IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> First run results, Or Edge to fix Critical Glitch is GOOD
blakkie
post Sep 12 2005, 02:35 PM
Post #1


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



The regular DM for our Black Company campaign was sick. We had been planning on running a SR4 campaign eventually this fall, but i was the only one (other than the sick DM) that had actually read any of the BBB. So was GM by default. Unfortunately i only had about about 7 hours notice, 4 of which were to be spent with SO and mother-in-law at the farmer's market. Add in that the campaign would likely be run by someone else, and it was one-of time.

So the senario is they were some time back stranded in Hong Kong by a run gone. I roughed together a rigger (approx. 400), somthing that the run would need someone to have a bit of skill in, and realized i probably didn't have time to make a char for everyone. So one person got the rigger and everyone else picked one of the sample chars (picked: the ugly troll, the Street Sam, and Street Shaman). I printed off the 3 sample chars (less than optimal, no room to write) and proceeded with the 15 minute overview of the IC history of the time between SR3 to SR4 and game mechanics (TN 5, Skills+Attr and dice pools, Edge, wireless Matrix/commlinks).

So they meet up with the fixer. They are to pick up a car w/cargo at a drop point in a public garage, drive it to another garage and drop it off there. The wrinkle is that there is someone else that is expecting to pick up the car. I had the fixer give them the 'keys' to the car since i didn't want to force hacking into the equation. I figured a data chip that you slot into the commlink would be an appropriate form for a car key.

So they head off to the garage. They wait at a noodle shop across the street, and send the Rat Shaman in w/Improved Invisibility + Infiltration. The shaman whiffles the casting, ony 1 success, but having taken a box of damage he says screw it and decides to go with that back by his mundane skill. It's a public garage anyway.

So he goes past the oblivious attendant and strolls up to the 3rd floor where the drop-off will occur. It's mostly empty (only 3 cars, none even close to description of target car) as this is a Reserved section for businesses, and it is evening. He looks around, notices the security cameras. Then waits. A couple of shady looking guys show up (they don't notice the mage) and wait in the shadows at other end of the garage. Mage goes astral and notes one is somewhat cybered, the other is awakened (adpet, but not enough successes to tell mage that).

The mage is afraid to use the commlink unless absolutely nessasary because of the Gremlins flaw. :vegm: Instead mage decides to zip back to noodle house in astral and manifest in private if possible to call for backup. Not sure if this is fully legal in SR4, but i can't be bothered to try look it up. Mage heads back to find shady people kicking the crap out of a business man that looks like he was trying to get in one of the nice cars that was parked there. Mage decides this is no business of his. Thugs toss man in trunk and drive off. Why did i do this? Flavor. Plus to give a reason for the cameras to be haxxored, becaues they weren't asking about how to do it and i didn't feel comfortable enough with the rules to explain.

The rest of the team shows up, but waits out of site in the stair well. Target car shows with escort. Driver parks and leaves in escort car (neither sees the mage). Mage doesn't act immediately. A second car pulls in. A guy gets out the passenger door and looks around and sees through the Invis and the Infiltation. Gig's up. Surprise is rolled, which is NOT a Rat Shaman's strong suit. Mage is surprised and then also rolls last for init. He does manage to avoid his urge to flee though.

The new comer draws a silenced pistol and plugs the mage. Suprised so no option to Dogde. Mage rolls very well on the soak and only takes 3 boxes, screaming in pain and thus alerting his comrades. The shooter then runs towards the target car.

