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> GM needs serious help
CrystalBlue
post Jun 24 2005, 12:07 PM
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I spent a week getting a challanging run up. By that, I mean worked on it at work and at home. I had maps of the areas, I had a full PLTG set up for the decker. I put security cameras around the hallways, guards patroling, elite corp guards, even a corp mage in the astral plane. I put my team up against a large challange...and they bulldozed over it. They shot down my hard work in less then one hour. The mage used a medium ball lightning and dealt deadly damage to three corp security, and took no drain. The gun user rolled 10 dice on his pistol skill (that's not rolling any combat pool, chummer. That's just his straight dice), duel weilded, and somehow had enough recoil comp, low TN, and range magnification to roll a total of 15 dice on a TN 2. 7 successes on each hit. I added 2 for the second target he shot at, and his TN was still 2 because he had parts, edges, and skills that reduced it normally below two. He takes out two guards with light security armor on in one combat phase. That means that in my one combat turn that 5 guards were down to S or better and the other one was fried crispy.

What am I doing wrong? What are they doing wrong? Why the frag can't
I get this right?! They're suppose to die or something. *shakes head* And when I did get to the deckers part, everyone took a break! They're not suppose to do that! They're suppose to sit there and watch his RP in the Matrix. *groan*
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blakkie
post Jun 24 2005, 12:11 PM
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Sometimes The Answer™ is an extra dry Dumpster martini.....which is to say sucking hard liquor straight out of the bottle. Players drive me to drink all the time.

P.S. Judging from the second paragraph i'm guessing this isn't a real post, right? ;)
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CrystalBlue
post Jun 24 2005, 12:21 PM
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Unfortunatly, it is a real post. I'm sorry if it came across as phoney...but I seriously need help. I have no clue what I'm doing wrong.
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blakkie
post Jun 24 2005, 12:30 PM
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QUOTE (CrystalBlue @ Jun 24 2005, 06:21 AM)
Unfortunatly, it is a real post.  I'm sorry if it came across as phoney...but I seriously need help.  I have no clue what I'm doing wrong.

First don't expect people to hang around for an hour of Decker time, and definately don't force them. The Matrix Rules are also known as the Everyone Else Goes Out For A Pizza Rules. :( Yes that sucks, which is why my group doesn't bother with Decker PCs.

If you absolutely want to use a Decker PC and the player isn't one that likes sitting around much make sure he is also passable at something else outside the Matrix. Then design the Matrix stuff to be mainly overwatching a team as they go into an target building, others here can fill you in on this. For everything else get Mr. Johnson's Little Black Book for the alternate Matrix rules there to keep the Matrix runs from chewing up entire gaming sessions.

Fustrating as all hell? Welcome to SR3, chummer. That's why i'm waiting to check out SR4. The Matrix portion appears to be a complete rewrite. I'm hoping 3rd time is a charm for that, but then again i'm a crazy optimist.
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Modesitt
post Jun 24 2005, 12:32 PM
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For the combat portion of your post -

The best thing you can do is try to explain, piece by piece, everything that led up to the PCs having such low TNs and high amounts of dice. Very often, you will discover that you weren't actually enforcing all of the rules. Or worse, that your players are knowingly pulling one over on you.
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CrystalBlue
post Jun 24 2005, 01:11 PM
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To the best of my knowledge, these are the ways he got what he got.

Base TN for S, M, L, E ranges: 4, 5, 6, 8
His Pistol Skill = 6

Now, he's got an adept power that jacks up the dice he rolls for a combat skill. He put it up to rank 4 and now rolls 10 on all pistol checks. Then, he had an edge, I think, called Skill Aptitude where he can lower the TN for any roll he makes by 1. So now it looks like this.

