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Mercurialrogue
QUOTE (Mistwalker)
What is the range for Near, and the range for Far?
Is it always the same, or does it vary by weapon type?

.

QUOTE
Like others, I am having problems with having a hold-out pistol do the same damage as a heavy pistol, and having the same range


The heavy pistol would take the +1 DMG power.
Mistwalker
What would stop the hold out from taking the +1 damage?
Chandon
QUOTE (Mistwalker)
What would stop the hold out from taking the +1 damage?

The GM could use their judgment to determine that a pistol with the +1 damage power probably isn't a holdout, just like you have to use judgment to determine that an spirit of water with weather control is probably a storm spirit rather than a river spirit.
James McMurray
Why couldn't you just stick witht he rules as written and avoid the need to decide which guns fall into which category?
Konsaki
Cause it's harder on the GM Chandon's way.
/sarcasm off
ixombie
The whole thing is an interesting idea, but it should have been easy to predict the vehement negative response on this board. The penchant on Dumpshock is to try and make the rules MORE complicated and sacrifice playability for realism, not the other way around.

The only real problem I have with the ruleset is that shotguns are longarms, and have a range of "far." Shotguns are notoriously short-ranged, more-so than an SMG, but you could give one a scope and then it would have the range you'd expect of a sniper rifle. Simplifying is one thing, but I think you're taking a blunt instrument and smashing the gun rules where a finer touch would produce more palatable results.
Mistwalker
QUOTE (Chandon)
QUOTE (Mistwalker @ Dec 3 2006, 03:55 PM)
What would stop the hold out from taking the +1 damage?

The GM could use their judgment to determine that a pistol with the +1 damage power probably isn't a holdout, just like you have to use judgment to determine that an spirit of water with weather control is probably a storm spirit rather than a river spirit.

But then your adding in more rules for you simplified rule set.
New rule: hold outs can not take the +1 damage option.

Players will then ask, light pistols? etc....


Hmm, you still haven't stated what near and far ranges are. Or are those GM call for each fight? If so, you've just made it more complicated for the GM and players, as someone has to keep track of what the calls were, for consistency's sake, for the next battle.
Chandon
Mistwalker -

There's no actual "holdouts can't take the +1 damage option" rule because there's no game rule concept of holdouts - that's a flavor concept. Putting in a rule like that would be bad anyway because it would limit player options - maybe some group *wants* to allow holdout pistols that due more damage (maybe they use a more powerful cartridge).

I had been avoiding being specific about range because I figured that it would be easy enough for GMs to make judgement calls on and would be simpler than using a table. It gives the GM an opportunity to allow a 1,500M scoped shot with a sniper rifle without automatically allowing snapshots at that range.

If you really want specific rules for it, here's what I'd go with:

Ranges: Short (50m), Medium (200m), Long (500m), Sniper (1500m)

Pistol: Base range short, no options extend range.
Automatic: Base range short, option for medium range, allows scope
Long Arm: Base range short, option for medium range, "Rifling" option increases range by one category, option for scope.
Heavy Weapon: Base range medium, option for long range.

A scope obviously extends range by one category if you spend an action sighting in.
Mistwalker
Chandon,

I am looking at your rules, and your comments. The more questions that are asked, the more GM rulings seem to be needed, and the more complicated your simplified rules gets.

I think I will stick with the core rules.
Austere Emancipator
If the range is going to be GM fiat every time, you might as well get rid of the Near vs. Far system. As it is, Near apparently encompasses weapons with effective ranges from 20 to 700+ meters, while Far mostly includes weapons useful up to 100-1500+ meters -- the categories overlap so much as to be largely meaningless.

[Edit]Now that you're back up to several different range categories... I feel sorry for the machine gunners in the world. They've just been totally gimped.[/Edit]

I agree with above posters on why this is a bad idea overall unless you go all the way and completely ignore variation between the main gun "types" you've decided on. If the GM has to make several judgement calls and basically create a new weapon every time a new firearm comes up in the game, you've certainly not made things simpler and easier -- quite the contrary.
SL James
QUOTE (Chandon)
Removing the concept of specific spirit types - except in the case of threats like Insect spirits - has made the game much simpler for new players to understand.