Next init, the team in the stairwell roll very well on init. The Sam first pops out with the LMG and attempts to hose down the shooter, rolling 3 hits. Caught out in the open the shooter and facing the nasty end of a Big Freakin' Gun, he had decided to turtle and use Full Defense, managed to counter with 3 dodge hits to save his butt. The troll then comes out and takes a shot at the shooter with the Ruger 100. Critcal Glitch. I point out he can spend a point of Edge to fix that, but with only an Edge of 2 he wants to save it for defense (the player typically has defensive mind set). Sooooo, since the shooter was near the back end of the target car i rule that the troll pulled hard right on the shot and hit car puncturing the fuel tank which then begins to briskly leak on the floor. (no folks, no 'splosion :P)

Next the rigger pops around the corner and take as shot at the shooter, and finally a connection. The shooter soaks all but a box or two. Next is the driver of the car that showed up. He reaches into the backseat and pulls out an AR. This guy i made a bad ass, and though the rigger (the only one to do damage, and easiest for the driver to aim at) has good cover at the stairwell entrance this guy still has a good pool of dice and rolls very well. Six hits. The rigger's player hears the thunder rolling (hey, what's a little metagaming between friends ;) ), and decides with two other shooters he's going to try out this Full Defense thing that worked so well for the shooter. It didn't work so well for him, though he managed to bring the net hits down to 4. But i was nice and rulled that the wall of the stairwell could add some armour (hey it was APDS ammo anyway), so after the soak he only took 7 boxes.

It was kinda funny actually because the rigger's player thought that the rigger had died, he didn't realize the condition monitor boxs weren't Body, but 8+(Bod/2). :D

Next up is the shooter, but he had used his Full Defense. I wasn't sure if he got to move or not, but i just had him drop prone to try stay alive till he could shoot again.

The shaman, having seen the driver blowaway a sizeable chuck of the doorframe and still hit the rigger figures that's threat #1. He considers overcasting the Manabolt, but chickens out and goes for top of stun (Force 5). Takes no drain, but rolls poor on the cast and the driver rolls well. Resisted.

More meyham ensues as the Sam Critical Glitches with the LMG at the shooter and shows the lesson was learned by burning her single Edge to keep from completely shredding the target car. :) The team then manages to wound the driver who backs the car up to pick up his prone buddy and it looks like they are going to run.

This encourages the shaman to grow a spine and overcast the Manabolt at Force 10. Rolls well, lots of hits on casting and only eats 2 boxes of P drain. Driver rolls poorly, and it's game over for him. The shooter, was by then bleeding profusely all over the front seat floor of the car he had arrived in.

It was late (we got started late by the time i printed out the PC sheets and stuff), so we called it a run.

All in all it was fun, and it has been decided that we will push up the SR campaign a bit by running alternating weeks with the Black Company D&D (not my preference, i don't like alternating, would rather just finish out the Black Company first).

P.S. I didn't mention Combat Pool, and nobody asked about it. Nobody cared.
Go to the top of the page
 
+Quote Post
Dashifen
post Sep 12 2005, 02:46 PM
Post #2


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



As a note: you can move while on full defense. In the Defense Modifiers Table (p. 151) it includes Defender Running (+2) as a modification to your Full Defense roll. Thus, the shooter could have moved for cover while on Full Defense.

Sounds like a good time was had by all. Excellent :D
Go to the top of the page
 
+Quote Post
blakkie
post Sep 12 2005, 03:15 PM
Post #3


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Dashifen @ Sep 12 2005, 08:46 AM)
As a note:  you can move while on full defense.  In the Defense Modifiers Table (p. 151) it includes Defender Running (+2) as a modification to your Full Defense roll.  Thus, the shooter could have moved for cover while on Full Defense.

Ah, ok. Thanks. The rules got a bit abused in this one. Forgot to keep track of Init passes each player had, so a couple on the team got an extra action. Nothing came of them, but still will have to get into that grove. It was nice not having to keep running 10 counts, but it will take some practice since it's too close to D&D where you just start it up and away you go till the end.

Recoil and other various attack modifiers were not handled entirely correctly or were missed at times. That is something i found SR4 added confusion where SR3 was more straightforward. Sure it's nice to add all the options, including suppressing fire that actually suppresses and differentiating between going for damage or going for a hit. And also being able to bring the ROF up. Yes, i know the recoil is listed on the Ranged Combat Modifiers table. But it'd be nice to have a condensed version of the various BF/FA rules.