Base TN for S, M, L, E ranges: 3, 4, 5, 7
His Pistol Skill = 10

Now he always weilds duel heavy pistols or, on rare occasions, duel machine pistols. He has abidexterity 10, lowering his main hand to +0 and off-hand to +0. And he has laser sights, so that lowers the TN again. But that's not where we stop. He says he has hand grips on each gun and heavy barrels, plus a strength of 5, which gives him a total of 4 recoil comp. So here's what he has on his shots at, let's say, a short range:

First action, first gun: TN 2, 10 Dice, no recoil
First action, second gun: TN 2, 10 Dice, +1 recoil, -4 recoil comp.
Second action, first gun: TN 2, 10 Dice, +2 recoil, -4 recoil comp.
Second action, second gun: TN 2, 10 Dice, +4 recoil, -4 recoil comp.

So what we have here is a character that can lower his recoil for a full round, have a TN of 2 for short range, and get around 7 to 8 successes on average. Even in heavy body armor, you can't step all that down. It's a base 9M damage. Let's say he gets 8 successes. That's D+2 damage. Even if they had heavy armor, which gives them around 6 to 8 ballisitics, you're looking for 8 successes to get under the D damage. Even if you do that, he shoots at you 4 times. And your dodge can't get rid of that, nor can your Bod of 7. So you're looking, best case, 4 M wounds, which is 12 boxes of damage. You die, automatically, in one phase. End of story. So I don't know what to do.
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Critias
post Jun 24 2005, 01:19 PM
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Laser sights can't be used when dual wielding, and it's partially your own fault for allowing that Aptitude Edge. Rolling all those dice at TN 4 cuts down on successes significantly. Don't worry about his recoil comp, it's kosher (and it's very easy to get).

And, as for the rest -- just make sure you're applying every single TN mod listed in the book. Double check the stuff for visibility, especially. I play street sams and adepts, so I know how easy it is to bypass a lot of those penalties, but that doesn't mean I automatically ignore them, all the time. Every little +1 and +2 adds up, real fast.

Secondarily? Use cover, with your bad guys. Jack those TN's up another +4 and see how well even the most dedicated pistol adept does. If both those sec-guards had leapt for cover, the laser sights hadn't been used, the Aptitude Edge (horribly underpriced for what it does, and it's even suggested you don't allow it for combat skills) hadn't been in account...(not even counting visibility, since I wasn't there and don't know).. he'd have been looking at TN's of (1st target) 8, 8, (2nd target) 10, 10, instead of 2, 2, 2, 2.

10 dice doesn't feel like much against TN 10, and a dude in heavy armor.
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Slacker
post Jun 24 2005, 01:30 PM
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Critias has it right. As a GM, I would never allow the Aptitude edge to apply to a combat skill and no sighting type enhancement (smartlink, laser sight, image mag) works when dual weilding.

The recoil comp isn't a big deal since most sams i've dealt with usually have alot of it from one source or another.

The key to dealing with smart players is playing the npc's smartly. They should definitely be seeking any available cover. And like Critias said, be sure to apply visibilty modifiers to all tests.
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Mr.Cato
post Jun 24 2005, 01:36 PM
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..throw in some bad lighting or mist ect. Have the guards wait for backup instead of charging... use stun granades.

as for the mage... If the setting is right, add some background count. Give the guards a mage buddy the can shield them (adds grade to target number).
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CrystalBlue
post Jun 24 2005, 01:42 PM
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Alright. I might have to pull his Aptitude edge then. And you have to give me a viable argument, other then the GM and book say so, to tell him he can't use laser sights duel weilded. I don't want to have a 30 minute debate with him as he justifies how it works.

He's another thing. The mage had done a 6 force Ball Lightning. The character had a fetish for it, so it was 6 force for a drain of 5. Now, the ball lightning, I believe, has drain Force(DL+2). And because all elemental manipulation has a base TN of 4 to resist, which I still don't understand, he stepped up the damage from M to D+1 with 7 successes. The sec guards made thier resist rolls, two got only a few successes so they got fried, and another got an S wound. Now, when he rolls for drain, he rolls 8 dice, 6 Willpower and 2 Spell Pool, for 4 or 5 successes, for 0 drain. So he just fried a bunch of sec-guards, loaded down with armor that became useless, for 0 drain.

