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Jul 4 2007, 07:38 AM
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#526
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
I think the mistake made was in separating the martial arts into different arts. I think the maneuvers should have been added as tools for Unarmed Combat. If you want to explain it as "Karate", then you have Unarmed/Karate or Edged Weapons/Karate. There was no need to complicate things (and open up a can of worms for what martial arts get what) when a KISS would have worked well. Use the same rules, but just for already-existing combat skills.
And of course, Whirling and Close Combat were by far the most powerful manuevers. I think that was because they figured they'd over-done the TN modifiers and over-compensated. Whirling should simply be that the TN never exceeds +2 (IMHO), and CloseCombat only halves (round up, not down) the modifiers for reach. |
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Jul 4 2007, 09:13 AM
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#527
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 |
Melee, as I said before earlier, should be more close to blow-by-blow, considering the time-frame we are talking about.
If it is blow-by-blow, it not only follows plausibility to the human concept of time better, but it also means that this ridiculous concept of maneuvers and styles is not needed as then you would be simply talking about a character that claims an open skill in a style of their choice that they so name, and declares a specific attack as they so decide in the middle of combat, as a fighter would be doing...not some ridiculous Kata form. This would be inherently balanced by the GM at his discretion of appropriate difficulty rating based on the guidance of the difficulty scale provided in SR for this very concept of situations, and then the player would roll their open skill of fighting style in dice to succeed at the specific attack. Or in other words, this is a called fricken shot in a blow-by-blow melee system. Boy....that was real hard to make. |
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Jul 4 2007, 09:35 AM
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#528
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Yeah, but then you have to figure out how much to lower damage by, to note that it's now a single attack being made instead of the old "several seconds of feints, attacks, counters, and blocks, made by both parties" and shit like that.
Oh, and while we're vaguely on the subject, FUCK AMBIDEXTERITY. The two-weapno fighting rules essentially made it a required Edge for anyone with any interest in fighting in close combat well. |
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Jul 4 2007, 10:37 AM
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#529
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Ah, but they can learn Sorcery, mainly for the Astral Combat specialization. I don't know if this translates into being able to use Spell Defense or Shielding, though (I still think not), but an adept can still learn Sorcery. |
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Jul 4 2007, 12:36 PM
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#530
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
I am guessing this is the total response dismissing my suggestion mundanes can buy the same magically sustained/anchored spells that you insist give mages unfair power? Then why should the PC mage be forced to run such horrendous risks to try to survive by owning the same magical accessories? Really, safeguarding magical equipment should be in line with safeguarding any major piece of equipment. Also, if you see mages as so overpowered, then adjusting your game (or your understanding) to make it easier for mundanes to control magical accessories seems like a fair equalizer. And I believe I said to take a mage contact to buy from, in fact make them a buddy or better. Or give the Contact an Intelligence of 1. ;) [edit] I just had a better idea for a solution. Have the mundane take a high Force free spirit as a Contact (or make it a part of your game world that high Force Free Spirits provide this service) and let him buy foci from it. He can pay nuyen and karma just like everyone else, and the Free spirit should be of sufficient Force that no one is going to mess with them. [/edit] |
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Jul 4 2007, 12:44 PM
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#531
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Yeah, I do not really care for the way Ambidexterity works in unarmed combat. I can kind of understand in ranged combat. But in close combat having a second weapon in your off hand should give you an advantage, not a penalty. |
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Jul 4 2007, 01:14 PM
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#532
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Just a quick note. If we use the system I've donated, a 'sam' could spend as little as 6 points to have a spell pool for spell defense via the sorcery skill as a mage does. 2 points for a tradition, 2 points for a magic rating of 1, 2 points for the ability to learn Sorcery. (could even create a 1 point sorcery item that only lets you learn Sorcery for spell defense for a 5 point Spell Defense 'edge')
BTW, as anyone looked at that pdf at all? I joined this conversation and posted it per request, but haven't heard anything from anyone about it yet. Is it that good (or that bad) that there's nothing to say? :P Alternate Magic Creation House Rules (Includes Psionics) |
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Jul 4 2007, 02:08 PM
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#533
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,095 Joined: 26-February 02 From: Ontari-airee-o Member No.: 1,115 |
I don't understand why unarmed combat was changed, but I think that it should go back to how it was back in second edition. I don't like the mauevers, they just over complicate things. There were rules for subduing, etc... pretty much every scenario was covered. It was up to you and the GM to sort out the choreography of the fight.
