MITJA3000+
Mar 19 2006, 05:28 PM
So I finally got my hands to the new book, and I have to admit it looks like I'll have to change to that, though there are several things which I'm not sure of.
First of all, the attribute and skill caps will have to go.
But the purpose of this topic is to gather some adjustments to the game, since I know that there are many people who dislike the 4th edition as it is. I myself was almost sure that I wouldn't be converted, but now it seems that I'm between a rock and a hard place, I would like to change to SR4, but on the other hand, SR3 still seems nice® compared to SR4, but then again, I would like to play deckers without all the hassle of SR3.
Opinions?
Rotbart van Dainig
Mar 19 2006, 05:42 PM
QUOTE (MITJA3000+) |
Opinions? |
Use the Search Function and start reading from the beginning.
Taki
Mar 19 2006, 09:06 PM
Try it, think, and choose.
Glyph
Mar 20 2006, 05:42 AM
As much as I disagree with certain aspects of the game (such as char-gen caps being equal to the hard limit too often), these rules
have been extensively playtested. So if you are changing anything, I suggest doing it on a provisional basis, seeing if it actually works without unbalancing the game.
Just one example of something that removing the hard Attribute caps could affect: trolls. They get a net +8 to their Attributes. That means a troll can start out with effectively 280 points spent on Attributes, compared to 200 for a human. This huge advantage is balanced by the low Attribute maximums a troll has in Agility and several mental Attributes. But what happens if a troll can go over those limits for a bit of extra Karma?
"
Hey, how come every member of the team is a troll now?"
Azralon
Mar 20 2006, 06:08 AM
QUOTE (Taki) |
Try it, think, and choose. |
Yes. Try it quite a bit, actually, before seriously considering any changes.
Kleaner
Mar 20 2006, 04:45 PM
QUOTE (MITJA3000+) |
First of all, the attribute and skill caps will have to go. |
After playing the game for a few months, I strongly disagree.
The characters in my campaign started with 450 BP. They've had about 60 karma handed out to them.
Right now, I have a mage that can cast force 10 stun balls all day with hardly taking any drain, an adept that rolls around 20+ dice to negotiate with, and a street sam that will kill just about anything with a pistol, and laughs off anything smaller than an assault rifle.
And they still have quite a ways before they fully max out their stats.
Every change we've made since we've played is to increase the difficulty of play, tone down equipment, spells, and powers and sometimes I wonder if that's even enough.
The only change we've made that favors the characters is to allow a person in melee combat to attack additional targets within his reach at a 2 dice cumulative penalty.
As the game is written it can go from Shadowrun, to "super heros" very quickly.
I can't imagine how bad it would be if you removed the caps.
Tanka
Mar 20 2006, 05:23 PM
QUOTE (Glyph) |
"Hey, how come every member of the team is a troll now?" |
Sorry, Humanis just called. They want to hang all the trolls again.
hyzmarca
Mar 20 2006, 05:31 PM
QUOTE (MITJA3000+) |
So I finally got my hands to the new book, and I have to admit it looks like I'll have to change to that, though there are several things which I'm not sure of.
First of all, the attribute and skill caps will have to go.
But the purpose of this topic is to gather some adjustments to the game, since I know that there are many people who dislike the 4th edition as it is. I myself was almost sure that I wouldn't be converted, but now it seems that I'm between a rock and a hard place, I would like to change to SR4, but on the other hand, SR3 still seems nice® compared to SR4, but then again, I would like to play deckers without all the hassle of SR3.
Opinions? |
Just port the hacking and vehicle rules and the setting to SR3.
Azralon
Mar 20 2006, 06:58 PM
QUOTE (Kleaner @ Mar 20 2006, 12:45 PM) |
As the game is written it can go from Shadowrun, to "super heros" very quickly. I can't imagine how bad it would be if you removed the caps. |
Our weekly game has been running since October, and I'm seeing the same possibility.
So far we've kept a lid on excessive payouts and looting by simply keeping the "bad guys" at low gear levels (gangers, organized crime, etc.). The team has yet to hit a full-on well-equipped corporate compound; when they graduate to that level I expect the power curve to take a huge upswing.
Not only will the PCs potentially have access to better scavenging, but fencing the more expensive loot will bring in more raw cash and therefore more implants, foci, drones, and the like.
Geekkake
Mar 20 2006, 07:05 PM
QUOTE (Azralon) |
QUOTE (Kleaner @ Mar 20 2006, 12:45 PM) | As the game is written it can go from Shadowrun, to "super heros" very quickly. I can't imagine how bad it would be if you removed the caps. |
Our weekly game has been running since October, and I'm seeing the same possibility.
So far we've kept a lid on excessive payouts and looting by simply keeping the "bad guys" at low gear levels (gangers, organized crime, etc.). The team has yet to hit a full-on well-equipped corporate compound; when they graduate to that level I expect the power curve to take a huge upswing.