And another thing on the gun user. He also has improved initiative, so he's going at around 23-30. Those sec-guards had, maybe, 10. There's no way they could have gotten cover in time. He went before them all and killed them.
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Slacker
post Jun 24 2005, 01:47 PM
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Oh yeah, almost forgot Strength 5 doesn't give you any recoil comp. So he only has 2 points per pistol (1 for heavy barrel and 1 or custom grips). Still enough to handle all the recoil if he just firing SA, but you also mentioned that he sometimes uses machine pistols. So that isn't enough to handle even a single burst from either pistol.

Did the character design the weapon himself? Because heavy barrel is an option under firearm design rules only. Some GM's don't allow players to design firearms because of how broken those rules are. The player can get the point of recoil comp elsewhere, but anything else is going to hurt the weapons' conceal.
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Slacker
post Jun 24 2005, 01:58 PM
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I may be wrong about this since I don't play casters, but if he cast the spell at M damage and the drain is Force(DL+2), that means his drain test is against D damage. Meaning he actually needs 8 successes to stage it away (2 per level of damage).

With only 4 or 5 successes, he would still be taking M damage from the drain.
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blakkie
post Jun 24 2005, 02:13 PM
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QUOTE (CrystalBlue @ Jun 24 2005, 07:42 AM)
Alright.  I might have to pull his Aptitude edge then.  And you have to give me a viable argument, other then the GM and book say so, to tell him he can't use laser sights duel weilded.  I don't want to have a 30 minute debate with him as he justifies how it works.

The GM and the book together isn't enough for him? You are playing with a tough crowd there. I believe the thinking behind it is that when you are looking at two red dots it's tough enough to figure out which gun is which dot.

If he then says "I go to my fixer and ask to buy a green laser sight for one of the guns" you pull a taser, jolt him into submission, and then politely ask the other players if any of their PCs would like to order any special equipment too. :grinbig:

EDIT: And Slacker is right about the drain, he should have been rolling 8 dice vs. TN 5 to stage down from Deadly. BTW he got 4 or 5 successes on that drain roll? That was just some plain good luck there. Average number of successes rolling that is a bit below 3.
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ShadowDragon8685
post Jun 24 2005, 02:14 PM
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Okay, here's what you do.

Guards with 10 init get caught offguard all the time. But he's an adept, not a street sammie.

And don't just allow them to make one fight, and it's all over.

Example: They slaughter this group. They find the door is locked. It may take them a few seconds to open it.

In the next room, the guards are kicking over tables topped with hardened armor lined with ballistic material. From Ares Macrotechnology's own line of home furnishings, this functional table is a functional barricade. They're taking cover behind wall corners, and aiming rifles and spotlights at the doorway. Meanwhile, someone is shooting out or shutting off the room lights.

So bam. Your gunbunny adept kicks open the door, and finds himself in a Glare condition, and shooting into Low-Light. +4 right there, and I don't think he's got the ware or the gear to compensate. He's shooting at targets with cover ranging from 50% (TN +4) for the ones behind the barricades, and 75% (TN +6) for the ones behind the wall.

NONE of them have any TN +s to hit him. He's in a full lighting zone, and they have no Glare problems, because the spotlight is behind them.

So let's see. He's got +2 +2 +4 for +8, or +2, +2, +6, for +10. He is not gonna be hitting these guys. He can't even fraggin' see them, much less snipe at the parts of them not under cover. And you pull his Aptitude edge, damn straight.

I can't help you on the wizard, though. I don't know much about SR's magic system, but that'll certainly give your gunbunny a run for cover.
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ShadowDragon8685
post Jun 24 2005, 02:15 PM
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And Blakke - there's nothing wrong with different colored laser sights.

Just put him in a multicolored strobe environment to prove to him that yes, you can defeat everything he comes up with. That'll not only make his sights invisible to him, but mess up his vision greatly.