Not that errors were never made on the SR3 TN modifiers. We often skipped over a lot of environmental modifiers unless they were blatant.

P.S. I'm still not exactly clear on how the recoil. Is the "second" in that Table refering a total burst count, short and long? So if you short burst then long burst it is -2, -6, whereas long then short is -3, -5? Because you can't do 2 long bursts in the same Init pass.
Go to the top of the page
 
+Quote Post
Dashifen
post Sep 12 2005, 03:25 PM
Post #4


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



Basically, just subtract one die per bullet after the first. So the first short burst would have a -2 (three bullets fired) then the long burst would have a -8 (2 original bullets + an additional 6 bullets) as I understand the mechanics.
Go to the top of the page
 
+Quote Post
apple
post Sep 12 2005, 03:26 PM
Post #5


Moving Target
**

Group: Members
Posts: 875
Joined: 16-November 03
Member No.: 5,827



short burst - long burst: +2, +6
long burst - short burst: +5, +3

The burst fire rules use only the word first or second "burst", not long/short burst regarding recoil. It is not like in SR3, were you added the total bullets fired per phase. In SR4 bursts are counted alone per simple action.

QUOTE

But it'd be nice to have a condensed version of the various BF/FA rules.


?

QUOTE ("SR4 GBB 142")

Recoil
Weapons that fire more than one round in an Action Phase suff er from an escalating recoil modifi er as the rounds leave the weapon. Semi-automatic weapons that fi re a second shot receive a –1 dice pool modifi er for the second shot only. Burst-fire weapons receive a –2 recoil modifi er for the first burst fired in that Action Phase and –3 for the second. Long bursts suffer –5 (first burst in phase) or –6 recoil (second). Full auto bursts suffer –9 recoil.


SYL
Go to the top of the page
 
+Quote Post
Superbum
post Sep 12 2005, 03:33 PM
Post #6


Moving Target
**

Group: Members
Posts: 141
Joined: 26-February 02
From: Austin, TX CAS
Member No.: 1,097



Does it say you can't do 2 long bursts in the same pass? The way I read it was that a Long Burst is still only a simple action so you can do 2 if you want unless it implies in the description you can only do 1 (and I don't remember reading anything like that).

But without the book on hand, IIRC:
2 bursts (-2,-3)
2 long bursts (-5,-6)
1 burst + 1 long burst (-2, -6)
1 long burst + 1 burst (-5, -3)

EDIT: Apple beat me to it. He is on a roll today.
Go to the top of the page
 
+Quote Post
Dashifen
post Sep 12 2005, 03:33 PM
Post #7


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



I guess my interpretation of the quotation you provided is that all they're described is a -1 per bullet beyond the first. Plus the phrase "Weapons that fire more tha one round in an Action Phase suffer from an escalating recoil modifier..." seems to mean that subsequent simple actions to shoot should be cummulative with the original simple action to shoot's recoil as per semi-automatic weapons. YMMV.
Go to the top of the page
 
+Quote Post
blakkie
post Sep 12 2005, 03:40 PM
Post #8


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Dashifen @ Sep 12 2005, 09:33 AM)
I guess my interpretation of the quotation you provided is that all they're described is a -1 per bullet beyond the first.  Plus the phrase "Weapons that fire more tha one round in an Action Phase suffer from an escalating recoil modifier..." seems to mean that subsequent simple actions to shoot should be cummulative with the original simple action to shoot's recoil as per semi-automatic weapons. YMMV.

I read it your way too, but i still felt foggy on if it was correct that you were suppose to add it together like SR3. I didn't think that -2 to -3 was much of an escalation, though i guess technically it is. Maybe it's old SR3 rules stuck in the heads of Dashifen and me that we are reading something that isn't there?
Go to the top of the page
 
+Quote Post
apple
post Sep 12 2005, 03:54 PM
Post #9


Moving Target
**

Group: Members
Posts: 875
Joined: 16-November 03
Member No.: 5,827



QUOTE
Does it say you can't do 2 long bursts in the same pass?