Not only will the PCs potentially have access to better scavenging, but fencing the more expensive loot will bring in more raw cash and therefore more implants, foci, drones, and the like.
|
This is the route I'm taking, as well. My runners will be lucky to survive an upcoming mob war, just to get their reputations high enough to start getting contracted for corp work.
The Horror
Mar 20 2006, 08:52 PM
QUOTE (Kleaner @ Mar 21 2006, 12:45 AM) |
Every change we've made since we've played is to increase the difficulty of play, tone down equipment, spells, and powers and sometimes I wonder if that's even enough. |
I agree completely. I just finished running the old adventure 'Eye Witness' for a group of 6 starting characters.
They hit a corporate strike team ambush:
1 cybered up Troll
4 spirits
2 combat mages
4 snipers with SMGs on rooftops
8 guys with Ares Predators on the ground
I hit them with everything on the first combat turn. They killed all 4 spirits, all 4 snipers, the Troll and 7 of the guys on the ground - on the first turn. Two of the characters hardly participated at all. It was only when the reinforcement wave of 8 guys arrived that the mage with 1 Body died. Even then the player could have used a point of Edge, but chose to make up a new character instead and let the old one die.
Later on they hit a compound with about 60 ghouls in it, and killed off every last one of them. And not just the men - the women and children as well.
Now I have my players complaining because I've suggested that in the next campaign (not game but campaign) we use a higher drain code for spells.
Fun? Yes. Gritty? No.
Dashifen
Mar 20 2006, 08:54 PM
I've never thought of that -- enforcing a street cred limit on jobs, as in a Johnson doesn't even read your profile if it doesn't come across his AR desk with a street cred of at least 10. Perhaps that was the intention of the concept at one time or another, but it never sunk in. Either way, thanks guys.
Dashifen
Mar 20 2006, 08:56 PM
@The Horror:
Never having done Eye Witness myself, I can't speak towards its merits or faults as an adventure. However, something seems a bit odd there. How did they find the snipers, at the very least? I've always avoided snipers in my games because I find them too powerful as the average character won't be able to do much after the sniper wins his ambush test and calls the shot for greater damage.
The Horror
Mar 20 2006, 08:59 PM
QUOTE (Dashifen) |
I've never thought of that -- enforcing a street cred limit on jobs, as in a Johnson doesn't even read your profile if it doesn't come across his AR desk with a street cred of at least 10. Perhaps that was the intention of the concept at one time or another, but it never sunk in. Either way, thanks guys. |
So they have to amass 100 Karma before getting the big jobs?
The only restriction on jobs that I've implemented so far has been that once a character reaches 10 notoriety, that he is no longer considered for any jobs. His name is mud on the streets. And nobody he works with gets a job either until they get rid of the one giving them all a bad rep.
Dashifen
Mar 20 2006, 09:02 PM
Potentially. If your street cred isn't high enough, why would they higher you. Okay, so perhaps 10 is too high, but most of my characters are hovering around 25-30 karma after about a month of in-game play. Thus, after four months or so of running in any given area, your street cred might get you noticed by some of the bigger Johnsons.
The Horror
Mar 20 2006, 09:10 PM
QUOTE (Dashifen @ Mar 21 2006, 04:56 AM) |
Never having done Eye Witness myself, I can't speak towards its merits or faults as an adventure. However, something seems a bit odd there. How did they find the snipers, at the very least? I've always avoided snipers in my games because I find them too powerful as the average character won't be able to do much after the sniper wins his ambush test and calls the shot for greater damage. |
The characters always scope out the areea before they do anything with at least one of the mages. I actually fudged it a bit because they really deserved to get hit hard for some of the things they'd been pulling. So I told the mage he didn't spot anything, and asked him if he wanted to keep patrolling. To make up for it, I let the mage spot the snipers moving into position (at the point in which the group was at their most vulnerable). He came out of astral and warned the group standing out the front of the house (via radio) that it was an ambush. No surprise for anyone. The hacker and the astrally scouting mage stayed with their heads down in their cars. The other four guys didn't run for their lives as the module expected they would - they fought back instead. I even made them spend actions observing in detail before targetting anybody far away and in cover (like the snipers and mages).
Right now there is only two ways I see any character in this group being put at risk:
- a mage overcasts a spell at force 9-10 into the characters (something I already do, because the characters are flinging about spells of that same force at every NPC they encounter).
- a fully min maxed street samurai goes to town on them (I'd give it 50:50 for a one on one fight since the PCs are utterly min maxed themselves).
Dashifen
Mar 20 2006, 09:20 PM
Do your forces counterspell? What about surrounding themselves in a mana/physical barrier for the added protection? Drone support? Seems to me like your players are having it pretty easy. Not to criticize you or them, tell me to back off if you want me to.
