IPB

Welcome Guest ( Log In | Register )

24 Pages V  « < 4 5 6 7 8 > »   
Reply to this topicStart new topic
> Shadowrun 3rd Revised, our backs turned, looking down the path
GunnerJ
post Jul 7 2005, 06:26 PM
Post #126


Moving Target
**

Group: Members
Posts: 669
Joined: 25-May 03
Member No.: 4,634



QUOTE
Crippling mages to reduce the power of initiate mages would be a mistake, I think. Retooling the things that make them "too powerful" would be a better move. I know I'd hate to have to take a metamagic not to be useless after 3-4 spells.


Especially considering how much karma you have to put into Centering to make it worthwhile (i.e., Centering at 4-6, an artistic skill at 4-6, and the actual initiation, which may include joining an initiatory group and paying dues).
Go to the top of the page
 
+Quote Post
Fortune
post Jul 9 2005, 07:10 AM
Post #127


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (Yoan)
I don't think using the appopriate melee skill makes sense, unless I am way behind on my Astral Plane trivia. How about Charisma, or something like that? It makes sense to me, anyway.

Well, as canon stands, normal Melee skills are what are usually used when fighting hand-to-hand on the Astral. Sorcery is merely an option that can be used in place of Melee skills any time a person has access to the Astral..

Remember that not all combat on the Astral takes place between Projecting beings. Some combattants are Dual Beings, and/or are using Astral Perception. There is no reason why someone would use Charisma (or Sorcery) when they are still using the meat muscles when fighting.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Jul 9 2005, 04:59 PM
Post #128


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



QUOTE (Modesitt)
The Wallhacker: Everyone know what this is?  It involves applying multipliers to your strength bonus a few times.

Explosive Ammunition: It cuts barrier ratings in half.  Do the math some time on how tough a barrier an Ares Predator loaded with ex-explosive rounds can shoot holes in and how many shots that takes.

Never heard of Wallhacker. Anyone else familiar with this?

EX ammo: this is true, but in this case it's because it shouldn't be a multiplier in the first place. This just comes down the the devs not knowing math; if you want EX ammo to be 2-3 times as powerful then you just reduce the barrier rating by 1-2. Halving the barrier rating actually squares the power of the ammo (roughly) rather than multiplying it. So you're right in this case, but the conclusion you're drawing isn't.

QUOTE
QUOTE ("Kagtenshi")
Any thoughts, at the moment, which way to round?

Always round up. Shadowrun's dice system already rounds the TN up to 2 if it goes below that, so it'd somewhat follow the pattern. Plus, I think it fits the idea of the Shadowrun world that the corps are always screwing you out of that last nuyen.

I'd round *down*, actually. That's actually how it works in most cases already; the only times I can recall rounding up is on a few Pool calculations. Drain = half Force, round down; successes divide into base time, round down; Essence costs round down. Less has to change to implement the rule, so there's less breakage.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Jul 9 2005, 05:00 PM
Post #129


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



(EDIT: double post)
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Jul 9 2005, 05:13 PM
Post #130


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



As for splitting up Sorcery and Computers... e, let's not. If we did stuff like split up a bunch of skills, we'd have to get more complicated in other ways as well: we'd have to raise skill points at chargen to allow compatable builds, and then provide restrictions on how skill points are spent to prevent cherry-picking of a bunch of useful but non-related abilities, etc etc. The point is quickly becomming moot anyway; note that in the ranged combat section there is already discussion about consolidating the ranged weapon skills, which kinda takes away the argument that "Firearms got broken up; let's break up Sorcery and Computers too!"

It's just more hassle than it's worth IMO; this is a revision, not a rewrite.
Go to the top of the page
 
+Quote Post
Modesitt
post Jul 9 2005, 08:37 PM
Post #131


Moving Target
**

Group: Members
Posts: 316
Joined: 18-July 03
Member No.: 4,963



QUOTE ("Eyeless Blond")
Never heard of Wallhacker. Anyone else familiar with this?

Original post. It's a running gag, like having sex with a dikote'd ally spirit.

QUOTE ("Eyeless Blond")
This just comes down the the devs not knowing math

No, it's laziness. Regardless, I've probably made my point. Anyone working on this might stop and think for a moment about what they're doing before doubling or halving something, which was my goal. If you look over my recent post over on the Ranged Combat thread, I do double something at one point, so it's not like I'm the crazy guy on the street corner demanding we give up the number 9.