Yes:
QUOTE ("SR4")
Long bursts only take a Simple Action, but only one long
burst can be fi red in an Action Phase. An attacker could, however,
fi re a long burst and a short burst in the same Action Phase
(or vice versa).


QUOTE
EDIT: Apple beat me to it. He is on a roll today.


Edge ... it´s all about Edge.

Recoil rules are pretty clear IMHO. After all, +2/+3 for short bursts wouldn´t make sense if you have adding recoil per bullet (that would be +2/+5). I assume, that the "escalating recoil" is the +1 difference for the second burst.

SYL
Go to the top of the page
 
+Quote Post
Dashifen
post Sep 12 2005, 03:56 PM
Post #10


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



QUOTE
Maybe it's old SR3 rules stuck in the heads of Dashifen and me that we are reading something that isn't there?


Probably.

As per the exact words on the page that apple quoted, you don't add them together. Reading into things, however, for semi-automatics you sort of do add -0 and -1 to get -1 which I think caused my confusion. I'll reserve judgement until I get into some more full auto gun fights. Doesn't happen much in my games so it probaby won't be a big issue.
Go to the top of the page
 
+Quote Post
apple
post Sep 12 2005, 04:03 PM
Post #11


Moving Target
**

Group: Members
Posts: 875
Joined: 16-November 03
Member No.: 5,827



IMHO you do not really add:
QUOTE ("SR4")

Th e fi rst shot is unmodifi ed; the second shot,
if fi red in that same Action Phase, takes a –1 recoil dice pool modifi
er. Recoil compensation can cancel out this modifi er.


SS: -0
SA: -0/-1
short burst: -2/-3
long burst: -5/-6 (pick one of them, combine it with a short burst)
FA: -9

SYL
Go to the top of the page
 
+Quote Post
blakkie
post Sep 12 2005, 04:16 PM
Post #12


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



It was the wording of the example that got me though:

QUOTE
With his next Simple Action, Slinger’s facing a
lot of recoil, so he goes for a wide burst. The extra –3
recoil reduces his dice pool to 4, so he only gets 1 hit.


[edit:for clarification]
I thought extra would mean on top of what carried forward from the first burst (if it hadn't been fully compensated for), so adding. It would have really helped if they had chosen a recoil compensation of 1 for that example.
Go to the top of the page
 
+Quote Post
Fortune
post Sep 12 2005, 04:22 PM
Post #13


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

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



My take on it is that the modifiers are cumulative (-2 for the first short burst, and an additional -3 (totalling -5) for the second short burst). This seems to fit in with the rest of the rules.
Go to the top of the page
 
+Quote Post
apple
post Sep 12 2005, 04:40 PM
Post #14


Moving Target
**

Group: Members
Posts: 875
Joined: 16-November 03
Member No.: 5,827



QUOTE ("SR4")

Slinger has an Uzi in hand, ready to fi re a burst
against the hit man that just took out his fr iend. Slinger
is rolling his Automatics 4 + Agility 5 (9 dice) against
the target’s Reaction 5. Th ough his recoil compensation
of 2 accounts for the burst’s–2 recoil, he’s also facing some
other modifi ers (–3 total, for a dice pool of 6)
. Slinger
goes for a narrow burst, increasing the Uzi’s DV by +2.
He rolls 3 hits, the target rolls 2, so he hits. His net hit
of 1 increases the DV of the Uzi fr om 5P to 6P, which
unfortunately doesn’t exceed the assassin’s armor rating
of 6. Th at means the target has to resist 8S DV (base
DV 5 + 1 net hit + 2 narrow burst, Physical converted
to Stun by the armor).
With his next Simple Action, Slinger’s facing a
lot of recoil, so he goes for a wide burst. Th e extra –3
recoil reduces his dice pool to 4, so he only gets 1 hit.


Hmmmm, I´m not quite sure, if the example is helpful.