The Horror
Mar 20 2006, 09:31 PM
QUOTE (Dashifen) |
Do your forces counterspell? What about surrounding themselves in a mana/physical barrier for the added protection? Drone support? Seems to me like your players are having it pretty easy. Not to criticize you or them, tell me to back off if you want me to. |
Oh as GM I could drop everyone of them if I chose to. But that's not the done thing. These guys have wanted to play through the old Shadowrun modules, so I'm running them as written - changing little to nothing.
I gave everyone within LOS of the combat mages +8 dice counterspelling (4 from each mage). The reason for that is that the players themselves all have 8 counterspelling dice due to the two mages. The published adventure didn't have any drones or nasty heavy weapons there, so I didn't place them in. Just pretty much ran the ambush as written.
According to the book, that was the nastiest encounter of the whole game, and it would have been exceptionally easy to kill all of the PCs. In fact, the book encouraged the GM to hold back a bit to ensure it wasn't a TPK, though it was definately meant to be a harsh lesson. The idea was that the players would make a run for it and barely get out of there alive.
Being the brutal GM that I am, I held back nothing. Its a shame I hadn't run that adventure with the previous rules for the game, but its only recently that I've gotten back into Shadowrun. As it is, I have no means of comparison.
So far Dreamchipper was too easy, and Eye Witness was overall very easy. I'll see how the next one goes. Next game on the line for these guys is Queen Euphoria. The second part of that seems pretty combat laden.
-Nyx-
Mar 20 2006, 10:07 PM
QUOTE (The Horror) |
I agree completely. I just finished running the old adventure 'Eye Witness' for a group of 6 starting characters.
They hit a corporate strike team ambush:
1 cybered up Troll 4 spirits 2 combat mages 4 snipers with SMGs on rooftops 8 guys with Ares Predators on the ground
I hit them with everything on the first combat turn. They killed all 4 spirits, all 4 snipers, the Troll and 7 of the guys on the ground - on the first turn. |
Well, I'd have issues of letting my characters or characters at conventions run into such an ambush... because when I did this, I usually have troubles to keep anybody of the PCs alive.
My impression of the SR4 combat system is rater, that it's quite deadly, especially it the NPCs are attacking in superior numbers and/or with automatic weapons.
Greetings,
Nyx
Azralon
Mar 20 2006, 10:17 PM
QUOTE (The Horror @ Mar 20 2006, 05:31 PM) |
I gave everyone within LOS of the combat mages +8 dice counterspelling (4 from each mage). The reason for that is that the players themselves all have 8 counterspelling dice due to the two mages. |
Rules nitpick: Multiple mages providing counterspelling do not stack dice exactly like that.
Mechanically speaking, the mage with the highest counterspelling offers his full dice, and anyone else giving CS dice would use the "assist" rule. They roll their dice, then add their hits to the primary's CS dice.
So Primary Mage would give everyone 4 dice, then Secondary Mage would roll his 4 and add in the number of hits he generated. In that specific case, he'd probably just add 1 more die for a total of 5.
Glyph
Mar 21 2006, 04:45 AM
@Horror:
I think the big problem is that you are taking runs that were probably designed for a small "balanced" party (like one mage, one sammie, a decker, and a rigger, maybe), and running a mid-to-large sized group of combat monsters through it. You're not going to challenge them that way.
If they are doing bad things during their runs (massacres, etc.), then hit them where it hurts - have their Notoriety rise, their Street Cred plummet, and their contacts hang them out to dry. Not to be vindictive, but just to have the Seattle underworld and the shady corporate types at its fringes respond realistically to a group that is making too much noise and bringing heat down on everyone.
If they are brutally min-maxed, challenge them with high-profile runs against similarly tough opposition, and occasionally stick them in delicate social situations or other circumstances where their lack of non-combat skills is a disadvantage. Again, not to mess with them, but to challenge them in a different way.
Brahm
Mar 22 2006, 04:41 AM
QUOTE (The Horror @ Mar 20 2006, 04:31 PM) |
Oh as GM I could drop everyone of them if I chose to. But that's not the done thing. These guys have wanted to play through the old Shadowrun modules, so I'm running them as written - changing little to nothing. |
Are you the guy with 7 players at the table? If not skip down to the next section. Otherwise I'll suggest that that alone is going to require you to beef up prepackaged encounters if you want them to be challenging. Going from 5 players to 7 players make a huge difference. It allows everyone to min-max and still have all the holes plugged with a backup PC in most areas. On top of that with that many PCs you tend to overwhelm the opponents as it becomes the norm that at least 1 PC on the team gets to act before any NPC can act. A smart team will identify the most likely threat and neutralize it first.
It is all well and good for you to run a square table. But large tables really make it tough to run a challenging game without up the stakes a bit. That is unless the players help you out by devolving the game into fraternicide, or constantly splitting the team up and pulling Clueless File worthy stuff.