Indeed. You only have, what, ten conjurable types, plus toxic equivalents, plus insects, shadow spirits, shedim... Oh, and ghosts (from On The Run).

Yeah. They did a great job of removing specific spirit types. In fact that did such a good job Street Magic only doubled (and then some) the number of spirit types in SR.

QUOTE
(explaining a giant flavor difference that is barely even hinted at in the rule books to new players should be no problem).

Damn. Here I thought I was the most sarcastic person on DS.

QUOTE
Shadowrun 4th edition has one blatant flaw - the hold over from previous editions of specific weapons.

What?!

Of everything in the game, the biggest flaw is that there are too many guns? Wow.

QUOTE
Having more than 30 different firearms with different stats just in the core book, with more likely to be introduced in future books is far more unnecessary complexity than the game needs.

Only if every gun has its own rules. Luckily, they don't. Well, not unless someone uses your rules and has to make up new rules for whatever gun is being used at any given time.

QUOTE
I suggest the introduction of standard firearms types - one for each weapons skill. I've also decided that ammunition can be abstracted away to avoid unnessisary record keeping (my system avoids both tracking ammunition types and usage).

Bwah? Hash marks worked for the Sumerians. I can't imagine how they managed to overcomplicate your game. I mean, all that work of making a mark every time a bullet is fired. Gawd, how dare they!

QUOTE
Other simplifications: The Armor Piercing and Recoil mechanics are unnecessarily complex and have been removed.

As has armor, then, of course.

QUOTE
Ranges: I've simplified ranges to Near and Far. There are no range penalties. Game masters can trivially use their common sense to determine if a shot is possible.

Jesus God. Just stab me in the heart. AE's right. Why bother needlessly complicating the GM's tiny mind with Near and Far ranges if they are supposed to just use "common sense."

QUOTE
Optional powers: Each optional power doubles the cost of the weapon. An optional power, if purchased, always applies when using the weapon. Each optional power can only be purchased once.

Is this still SR or did we switch to Exalted somewhere?

QUOTE

Ammo: Players declare which ammo type they are using as part of their attack declaration. Any ammo can be used in any weapon. Players never "run out" of ammo.

...

Explosives - This represents missiles and grenades. The attack has a 10m radius centered on the target.

I... I... Wow. You do realize how massive a 10m radius is, right? (Hint: it's a sphere with a volume of 4,188.79 cubic meters). You're saying that every grenade has a kill radius of 39 feet. Brilliant.

Oh, and I guess this rules out any use of shaped charges.

QUOTE (IvanTank)
Even WoD has more complex gun rules than that.

Dude. The only way you could get any less complex than the firearms rules in SR4 is to roll Shadowrun vs GM. If you roll better than the GM, you win the game.

QUOTE (Chandon)
What's wrong with fully automatic grenade launchers? It's not like they'd be hard to make in real life - I actually remember seeing a webpage about a real grenade launcher with a burst fire mode.
QUOTE
In fact, it makes more sense that single shot Grenade Launchers use the same skill as Shotguns or Pistols rather than LMGs anyway.

This is by far the most concise sign of the sheer magnitude of gross ignorance upon which these rules are "designed."
cx2
The example of Colt Manhunter vs Pred 4 is a bad choice. Both heavy pistols, the choice is simply "Do you want a laser sight and 16 rounds or smartlink with 15?".

Lets look at a few categories.

Holdout:
Streetline Special has concealibility penalty and fires standard bullets, nice as a basic hold out or for NPCs in low class areas.
Raecor Sting is undetectable by metal detectors. Also fires flechettes. Means it is more stealthy, and could possibly be more use against unarmoured targets. If you need that much stealth then the only armour to worry about will probably be on guards.

