Shadowrun 3rd Revised, our backs turned, looking down the path |
Shadowrun 3rd Revised, our backs turned, looking down the path |
Apr 15 2005, 07:02 PM
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#51
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Neophyte Runner Group: Members Posts: 2,453 Joined: 17-September 04 From: St. Paul Member No.: 6,675 |
For system tests as well as combat?
I was under the (perhaps mistaken) impression that the system tests were at the superfast rate and only combat was based on the 3 second round. |
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Apr 15 2005, 07:05 PM
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#52
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Target Group: Members Posts: 79 Joined: 15-March 05 From: Wolverhampton, UK Member No.: 7,166 |
If your planning on keeping all of the games background information (Which Im assuming you would, who would want to change it???) perhaps you could include some sort of primer on Earthdawn links somewhere, as making sense of it all can sometimes be a little confusing for novices such as myself!!!
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Apr 15 2005, 07:08 PM
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#53
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Nope. I mean, there's an initiative kick (so Deckers will almost always have more passes than their comparably-equipped meatfellows), but other than that things work on the same pass system within the three-second turn. Because of Hacking Pool, non-combat, non-highly-rushed actions tend to occur more like once every three seconds.
The Question: That's what we have Ancient History for :D ~J |
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Apr 16 2005, 12:05 AM
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#54
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Target Group: Members Posts: 30 Joined: 7-July 04 Member No.: 6,461 |
Hate to break it to you, but here in Missouri we are issued a CCW, (after taking a CCW class tought by a certified instructor and passing a criminal background check), which is a "endorsement" on our drivers license. This is good for ANY concealed weapon we wish to carry. And in our private vehicles we can carry loaded and concealed any weapon we so choose, without any permit (other than any that are required by law i.e. Class-3 full auto), and this at age 21 to boot. |
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Apr 17 2005, 03:20 AM
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#55
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Reposted from another discussion; thought it might have relevance here:
As for too much cyber at chargen issue, I'd be perfectly fine ditching the million and 650k :nuyen: options at chargen. In fact I'd go further, stretching the resource priorities into: -5pts = 500Y 0pts = 5000Y 5pts = 20,000Y 10pts = 65,000Y 15pts = 125,000Y 20pts = 250,000Y 25pts = 400,000Y or maybe even more, making 400kY the 30-pt option: -5pts = 500Y 0pts = 5000Y 5pts = 20,000Y 10pts = 50,000Y 15pts = 90,000Y 20pts = 150,000Y 25pts = 250,000Y 30pts = 400,000Y The changed resource limit would work just fine provided thus: 1) Make it so deckers don't have to pay so damn much for their programs (currently the decker is the main reason for the million nuyen option anyway). 2) Try not to let riggers get too screwed by it. 3) Cyberlimbs (Edit: and maybe a few other selected bits of 'ware) get lowered in cost, possibly just cutting their base price to a fifth or a tenth of what it is right now. 4) Surgery rules aren't *as* horrifically difficult and prone to failure post-chargen. In particular the "Essence hole" option should be automatic rather than a positive option. The problem with doing this is that it means that sams start right out of chargen muc weaker than they are now, and the power disparity between mage and sam will become obvious much earlier (say the 150-200 karma mark instead of 350+). |
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Apr 17 2005, 07:53 PM
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#56
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Moving Target Group: Members Posts: 511 Joined: 19-August 02 Member No.: 3,139 |
I don't know if I like that one - I don't have a problem with char gen - or too much cyber at char gen.
I think I'd just leave the char gen rules alone, and offer some options for different campaign levels. I like having a charcter that is in the middle of their career. I'm quite tired of playing '1st level' characters. As was mentioned in anoyther discussion, I think that is one of SR's draws. Characters that are capable of doing 'great things'. And if you do limit the nuyen, there by limiting beginning cyber, then what about the magic chars? Limit those as well? No, I'd rather see the chargen rules stay as is. |
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Apr 17 2005, 10:05 PM
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#57
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Eyeless: I looked around and couldn't find that discussion, what problem is that supposed to fix?
~J |
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Apr 18 2005, 06:04 AM
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#58
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
The problem people seem to be objecting to is that the mllion nuyen option makes characters--sams in particular, but also riggers--too powerful at chargen. I can *kinda* see where this is coming from, and now that you're streamlining the Matrix rules and getting rid of a lot of the operational utilities the main reason for the million nuyen option (so the decker doesn't get screwed) goes away. Note that this doesn't mean that starting characters get that much weaker; all it does is keep sams and riggers from being too incredibly powerful right out of the gate.
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Apr 18 2005, 06:11 AM
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#59
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
While I don't like the sound of it right now, I'll put it on the list for discussion. I personally think it makes the most sense to do chargen changes, if any, last so that they can be balanced against a final ruleset rather than one that's subject to change.
~J |
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Apr 18 2005, 06:44 AM
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#60
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Moving Target Group: Members Posts: 269 Joined: 25-March 05 Member No.: 7,235 |
[dammit; wrong nick again]
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Apr 18 2005, 06:45 AM
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#61
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Actually I think it might be a good idea to resolve the issue of the level of resources at chargen right now. For instance, if we did this then we wouldn't have to mess with the multipliers on the programs in the Decker thread; since the average wealth level is decreasing you can decrese the amount of cash the decker needs to spend on programs to compensate.
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Apr 18 2005, 06:46 AM
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#62
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Accounts, man, accounts.
