireless Matrix. Nanite tools.

hey its sr, not babylon 5 or star wars (alltho given the magic you could have fooled me at times :silly: )...
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Arethusa
post Mar 16 2005, 03:03 AM
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Actually, what he's suggesting is moving SR more towards Ghost in the Shell, which is partially a good idea (because GitS is incredible) and partially a bad idea (GitS is deeply and fundamentally incompatible most of SR, and SR is altogether far less thought out and, dare I say, intelligent).
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Kanada Ten
post Mar 16 2005, 03:05 AM
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I can't even watch GitS becasue it's so poorly done.
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Arethusa
post Mar 16 2005, 03:07 AM
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It's not my fault I hate you.
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Kanada Ten
post Mar 16 2005, 03:08 AM
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I'd not have it anyother way.
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Upsilon
post Mar 16 2005, 04:15 AM
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1. Vehicle/rigging rules...oh god, just start over.

2. A decking system actually baded on skill. In SR3 a decker really only uses one skill and everything else is based on equipment and utilities (and as a result, said equipment has to be made implausibly expensive to maintain game balance). Add more decking related skills, let deckers right their own utilities (when you think about it, that actually makes more sense than buying them), and actually use attributes more often. Then you can also make the equipment cheaper without breaking the game.

3. Astral projection is far too overpowered. It makes one wonder how anyone can have any secrets at all with all the mages and spirits that can be flying around. I'm not saying that it should be gotten rid of, but it should be made more limited. Maybe require drain checks or something (why should separating your spirit from your body be as easy as breathing?) and make wards easier to create.

4. Revise the broken damage codes of most weapons and get rid of all those types of ammo that the Cannon Companion introduced that were either absurdly and unjustifiably overpowered (AV) or just plain stupid (everything else).

5. The magically active have tons of things to spend karma on, but not much to spend money on. The mundane have tons of things to spend money on, but not nearly as much to spend karma on. There ought to be something that can be done about this.
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Arethusa
post Mar 16 2005, 04:27 AM
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QUOTE (Upsilon)
1. Vehicle/rigging rules...oh god, just start over.

2. A decking system actually baded on skill. In SR3 a decker really only uses one skill and everything else is based on equipment and utilities (and as a result, said equipment has to be made implausibly expensive to maintain game balance). Add more decking related skills, let deckers right their own utilities (when you think about it, that actually makes more sense than buying them), and actually use attributes more often. Then you can also make the equipment cheaper without breaking the game.

3. Astral projection is far too overpowered. It makes one wonder how anyone can have any secrets at all with all the mages and spirits that can be flying around. I'm not saying that it should be gotten rid of, but it should be made more limited. Maybe require drain checks or something (why should separating your spirit from your body be as easy as breathing?) and make wards easier to create.

4. Revise the broken damage codes of most weapons and get rid of all those types of ammo that the Cannon Companion introduced that were either absurdly and unjustifiably overpowered (AV) or just plain stupid (everything else).

5. The magically active have tons of things to spend karma on, but not much to spend money on. The mundane have tons of things to spend money on, but not nearly as much to spend karma on. There ought to be something that can be done about this.

You seem new and very right about things in general. I like you already.
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post Mar 16 2005, 04:46 AM
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QUOTE (Upsilon @ Mar 15 2005, 09:15 PM)
3.  Astral projection is far too overpowered.

One of the biggest mistakes of SR3 was disregarding two solid previous editions' insistence that one cannot travel astrally though living matter. The moment that was changed, people began to really hate mages. Which makes sense since 9 years of precedence over two editions was pretty solid and logical.

Changing it, however, was not.

One of the things that I truly hope is that niether Mike M nor Stephen Kenson have any hand in this book. They are the worst things to ever happen to SR.

Which is funny when you consider how much people hated Sargent & Gasgione. These two--the crappy SR3 version of Dowd & Findley, deserve to be shot into outer space.
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Nikoli
post Mar 16 2005, 05:43 AM
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However without that change, you technically can't leave your body except to a metaplane as your whole body is covered completely by living organic matter that isn't you.
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Arethusa
post Mar 16 2005, 05:44 AM
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See? Overpowered Astral Projection Problem already solved for SR4.
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Eyeless Blond
post Mar 16 2005, 06:01 AM
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QUOTE (Upsilon)
2.  A decking system actually baded on skill.  In SR3 a decker really only uses one skill and everything else is based on equipment and utilities (and as a result, said equipment has to be made implausibly expensive to maintain game balance).  Add more decking related skills, let deckers right their own utilities (when you think about it, that actually makes more sense than buying them), and actually use attributes more often.  Then you can also make the equipment cheaper without breaking the game.

Preach on brother. Hell, they could actually do to Computers what they did to Firearms in SR3, but breaking it up by proceedure instead of by tool. The hardware would be cheap; the wetware would be expensive. :)

QUOTE
5.  The magically active have tons of things to spend karma on, but not much to spend money on.  The mundane have tons of things to spend money on, but not nearly as much to spend karma on.  There ought to be something that can be done about this.

The magically active have lots and lots of foci to buy, which really don't cost all that much in terms of karma but are really expensive in terms of cash, so that side is actually kinda taken care of already. The lack of an analogue to initiation for mundanes does indeed mean that they are kinda screwed in the karma department, which is why I suggested the whole idea of regaining Essence through surgery, assuming it would require Karma expenditure as well as lots o' cash.
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Adarael
post Mar 16 2005, 07:03 AM
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QUOTE
One of the biggest mistakes of SR3 was disregarding two solid previous editions' insistence that one cannot travel astrally though living matter. The moment that was changed, people began to really hate mages. Which makes sense since 9 years of precedence over two editions was pretty solid and logical.


WTF? When did that happen? Why wasn't I notified?

Seriously, you can pass through living matter? That's a change I never knew about. And frankly, I'm glad I didn't.
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