Oh yeah, is he using low-light gear? You do realize a green dot's not visible when you're using low-light, right? :)
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Jrayjoker
post Jun 24 2005, 02:23 PM
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QUOTE (ShadowDragon8685)
I can't help you on the wizard, though. I don't know much about SR's magic system, but that'll certainly give your gunbunny a run for cover.

The vision mods also apply to the mage.
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blakkie
post Jun 24 2005, 02:24 PM
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QUOTE (ShadowDragon8685)
And Blakke - there's nothing wrong with different colored laser sights.

Just put him in a multicolored strobe environment to prove to him that yes, you can defeat everything he comes up with. That'll not only make his sights invisible to him, but mess up his vision greatly.

Oh yeah, is he using low-light gear? You do realize a green dot's not visible when you're using low-light, right? :)

I still like the idea of tasering the player into submission. :cyber:
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ShadowDragon8685
post Jun 24 2005, 02:25 PM
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QUOTE (blakkie)
I still like the idea of tasering the player into submission. :cyber:

Wellllll..... Okay, so do I. But then they won't play with you again. :)
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Jrayjoker
post Jun 24 2005, 02:23 PM
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QUOTE (blakkie)
QUOTE (ShadowDragon8685 @ Jun 24 2005, 08:15 AM)
And Blakke - there's nothing wrong with different colored laser sights.

Just put him in a multicolored strobe environment to prove to him that yes, you can defeat everything he comes up with. That'll not only make his sights invisible to him, but mess up his vision greatly.

Oh yeah, is he using low-light gear? You do realize a green dot's not visible when you're using low-light, right? :)

I still like the idea of tasering the player into submission. :cyber:

Yeah, there's nothing like smell of crispy flesh at a gaming table...Mmmmmm
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CrystalBlue
post Jun 24 2005, 02:27 PM
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Yeah. I miscalculated. But whatever he rolled, I know he took no drain

And how many sec-guards should I load into a corp? Let's say the corp building it around 4 floors. And how should I deal with the movement. It's kinda sketchy with a grid.
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blakkie
post Jun 24 2005, 02:28 PM
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QUOTE (Slacker @ Jun 24 2005, 07:47 AM)
Did the character design the weapon himself? Because heavy barrel is an option under firearm design rules only. Some GM's don't allow players to design firearms because of how broken those rules are. The player can get the point of recoil comp elsewhere, but anything else is going to hurt the weapons' conceal.

I get the impression that this might be one of those players that would design a foregrip on a custom weapon and then claim he still gets the recoil benefit for it while dual wielding.

Which incidentally brings up dual wielding machine pistols. Don't those usually come standard with a foregrip, so it would be like dual wielding AR? I'm not that knowable about MP.
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Vaevictis
post Jun 24 2005, 02:27 PM
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As for Laser Sights and dual wielding not working, look in the bloody book. I can't reference the page number, but it's either in SR3 or Cannon Companion under dual wielding, laser sights, or something. If he wants to argue with you on that, your answer is, "It's too powerful. I don't care what the physics are; it's in the rules, and it's GM fiat. I'm not arguing with you; it's just the way it is." If he still complains, your response is, "Roll iniative. Okay, you go. What do you see? Nothing. Delay? Ok. Someone takes a shot at you. Dodge? Okay, you dodged it. Someone takes another shot at you. Oh, sorry, you're out of combat pool. Resist 14D from the sniper rifle. You're dead? So sorry. I guess the corp didn't like you killing their guards, and since they had all the camera footage, they made you."



For an adept to be that specialized, he has to be good ONLY with pistols, yes? Conspire to take them away. Give the enemy a half-decent vehicle -- one with vehicular armor 4 (or is it five?) is immune to his pistols unless he's toting AV ammo. A force 5 materialized spirit is the same; it'll be immune to any pistol fire from Immunity (Normal Weapons). Have same spirit use confusion power -- +5 to all TNs for runners, AND they have to roll Willpower(Force) just to act. Give the guards security or military grade armor (depending on the site; a standard corp outpost will probably just have security, but an Ares research facility might have military).