Ironically, the thing that needs fixing in what I wrote isn't what I doubled, it's what I added things together for(I did a double-whammy on gel rounds. -2 power AND ball+imp? Overkill). So the problem is more "Copying and pasting without thinking makes bad math".

QUOTE ("Eyeless Blond")
That's actually how it works in most cases already
.
Yes. This hit me yesterday as I went about double-checking the rules on a particular character. In most cases we already round down, so I'm going to change my mind and say that's where I lean now.

---

Also, I concur on splitting up the other skills. Don't do it folks, that'll just make baby jesus cry. SR4 can split up skills because they're already totally re-writing the system from the ground up. Plus, they're going BeCKs so diversification wont be as painful.
Go to the top of the page
 
+Quote Post
Modesitt
post Jul 9 2005, 08:35 PM
Post #132


Moving Target
**

Group: Members
Posts: 316
Joined: 18-July 03
Member No.: 4,963



QUOTE ("Eyeless Blond")
Never heard of Wallhacker. Anyone else familiar with this?

Original post. It's a running gag, like having sex with a dikote'd ally spirit.

QUOTE ("Eyeless Blond")
This just comes down the the devs not knowing math

No, it's laziness. Regardless, I've probably made my point. Anyone working on this might stop and think for a moment about what they're doing before doubling or halving something, which was my goal. If you look over my recent post over on the Ranged Combat thread, I do double something at one point, so it's not like I'm the crazy guy on the street corner demanding we give up the number 9.

Ironically, the thing that needs fixing in what I wrote isn't what I doubled, it's what I added things together for(I did a double-whammy on gel rounds. -2 power AND ball+imp? Overkill). So the problem really is "Writing numbers down without actually checking what they look'll like in play.

QUOTE ("Eyeless Blond")
That's actually how it works in most cases already

Yes. This hit me yesterday as I went about double-checking the rules on a particular character. In most cases we already round down, so I'm going to change my mind and say that's where I lean now.

---

Also, I concur on splitting up the other skills. Don't do it folks, that'll just make baby jesus cry. SR4 can split up skills because they're already totally re-writing the system from the ground up. Plus, they're going BeCKs so diversification wont be as painful.
Go to the top of the page
 
+Quote Post
Fortune
post Jul 10 2005, 05:21 AM
Post #133


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (Eyeless Blond @ Jul 10 2005, 02:59 AM)
... the only times I can recall rounding up is on a few Pool calculations.

You also round up when calculating Maximum Attribute Ratings.

Incidently, which Pools round up?

I also think splitting the skills is not the optimum solution, but I really think something needs to be done with the current Sorcery/Spell Defence mechanic. My 'Spell Pool only' ruling for Spell Defence seems to work well in practice, and has the added benefit of pretty much halving the maximum amount of dice a character can assign in comparison to the current system.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Jul 10 2005, 03:15 PM
Post #134


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



QUOTE (Fortune)
QUOTE (Eyeless Blond @ Jul 10 2005, 02:59 AM)
... the only times I can recall rounding up is on a few Pool calculations.

You also round up when calculating Maximum Attribute Ratings.
And only then when you have the Exceptional Attribute Edge.

QUOTE
Incidently, which Pools round up?
Um, Hacking Pool I think.

Nope, actually I was thinking of Detection Factor, which does round up. All pools round down.

QUOTE
I also think splitting the skills is not the optimum solution, but I really think something needs to be done with the current Sorcery/Spell Defence mechanic. My 'Spell Pool only' ruling for Spell Defence seems to work well in practice, and has the added benefit of pretty much halving the maximum amount of dice a character can assign in comparison to the current system.

And it makes intuitive sense too; it's much like combat pool can be used to dodge, control pool can be used to help with crash tests, Hacking Pool can be used to help dodge attacks (Improvised defense rules), so can spell pool be used to help resist. It's good from a rules mastery point of view, which is what SR really is lacking in right now.
Go to the top of the page
 
+Quote Post
Dawnshadow
post Jul 10 2005, 03:34 PM
Post #135


Moving Target
**

Group: Members
Posts: 668
Joined: 15-February 05
From: Ontario, Canada
Member No.: 7,086



If spell pool is the only one that can be applied to spell defence, then for the sake of making it more consistent, it should probably not require allocating in advance. Same with reflection/absorbtion, although not shielding.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Jul 10 2005, 03:46 PM
Post #136


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (Eyeless Blond)
QUOTE (Fortune)
You also round up when calculating Maximum Attribute Ratings.
And only then when you have the Exceptional Attribute Edge.