I disagree that a million nuyen makes streetsams too powerful at chargen. Riggers you've got an argument, but they're massively overpowered anyway. ~J |
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Apr 18 2005, 02:13 PM
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#63
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Moving Target Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 |
A million nuyen is a lot for a starting Sam, unless they're getting massive amounts of alphaware.. 400k is more than I use on one when I create them. Means I tend to have a lot of toys as well as a lifestyle bought for several months. I wouldn't know what to do with a million nuyen. Wouldn't know if it's overpowered either. Only time I've seen a million nuyen street sam, he was a bit of a moron, so we cut him up and sold him. Didn't seem too tough...
That being said, I kindof like the option.. given enough time to create the character, you can play the rich punk with more alphaware stuffed in him then sense, all plugged in out of teenage rebellion because it's 'cool'.. |
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Apr 18 2005, 09:11 PM
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#64
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Moving Target Group: Members Posts: 176 Joined: 8-March 05 Member No.: 7,146 |
also, a million allows some broadness in charictors. If you are in a small party and you dont' want to have to farm out too much stuff, with a million new yen you can have one Sam buy a decent car with some upgrades, while another might aford a ok deck and some programs, neather can cope with a full rigger or decker, but they can help cover the bases for a small team.
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Apr 19 2005, 01:46 AM
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#65
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Moving Target Group: Members Posts: 488 Joined: 26-February 02 From: Austin, TX Member No.: 90 |
And they can get massively unpowered real fast as well. Try replacing those lost drones or vehicles after character creation. My only rigger char incurred net loss of over 500,000 nuyen (two drones and the helo we flew in on) in a single run that only payed out 25,000 divided among the whole team of six. |
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Apr 19 2005, 03:22 AM
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#66
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Moving Target Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 |
25000/6 = 4166 which would barely pay the monthly insurance premiums. Your rigger does have insurance right?
While we're on it, if a PC can get health insurance (such as DocWagon, who'll come into a warzone on the right plan) why couldn't a character get vehicle insurance for such instances? Back on topic: When does SR3R - Rigger Reflux start? |
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Apr 19 2005, 03:28 AM
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#67
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I'm hoping to get back into the swing of things with the Matrix and have a lot of major issues sorted by the end of the week, end of next week at the latest. After that I intend to move on to Rigging, though there was a motion above to get into Ranged Combat. Rigging is still the most likely second place, though people are free to chime in with their preferred next directions (and, as always, to continue offering suggestions for unopened sections here).
~J |
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Apr 19 2005, 04:07 AM
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#68
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
Things I'd like to see changed, off the top of my head:
1. Vehicular armor and drones - there's got to be a better way than the current, binary "immune to weapons so you might as well spit on it / can actually be hurt, so it's dead meat because of very low Body" system. 1a. Revise the costs of repairing damaged or disabled drones, so riggers don't go broke because of lost drones, or protect their drones at all costs even if it means more risk for the other flesh and blood team members. 2. Immunity to Normal Weapons - same problem with binary outcomes as in point #1. 3. Problems with the current initiative system and melee combat - namely, the issue with people effectively getting punished for having multiple actions if they go up against someone more skilled than they are. 4. At the very least, a look at the way combat skills have either been split up and grouped, with an eye for something that makes more sense. Not a comeback to SR2 and a 'Firearms" skill, but something that makes more sense than assault rifles and rifles being different skills, and harpoons and claymores both falling under "Polearms". 5. A revision of all chemical and poison-based weapons, to make sure that being hit with pepper spray is not a lot more debilitating than being shot twice with a large-caliber handgun. (also, clear and reasonable rules on how armor affects chemical delivery systems like the narcojet) 6. Improvement (or removal of) called shot rules, since the current ones make no sense. |
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Apr 19 2005, 04:17 AM
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#69
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Oh hell yeah. Called shot for anything other than special effect is gone.
Regarding 1a, sorry :oops: ~J |
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Apr 19 2005, 04:26 AM
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#70
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
I don't think I can remember Alex every doing that sort of thing - or not to any significant extent, anyway. I was mainly going by instances I remember reading about on the boards, but it seems you have a guilty conscience... ;) |
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Apr 19 2005, 04:50 AM
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#71
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Well, I was specifically thinking about when we were at that tunnel intersection and the zombies lobbed a grenade our way, and my Strato raped physics in its hasty exit…
~J |
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Apr 19 2005, 06:14 AM
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#72
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
And thats why i'm backing Riggers for the next disscusion |
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Apr 19 2005, 12:07 PM
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#73
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
I guess, but it's not like it'd have made my guy any safer if you did stay in the blast radius, and you were still able to fire on them. |
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Apr 19 2005, 01:04 PM
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#74
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
I disagree when it comes to changing either point-values or priorities for character generation. Remember, this is a revision, not an overhaul. Changing things to be more streamlined is one thing, but changing character generation invalidates current SR3 books, and that's not the goal here (at least, I don't think it is). Adding the rules from MJLBB for high-powered and low-powered campaigns to the current character generation schemes should be reasonable enough.
I'm sure we'll discuss riggers and hardened/vehicular armor in another thread coming up. My thought is that there should be at least one additional method to harm hardened armor other than AV ammo/rockets. Or at least, an "optional rule" section on common tactics to take out drones/vehicles without pulling out the big guns. I think mechanics-wise, hardened armor works fine, but the examples of vehicles/drones with hardened armor hits both extremes (all or none)... it's either Steel Lynx or Mini-blimp. The addition of ablative armor (from Rigger 3 Revised and SOTA:2064) helps, but it should be listed with the main rules. |
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Apr 19 2005, 01:13 PM
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#75
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Running Target Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 |
Unless the changes to character generation were extreme, the only effect will be that existing PCs and NPCs would now be slightly more or slightly less powerful compared to starting-level PCs - and that's something that's bound to happen anyway if you revise the system. I happen to think revising at least some of the aspects of character generation is neecessary - things like costs for playing a metahuman, the costs of playing ghouls and shapeshifters, etc. |
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