Critias is right Ambidexterity needs to be removed. |
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Jul 4 2007, 02:11 PM
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#534
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Moving Target ![]() ![]() Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 |
I read nezumi's copy (same version?) but use the old priority system so don't fully comprehend the intricacies of build points. With your 1 Magic 'sam' above, he'd be unable to use cyberware. Such characters would be limited in their roles wouldn't they? No decent samurai, riggers or deckers.
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Jul 4 2007, 02:17 PM
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#535
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Very true. Guess that was a bad idea. :P
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Jul 4 2007, 02:20 PM
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#536
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Oh, it gives you plenty of an advantage, but only with the Edge. That's my issue with it. It makes the Edge a must-have for any would be knife fighter (or even boxer, with shock gloves suddenly you're magically half again as awesome with fisticuffs). I genuinely prefer just the simplicity of the SR3 core "two cyber weapons" sort of rule. Add a little Power, no Edge required, and call it a day. As written, you're a dumbass if you want to be any good in melee and don't carry multiple weapons (with 6 points of your Edges spoken for, to give you x1.5 your dice pool). Because as written Ambidexterity is just too good (as well as not making sense for not benefiting most unarmed combatants). I wouldn't mind seeing a 1, 2, 3, 4 (as opposed to 2, 4, 6, 8 pt.) breakdown for Ambidexterity where it only worked to offset the two-gun penalties, but where it left melee completely alone. |
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Jul 4 2007, 03:30 PM
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#537
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
My co-developer looked at it and thought it deserved deeper examination. I haven't had a chance to look at it closely, but it sounds like we'll be using it as a base, at least for now. ~J |
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Jul 4 2007, 05:59 PM
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#538
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 11-December 02 From: The other end of your computer screen Member No.: 3,724 |
Not really that big of a deal. Of all conversions in SR, that has to be one of the easiest. The problem with SR3 was that it became a system of mass complexity and detail for mechanics. SR's raw power is in handing the base formula's to the GM and loosely identifying some examples, templates, and pre-mades, and then letting the GM determine the rest as needed. This explosion of a mechanic for every instance has done nothing but produced a really fun and interesting rule debating community, but an absolute crap hole of a fluid play system without referring to, or editing the system heavily. |
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Jul 4 2007, 08:07 PM
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#539
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Platinum - adepts get the same number of spell points as mundanes - 0. No bound foci.