For the mage, give the opposing side a mage with shielding, and an initiate grade high enough to use it. Hah, you cast ball lightning? Well, guess what mister-badass mage, there's a mage doing shielding 4 on the four people in the group; your TN is at +4, and now they EACH roll 4 dice in spell defense before doing anything else. And, you might want to double-check, but IIRC, the shielding dice reduce net successes on the spell as a whole; you're basically rolling 16 dice to counter all the successes. Any one can reduce all successes against them, and together, they can make the whole spell fizzle. (iirc, not sure about elemental manipulation spells -- double-check rules)

Oh, by the way -- did you roll suprise for your group? In any building that rigged up, the opposing forces should be able to 1. Arrange for an ambush. 2. Arrange for "superior position" 3. Arrange for cover. Your guys should be suffering a suprise test on contact (with security team getting -2TN for ambush conditions), and suffering modifiers for cover and superior position.

Give the security rigger small unit tactics, and have him feed the security team with orders/information. Give them battletac cyberware, if possible. Apply the tactics bonus as initiative or combat pool. IIRC, it can also give additional TN modifiers on the suprise test. If you're feeling saucy, add a tactical computer. Remember, every two senses add +1 level of tactics skill to the user of the computer... in a rigger hooked up to a security system, that can be one heck of a lot of senses.

Give the opposing team thermographic vision goggles, and fill the hallway with smoke. Boom, +4TN for runners w/o thermographic vision, no TN for security team. Give opposing team flare-compensation, roll flash grenades down the hall, or wear flash packs.

Roll grenades down the hallway -- superflash, stun, neurostun, whatever.

Put the room they need to access in a sub-basement accessable only by elevator. While they're coming back up (or going down, whatever), the security rigger stops the elevator. Some guy on the floors above them starts dropping grenades down the shaft.

If your team is rigged, just make your security forces equally rigged. Make them bloody smart.

And as far as aptitude on a pistol goes... well, as I showed above, that's easily countered with the appropriate application of TN-inducing equipment and spells.
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Mr.Cato
post Jun 24 2005, 02:31 PM
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elemental manipulation.... remember they work as ranged attack: lighting modifiers, cover, movement ect.

edit: just read Vaevictis' post.
Sheilding (which adds dice and to target number) does not protect against elemental manipulation spells or indirect illusion. ... to my knowledge :)
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CrystalBlue
post Jun 24 2005, 02:32 PM
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OK. Those were the first problems with the game. The second one is the biggest one I have with dealing with the group. The gunbunny is completly against working with others, and when he does, he doesn't help planning on getting into places. I tell him that he has to help because no one else will do this, and he says he's playing his character.

And how much story time should I be giving the players? As well as nuyen? The gunbunny is big on individual action, which breaks down into him taking time to go find his brother who works for a 'harem' and taking him out to lunch. Now, I'm all for story and motivation and personal actions, but when he carves out an hour out of the game, because he says everyone has to be having personal actions every day, that just makes my prep and study worth less then drek.

I get hosed and hosed again because he thinks that the only thing that matters is role-playing him ording take-out, interacting with NPCs, and just sitting around. Interacting with players is fine. But...*sigh*

So what should I do? How should I deal with people like him who want hours of game time devoted to their story line? I mean, hell, I've put him as practically the main character in my story. What more does he want me to do?
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ShadowDragon8685
post Jun 24 2005, 02:36 PM
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Use environmental conditions to harass and hurt your players.

Ever played Half-Life or Half-Life 2? Or even Vampire: Bloodlines? I'm sure you know how much of a #^@# flooded rooms with electrified water are. Especially for the cybersammie. :)

Little nasty crawling attack drones that hide in shadows and leap out to slash and murderize work well, too. :)
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