That's not actually accurate. I assume you're referring to the fact that a normal human has all 6/9s with no fractions to round, but a Troll's Quickness RML is 5 and the racial max is 8 without any edge whatsoever.

~J
Go to the top of the page
 
+Quote Post
Taran
post Jul 10 2005, 04:41 PM
Post #137


Moving Target
**

Group: Members
Posts: 164
Joined: 7-July 03
Member No.: 4,891



It sounds like in SR3, the de-facto rule for rounding is "round in whichever direction helps the players".

I could live with that.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Jul 10 2005, 04:49 PM
Post #138


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Heh, except Pool rounds down, and so do a few other things that would help the player to round up. The rule was probably "round the opposite direction that everyone expects." :)

Huh, I guess I read that section wrong then. Thanks Kag.
Go to the top of the page
 
+Quote Post
GunnerJ
post Jul 10 2005, 08:52 PM
Post #139


Moving Target
**

Group: Members
Posts: 669
Joined: 25-May 03
Member No.: 4,634



QUOTE (Taran)
It sounds like in SR3, the de-facto rule for rounding is "round in whichever direction helps the players".

I could live with that.

Really? I always figured it was exactly the oppostie; you typically round whatever way that screws the players, from what I've seen in the rules.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Jul 14 2005, 06:04 PM
Post #140


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



Here's another question: what do people want to see done with the Contact rules? Personally, I'd love at the very least a mechanic for defining what a contact can do and to what degree, but that may introduce too much complexity. I'll flesh this out more later when I get more time.

~J
Go to the top of the page
 
+Quote Post
Taran
post Jul 14 2005, 10:16 PM
Post #141


Moving Target
**

Group: Members
Posts: 164
Joined: 7-July 03
Member No.: 4,891



QUOTE (GunnerJ)
QUOTE (Taran @ Jul 10 2005, 04:41 PM)
It sounds like in SR3, the de-facto rule for rounding is "round in whichever direction helps the players".

I could live with that.

Really? I always figured it was exactly the oppostie; you typically round whatever way that screws the players, from what I've seen in the rules.

Doh, I forgot about pools. Also, about skill costs. There is no pattern.

WRT contacts: I don't think there's any harm in complexifying the contact rules. Contacts are just NPCs, so if the rules are too annoying for a particular situation, or if they don't make sense, it's easy to replace them with more roleplaying.

Mechanically, how about defining them along two axes (how well you know them, and how powerful they are)? That'd make it possible to become friends for life with the local bouncer without spending the equivalent of 1000kg of Compound 13. On the other hand, 'power' is a terribly relative measure so the power axis would likely boil down to some guidelines and a lot of GM's discretion.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Jul 14 2005, 10:26 PM
Post #142


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



I was planning on having several axes:
  • How well you know them/how much they care about you
  • How powerful they are (whether in terms of what they can do or what they can get; a powerful decker may be able to crack nasty systems for you or get you into Shadowland, while a powerful weapons dealer might be able to land you a PAC, and a powerful Face may know some guy who knows the head of security on the night you want to break into the corp compound)
  • How versatile they are (can they deck and program and talk someone into letting you into that black BBS, or are they just crackers? Do they just deal in weapons, or can they get you a fake ID, retinal duplication, and a Medium Transport as well?)
  • How close to whatever it is you get from them they are. Are they a direct dealer, or do they just set you up with someone, or do they set you up with someone who knows someone who knows someone? This affects cost (middlemen), risk (wrong party modifiers), and time (also middlemen)
A last axis, probably not one that's going to be a part of the cost calculation, would probably be "legality". Are they legit and horrified by the thought of armed robbery? Blackest of black most-wanted illegal? We could also add a fifth axis to the important ones that represents how many levels the contact works at (do they just do business with criminals, or will they direct you to a legal purchase if that's cheaper/better/whatever?), but that could be overly complex or not easy to implement well.

As an example (and I'll need to come up with a better one for everyone not in the Tuesday game), Sigrun would probably be medium/upper-medium along the Closeness axis, medium-high along the Power axis, relatively low along the Versatility axis, and quite high on the… hm. Immediacy? That fourth axis. As for legality, she'd range from reasonably deep black up to lower-end legit, but in her case that isn't something that shows up at the player's end so maybe it's an argument against that being a paid-for axis. As is obvious from this, SR3R contact levels will not necessarily translate cleanly from SR3 contact levels.