The difference being that if a mage is caught with a sustaining focus with his signature on, there's no additional trouble (unless it's over force 3, and even then, it probably pales in comparison to the trouble he's already in). If a sam is caught with that same force 1 focus, the mage is suddenly in significant trouble he wasn't in before. Not only is he likely wanted by the law, it's trivial to follow that trail, or even send combat spells through it to basically blow him up. That is what makes the difference. Having free spirits selling sustaining foci to people is an option, just like we apparently have free spirits selling piles of gold in exchange for karma. I will try setting up a free spirit on a street corner in my next game and see how the group takes to it. Sphynx, I read your pdf. It had not occurred to me that it allows a sam to learn spell defense without becoming a mage. Although when that sam gets a single piece of cyber, wouldn't that reduce his magic to 0 and thereby eliminate his spell defense ability? Maybe we could just rewrite the burn-out rules so spell defense doesn't disappear when magic disappears. On the other hand, that means the percentage of the shadowrun communities goes from around 30% to 99%. That is a major flavor change. |
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Jul 4 2007, 08:40 PM
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#540
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
True Nezumi. Since I created the system, our entire team is magically active. Even those who got it for nothing other than Astral Perception. Seriously though, unless we ran a ganger campaign, nobody ever bought less than a Magic rating of 6. Sounds cool to have it dynamic, but everytime, even the 'pure sam' bought it up to 6 (because he needed all the cyber without losing his magic). Breaking it down to parts in the BP system -will- seriously increase the amount of magic in the game (though not everyone will be casting and/or summoning). Personally, I play a Telekinetic Psionic with no Astral Perception or Projection. He's admittedly alot weaker than a Shaman who focuses on telekinetic manip (no foci, no totem bonuses, weaker drain resist, etc). But he's tons more fun to play too. :P
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Jul 4 2007, 09:01 PM
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#541
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,095 Joined: 26-February 02 From: Ontari-airee-o Member No.: 1,115 |
It blows me away how many little things were houseruled in our game. I would have
sworn that you could have used that, but I did read in 3rd that you can't, as you said. I am not a complete intentional munchkin. I remember a few adepts taking weapon foci, and using force points to bond them. Then again ... last time I played we still used 2nd edition. And there is no definitive statement in there like there is in 3rd. Thanks for correcting my error. |
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Jul 4 2007, 09:18 PM
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#542
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
Possibly, but I can think of more likely possibilities. First, you were talking about the impact of Force 1 spells and foci. Now you are talking about the illegality of ones over force 2. Simple solution - buy a permit, just like the sammie should have a permit for all his other weapons and equipment. Why would someone bother using ritual sorcery to "blow up" an enchanter or talismonger. This is a resource, and according to you, a very rare resource of someone willing to be a third party provider. To compare to a mundane supplier, if someone discovered a rare supplier of an in demand product, are they more likely to "blow up" the source or take advantage of the source. By this logic of killing a service provider, I am going to have to assume shadowrunners are pursued forever for every run they pull. |
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Jul 4 2007, 11:09 PM
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#543
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Lone Star can afford their own mages who make their own sustaining foci. On the other hand, any mage who is making sustaining foci for criminals isn't someone they want on the streets.
Let me ask it like this, if a criminal came up to you and said 'hey, let me buy your car off of you, but uh... I'm not going to change the plates or the registry on it or anything, and you can't claim it's stolen." Sure, you're not TECHNICALLY committing a crime (although with magical equipment, you almost certainly would be. I imagine it would be controlled like firearms, so selling to a criminal is a federal offense). But you're definitely inviting trouble. Like you said, a free spirit MIGHT do it (but again, if a free spirit is distributing sustaining foci to criminals, he's either going to get killed or somehow spirit-napped. The powers that be really can't allow such an easily controlled source of illegal weapons.) |
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Jul 4 2007, 11:14 PM
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#544
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
Sphynx: I like your system, though I agree that introducing it would, in the short term, radically increase the number of PC mages. I can't seem to figure out adepts, though: they pay 2bp for a Tradition, 1 for Adeptery, and then 12 for 6 power points, for a total of 15bp, much less than the 25bp they'd normally pay under the build point system. Is this deliberate? It seems to make it too easy to add adept powers to pure mage characters.