2 short bursts, recoil compensation of 2, dice pool of 9

1) Escalating recoil (just like in SR3): first burst, 9 dice pool -3 situation, recoil of 2 is compensated => 6 dices.

2) Escalating recoil (just like in SR3): second burst, 9 dice pool -3 situation, recoil of 5 is partially compensated, -3 recoil => dice pool is 3.

Now, with the "SR4"-Interpretation:
first burst: 9 dice pool -3 situation, no recoil: dice pool of 6
second burst: 9 dice pool -3 situation, -1 recoil (recoil of 3, compensation 2): dice pool of 5

QUOTE ("SR4")

Burst-fire weapons receive a –2 recoil modifier for the first
burst fired in that Action Phase and –3 for the second.
Long
bursts suffer –5 (first burst in phase) or –6 recoil (second). Full
auto bursts suffer –9 recoil.


The wording wouldn´t make sense IMHO, if the recoil would be -2/-5.
=> I think that the example is wrong. Or that someone different wrote the example and thought in SR3-rules. ;-)

SYL
Go to the top of the page
 
+Quote Post
blakkie
post Sep 12 2005, 05:23 PM
Post #15


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (apple @ Sep 12 2005, 10:40 AM)
QUOTE ("SR4")

Burst-fire weapons receive a –2 recoil modifier for the first
burst fired in that Action Phase and –3 for the second.
Long
bursts suffer –5 (first burst in phase) or –6 recoil (second). Full
auto bursts suffer –9 recoil.


The wording wouldn´t make sense IMHO, if the recoil would be -2/-5.
=> I think that the example is wrong. Or that someone different wrote the example and thought in SR3-rules. ;-)

SYL

It does if you take into account the the possible meaning of the "escalating" description.

"Escalating" sure doesn't make sense if it is -5 for a long and then -3 for a short, but that could be an oversight.

[edit:paragraph removed because i had misunderstood why you highlighted that firs part of the example]

That example isn't wrong. It just is a less than helpful example because it doesn't explain where these mysterious -3 modifiers come from for the first burst, and it chooses to have a recoil compensation equal to the recoil of the first burst. With that example you can't even be sure that leftover recoil from the first burst can be used against recoil on the second burst.
Go to the top of the page
 
+Quote Post
imperialus
post Sep 12 2005, 07:58 PM
Post #16


Shooting Target
****

Group: Members
Posts: 1,532
Joined: 26-February 02
From: Calgary, Canada
Member No.: 769



sucks that I missed that, sounds like fun was had by all... Lemme see if I can guess who was what.

Jerremy= Troll
Mark= Mage
Jeff= Rigger
Heather= sam

Rigger and mage I'm not 100% on it could be the other way around. The mage seems to act like Jeff but I can't see him wanting to tackle a whole new spellcasting system.
Go to the top of the page
 
+Quote Post
blakkie
post Sep 12 2005, 08:28 PM
Post #17


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (imperialus)
sucks that I missed that, sounds like fun was had by all... Lemme see if I can guess who was what.

Jerremy= Troll
Mark= rigger
Jeff= mage
Heather= sam

Rigger and mage I'm not 100% on it could be the other way around

I sold Mark on the rigger by prefacing that i had recently see The Transporter 2. Of course when he looked at the character sheet he then complained that the rigger wasn't nearly kick-ass enough to be Frank. Well duh Mark, you little munchkin. ;)

P.S. Of course Jeremy played the Troll. I had that one laying around and gave it to him to look at on a hunch. But i wasn't quick enough to do that before he pulled out the Colonel's sheet and asked me to convert him. :D
Go to the top of the page
 
+Quote Post
Fortune
post Sep 13 2005, 05:17 AM
Post #18


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

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



QUOTE (apple)
QUOTE ("SR4")
... Th e extra –3 recoil reduces his dice pool to 4, so he only gets 1 hit.

I think the key word in this sentence as it relates to this discussion is Extra.
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 18th April 2024 - 12:51 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.