~J
Go to the top of the page
 
+Quote Post
GunnerJ
post Jul 15 2005, 01:22 AM
Post #143


Moving Target
**

Group: Members
Posts: 669
Joined: 25-May 03
Member No.: 4,634



QUOTE (Kagetenshi @ Jul 14 2005, 06:04 PM)
Here's another question: what do people want to see done with the Contact rules? Personally, I'd love at the very least a mechanic for defining what a contact can do and to what degree, but that may introduce too much complexity. I'll flesh this out more later when I get more time.

~J

Ever heard of Risus? I've always wanted to use a system for contacts that just used the Risus Cliche system for contacts. So you have 10 points to spend on a contact (for instance). It costs nothing for him to just be a "contact," but L2 (Buddy) costs 3 points and L3 (Friend for Life) costs 5. Then, whatever skills left over get applied to Cliches like "Street Doc," or "Fixer." Hell, I wrote something up about all this for a set of SR houserules (Basically, I wanted to make a generic cyberpunk system out of Shadowrun). Here's what I had:

Basically, you got points to spend on contacts equal to x + CHA, where x increases dependant on where you put contact as a Priority (it was a Priority in this system), but it was the multiples of 5 from 5 to 25. Contacts are defined by two attributes: competency and familiarity. For any contact, it costs 1 point to have a simple acquaintance, 5 to have a buddy, and 10 to have a friend for life. Competency is bought at a one-for-one ratio, so that a contact with a competency of x costs x contact points.

Competency: This attribute describes how well the contact is in certain generalized fields that describe their "job." Those familiar with Risus will recognize this as the basic Cliche System. Examples of competency fields are Fixer, Street Doc, Informant... basically any of the contact archetypes. A contact can have multiple competency fields.

The GM should roll competency whenever the contact's ability to do something is in question. Use the field closest related to the task at hand; for example, roll Smuggler to see if the contact can transport something illegally, or Street Doc to see if a contact can heal a wound. Target numbers should be as for the skill being supplanted by competency. Contacts may have to perform tasks outside their chosen field; in these cases apply a TN modifier. For tasks closely related but not really within the contact's expertise (e.g., a Street Doc acquiring illegal drugs) add two to the TN. For tasks distantly related but with some similarities to a field (e.g., a Street Doc repairing cyberlimbs) add four to the TN. For a task completely out of the field's domain (e.g., a Street Doc firing an assault cannon) add eight to the TN.

In combat, competency fields can be used for combat skill rolls where applicable. When a contact needs to use a specific attribute, apply the closest field applicable (e.g., Talismonger for resisting a spell, Street Samurai for damage resistance rolls), and apply TN modifiers for unrelated fields if they need to be used. An applicable competency field can be used to help find gear for characters; simply roll against the availability. In general, it is up to the Gm's discretion to decide what tasks fall within a competency field.

Familiarity:As described in the character generation section, these are the acquaintance/buddy/friend for life distinction from SR3. They work in exactly the same way.

It's a bit rough, but I liked it. Never tried it though.
Go to the top of the page
 
+Quote Post
GunnerJ
post Jul 15 2005, 01:32 AM
Post #144


Moving Target
**

Group: Members
Posts: 669
Joined: 25-May 03
Member No.: 4,634



Here's an example of what can be done with such a system:

Given 20 points you could get...

A badass mage whose life you saved when he nearly killed himself from drain; his magical group has an oath that you must show your gratitude for one who saves your life by treating that person as a brother or sister.

Friend for Life (10pts)
Combat Mage 6 (6pts)
Conjuror 4 (4pts)

OR

A competant arms dealer who sort of knows you...

Contact (1pt)
Gun Runner 5 (5pts)
Smuggler 3 (3pts)

...and a good street doc who you're friendly with.

Buddy (5pts)
Street Doc 6 (6pts)

Again, this system is sort of a quickie abstraction, and it doesn't jive perfectly with SR rules, but for quick resolution of a contact's abilities and greater player control over said abilities, I think it does well.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 4 2005, 08:24 PM
Post #145


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



As a note, I'm currently working on my contact-rules rework. I'll be diving back into ranged combat once I've got something presentable here.