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Jul 4 2007, 11:32 PM
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#545
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...which is why as an adept you wait until you initiate and get Masking MetaMagic before getting the Weapon Focus (as the original KK did). Also, as long as it is not Activated it doesn't broadcast it's a focus. So carrying it around, even using it in its "turned off" mode would not draw any more attention than another mundane weapon. Also I would like to think most adepts are not so stupid as to openly carry something like a Katana or a Bastard Sword everywhere they go (that's what smaller more concealable weapons like Cougar Fineblades are for). Someone who does so asking for it. Unfortunately until the rewrite (addition of the Critical Strike power), Unarmed combat was fairly pitiful in the damage category for you only received your Strength(M) as the power rating which, (unless you were a Troll Adept, or going the way of the burnout with Titanium Bone Lacing) could pretty much be staged down if not shaken off by someone wearing an Armoured Jacket, a bike messenger helmet, & forearm guards. I'm not saying that Unarmed combat is a total waste for a human or elf, just that I see it is more a backup than a primary attack. |
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Jul 5 2007, 12:33 AM
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#546
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Man In The Machine ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,264 Joined: 26-February 02 From: I-495 S Member No.: 1,105 |
They still need to pay 12 points for 6 magic. So: 2 for tradition 1 for adept 10 for magic 6 12 for 6 powers. so 24, one less then normal point build rules. |
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Jul 5 2007, 01:00 AM
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#547
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
Good catch; I missed that (and it actually does balance perfectly; 2 + 1 + 10 + 12 = 25). It still only costs 13bp to add full adept powers to a mage, though, right? Or 15 if you need 2 traditions? Equivalently, it's only 5-10bp to add full spellcasting to a normal adept? Note that although this costs about as much as Magician's Way in the current system, it's much better because you don't need to trade your power points for Magic.
ETA: It occurs to me that everything I'm worried about can easily be fixed with a hard cap on the number of build points spent on magic at chargen. Every other category in the BP system is capped (no more than 60bp attributes, 60bp skills, etc.), so this is a perfectly precedented thing to do. In a standard 123 game like mine was years ago I'd probably set it at 30 or 35; this might be low. Speak, o creators! Does this sound reasonable to you? |
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Jul 5 2007, 01:12 AM
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#548
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
This is a recommendation, not a rule. We need to decide whether we want to make it a rule or eliminate it.
! I hadn't noticed that. Can someone think of a justification for that rule's existence? Given that skills are capped at 6 points anyway, and skills don't seem to me to have the same wide-ranging effects (pools, etc.) that an extremely high set of attributes can give, my opinion is that this is just silly. ~J |
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Jul 5 2007, 01:51 AM
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#549
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
Yeah, I only just noticed that myself. I think it's desirable, though, if for no other reason than to legitimize the magic cap I just proposed. I do think that straight sixes (or the racial equivalent) are kinda degenerate at chargen; skills really aren't but I doubt that anyone in a standard 123 game is going to butt up against that limit; you'd have to spend too much keeping your attributes up, for one thing.
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Jul 5 2007, 01:54 AM
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#550
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...@Sphynx
Just looked over and downloaded your house rules PDF. Overall, very nice indeed. A few questions: Astral Abilities: As I read it, an Adept can begin with Astral Perception (provided she spends the BPs for it) in addition to the powers she purchases with Power Points? Advancement: Does the character need to allocate Karma to improving her Magic Attribute/Power Points in addition to initiating? Or, once play has started, do just the normal rules for magical advancement in MiTS apply? (This is part of my dislike of SR4 for it could take months of RL time to see any perceptible advancement unless every other mission was a Karma haul or you played several times a week). Magic Loss: My one other concern is that pesky old rule about Magic Loss from wounds. This is partially brought up by the wording in the description of Power Points where it says that Magic Loss reduces Magic Points allocated to Spellcraft before reducing Power Points. So for a "full adept" (no spellcasting ability) it would still subtract from the Powers as per the original system then, correct? Admittedly, this is one sore spot I have regarding Adepts since they tend to be more combat focused and therefore more prone to taking wounds than a strict spellcaster (eliminating this rule was one of the few improvements in 4th ED). Adepts also tend to pay a higher price for magic loss, the loss of actual abilities, as opposed to reducing the limit of how powerful of a spell that can be tossed. Furthermore, a spellcaster has several options to compensate for this (foci, overcasting, Elemental assistance, etc) which an adept does not have access to. Basically once the powers are lost, she has to initiate to get them back. |
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