QUOTE |
I gave everyone within LOS of the combat mages +8 dice counterspelling (4 from each mage). The reason for that is that the players themselves all have 8 counterspelling dice due to the two mages. The published adventure didn't have any drones or nasty heavy weapons there, so I didn't place them in. Just pretty much ran the ambush as written. |
It doesn't sound to me like you are handling adding up the dice correctly with multiple Counterspelling mages. You don't just add all the dice together. It is a Teamwork Test, page 59, so they designate the primary Counterspeller. The rest of the mages then roll their Counterspelling dice. The primary Counterspelling gets one extra die for every hit rolled by the rest of the Counterspellers.
Synner
Mar 22 2006, 09:08 AM
Wow... Don't take this the wrong way Horror, but are you sure you used cover, visibility, range and movement modifiers (I'm assuming the ambushers weren't out in the open in broad daylight and lined up in a row)? I'm having a hardtime figuring out how your crew didn't get pummeled by the spirits, let alone how they took out 15 targets (assuming the mages were exposed which they shouldn't be) with varying degrees of cover and placed at different ranges in 1 Turn.
The Horror
Mar 22 2006, 11:31 AM
Thanks for the Counterspelling comments guys.
The main thing about my example is this: I do not think that the game works well with awfully min maxed PCs. I think PCs should be more like the archetypes in the book.
That particular combat that took place ended very quickly because of the use of grenade launchers. I did make use of all the combat modifiers. The combatants were using cover. Yes, it was a massive all out fight in corporate suburbia during broad daylight. Normally I would make them pay for that if they had planned it. Unfortunately, it was an ambush scripted by the module so I chose not to punish them for that. I just handwaived it and said the corporation cleared that area and covered up all tracks of the encounter.
When these guys get over playing pre-published games I'll start up my own campaign. Tone down the starting power level substantially. And up the drain code of spells.
Oh yes, and before anybody asks what the PCs were doing with grenade launchers in broad daylight: a couple of the PCs carry one of them in a bag everywhere they go (one in a golf bag and one in a gym bag). If it was anything other than pre-published games I would make them pay for it dearly, but at least they've been careful about leaving that shit behind when there is a possibility they will get searched/scanned. Its not exactly the kind of players I'd prefer for Shadowrun - they have a very peculiar mentality to the game (kill everything and take its stuff).
The main problem I have with Shadowrun though is that in a lot of ways it shares a very similar design philosophy to D&D. It always has in previous editions, and it still does. The gritty future of Shadowrun that I envision is not incredibly well supported by the RAW. Most of that comes in from elements introduced by the GM.
The best way that I can see to handle the setting as I envision it (other than using a different system) is to severely tone down the availability of all items during character creation, to make overcasting spells a much nastier proposition, to outright remove all pieces of armor of 6/4 rating or higher (keeping them for soldiers and corporate teams), and to carefully inspect the size of different dice pools for a character and insist that they be downgraded. A ganger campaign would be ideal for this, or maybe a more investigative game where the PCs are private investigators. Another one I've always wanted to run is a game where the PCs are all working as field operatives for DocWagon - just regular people wanting to live through the day by finding loopholes in the retrieval contracts.
Azralon
Mar 22 2006, 03:11 PM
QUOTE (The Horror @ Mar 22 2006, 07:31 AM) |
Its not exactly the kind of players I'd prefer for Shadowrun - they have a very peculiar mentality to the game (kill everything and take its stuff). |
I suspect that's your core problem there. Rather, your core compatibility problem. You want one kind of game; your players have you running another kind. I remind you that, as the GM, you're in charge, so any operational changes enacted are your responsibility.
Shadowrun is "gritty" when the runners have to struggle. Your runners are, by your account, not so much on the struggling. When they see every problem's solution as the same thing (i.e.: kill stuff), then they are not challenged. All they need to do is get better and better at killing things and they have, in their minds and in practice, won the game.
How are your soft skills? Do the players run into political issues? Are they asked to go on quiet jobs? Have they ever been assigned to protect something rather than destroy it? How well do they fare in close-quarters, room-to-room combat? Are they wanted by Lone Star yet, and has LS assigned a dedicated task force to capture/neutralize them?
A combat-centric campaign in Shadowrun is a slippery slope. When everything becomes just a matter of "who can kill who faster" then your game has devolved into D&D. When there's political intrigue, loyalties at stake, and more to gain than just loot... the game keeps that extra dimension of roleplay that enhances the setting's flavor.
Waltermandias
Mar 22 2006, 03:48 PM
QUOTE |
Its not exactly the kind of players I'd prefer for Shadowrun - they have a very peculiar mentality to the game (kill everything and take its stuff).
|
This is a peculiar mentality? Where hast thou been dude?
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