~J
Go to the top of the page
 
+Quote Post
Catsnightmare
post Aug 4 2005, 10:49 PM
Post #146


Moving Target
**

Group: Members
Posts: 482
Joined: 26-February 02
From: Austin, TX
Member No.: 90



And as soon as my job slows down from 50 hours a week, I'll post my version of the revised rigging/driving rules.
Go to the top of the page
 
+Quote Post
Juggernaut125
post Aug 5 2005, 12:05 AM
Post #147


Target
*

Group: Members
Posts: 29
Joined: 8-February 05
Member No.: 7,066



In re: to contacts, I was just thinking about this this morning. I would change the classification for each contact as follows (instead of the contact, friend, buddy): 1. Informed. 2. Lucrative or 3. Support. And then, give them a Professional Rating to determine how effective they are in their given field of expertise. All contacts purchased at char gen are Prof. Rating 1. These ratings can be raised using money or karma.

1. Informed Contacts. This is your legwork contact, regularly purchased at 5K nuyen. She's the one that knows the stuff you're trying to find out. Examples of these contacts would be; Bartenders, Secretaries, Tribesmen, Reporters, and so on.

2. Lucrative Contacts. These characters run a business that you find useful for maintaining your characters lifestyle. Taking a lucrative contact at 10k nuyen should perhaps give you a bonus, determined by that contacts Prof. Rating. Ie. An Armorer, rating 1, may be able to give a 1 to 5 % discount on the purchase of firearms. Examples of Lucrative Contacts are; Amorer, Deckmeister, Street Doc, Talismonger, etc.

3. Support Contacts. These characters are basically other runners, to fill gaps in a campaign where a runner might be needed but no PCs or NPCs are available. At 200k, they're still expensive to buy at char gen, but then again, it might help to have a second mage on your stat sheet if you want to put together a magic group.
Obviously, any archetype could be a Support Contact. And Corp. Rigger, Decker, Mage and so on, would also classify.

Any thoughts?
Go to the top of the page
 
+Quote Post
Stumps
post Aug 6 2005, 03:31 PM
Post #148


Moving Target
**

Group: Members
Posts: 903
Joined: 11-December 02
From: The other end of your computer screen
Member No.: 3,724



Just a quick question:

First, though, I think this is a great venture that all of you are taking.

Question I have is: Is there a Site where all of this compiled revision can be read or downloaded (hopefully in some PDF format or the like) in the plans somewhere down the line?
Go to the top of the page
 
+Quote Post
Kagetenshi
post Aug 6 2005, 04:09 PM
Post #149


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



Yes. A whois on sr3r.net may be enlightening :)

~J
Go to the top of the page
 
+Quote Post
Kagetenshi
post Sep 12 2005, 05:19 PM
Post #150


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



From Astral Space, Essence, and the Awakened:
QUOTE (hahnsoo)
I personally think that Open Tests should have been dumped back in SR2. They were kinda cute for the Rocker and Reporter rules in Shadowbeat, but other than that, they are probably one of the most unbalanced and awful elements of the SR3 system. They violate the main mechanic (roll xd6 vs. a TN) and only serve to create exceptions to rules, and contributes to the "one game: many systems" syndrome that Shadowrun suffers from.

First, I want to put my personal bias on the table. While I'm against needless complexity, I am a big fan of the "one game, many systems" aspect—in my opinion it is one of the greatest strengths of Shadowrun. If one grows tired of the way melee works they can switch to a pistol. If they grow tired of that, time for a decker. If they get sick of having a TN of over 2, they make a Rigger ( ;) ). So on and soforth.

That said, I'd like explanation of how, in your opinion, open tests unbalance the game. The best way to convince me would be to come up with an elegant replacement for open tests (even in just one area, say Stealth), but poking enough holes in the current system is enough to get me to start looking for an alternative myself.
QUOTE (Eyeless Blond)
Oh, and while I'm dragging up old dead threads, remember this? Any possability of adding any of that into SR3R? I mean, as long as we're fixing really stupid bits inherent in the system...

Mm. Well, I'd like to hear additional comments on it, but at first glance I don't think it's a good idea. Particularly the VCR would have to be dramatically reworked/rebalanced to fit in with this.

That said, the rigging rules are going to see a serious overhaul anyway, so that'll offer more chances for something like this to slip in. Still, anyone else have feedback on it?

~J
Go to the top of the page
 
+Quote Post

24 Pages V  « < 4 5 6 7 8 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 15th May 2024 - 11:58 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.