Light pistols:
Fechetti Security: Basic concealable light pistol with laser sight and nice big 25 round clip. Handy all purpose sidearm.
(can never spell this one, sorry) Yahama Sufura Kabuki : Burst fire light pistol. Concealable but a bugger to reload.
Hammerli : Very concealable for something with heavy pistol range, but horrible ammo capacity.

Other heavy pistols:
Remmie Roomsweeper: has option of standard or flechette ammo
Slivergun: Flechette heavy pistol

Machine pistols:
Steyr: Full auto machine pistol with no recoil compensation
Black Scorpion: Only fires in burst mode, but has better recoil compensation

In a lot of cases the weapons have their own specific uses with advantages or disadvantages. It's far more complex than all ahving the same stats, or just being fluff. To me it gives a whole other dimension to the game. "What would fit my character the best? What situations is my guy likely to get into, and what would be the most use?" Because as much as you could be accused of metagaming a character would use what he/she perceives to be the most effective weapon they can obtain for a given purpose. A shotguns specialist wouldn't use the automatic shotgun that fires flechettes only for taking on drones or sec guards, for example. At least not by choice.

You can obviously do what you like in your games, but to me it is far more than flavour or variety for variety's sake. And the lists aren't that huge since you usually know whether you're looking for something in the way of a pistol, smg, assault rifle, etc. It's rare you are looking at the whole firearms section with no notion of what you require, unless you're just browsing for fun and future reference which is nice to be able to do;) Removing this variety is like taking RTS games like Command and Conquer and saying "Okay, you've got one type of tank, one type of soldier, and one type of defence turret."
Konsaki
QUOTE (SL James)
QUOTE (IvanTank)
Even WoD has more complex gun rules than that.

Dude. The only way you could get any less complex than the firearms rules in SR4 is to roll Shadowrun vs GM. If you roll better than the GM, you win the game.

What kind of dicepool are we looking at here? silly.gif
SL James
You get a number of dice equal to the number of feet of distance achieved in a pissing match beforehand.

Since the game is only comprised of one roll, this is the ideal mechanic when you want to play Shadowrun and get plastered at the same time.
Chandon
QUOTE (PlatonicPimp)
I think now is the time to come clean if this post is meant as a sarcastic jab at the SR4 spirit rules.

And... it's been 24 hours. This thread is obviously intended as a sarcastic jab at the SR4 spirit rules. I expected more people to pick up on that, but...

The moral of the story is: Making the design system primary rather than providing a list of specific items is a bad plan.

The defining characteristic that separates Shadowrun from other roleplaying games is its unique setting and flavor. One of the major properties that a rules system for a game like Shadowrun needs to have is the portrayal of the game world flavor - that's why there are five pages of guns with different stats in the core book, that's why there are different fire modes for weapons, that's why - in some cases - bioware is strictly better than cyberware.

For other settings like World of Darkness, and for other games... say GURPS, this sort of thing isn't that important - they're focusing on other elements rather than the specifics of the game world. For Shadowrun, removing flavor defining elements is as bad as taking the list of specific Mechs out of Mechwarrior would be.

What Garrowolf says here is absolutely true, and important:
QUOTE (Garrowolf)
Most role playing games have an element of resource management as a part of the enjoyment of the game. Players feel good about the fact that they can have pages and pages of equipment lists that they have to figure out what they have with them and what it does. The mercenary nature of shadowrunners means that they will want to accumulate things. It is sort of a thrill to sort through all those things that you personally would love to have but can't afford.


In the move from SR3 to SR4, some of the flavor-inducing elements in the game system were dropped. The Matrix rules are a big example, but I'm hoping that the detailed Hacking & Matrix rules will be included in unwired - the existing short rules are enough to hold over those who remember previous editions, but they provide almost no flavor at all for new players who haven't played Shadowrun before SR4. There were a couple other areas that lost a lot of flavor: Cyberware - where a smartlink isn't even an implant any more, and Magic.

The loss of specific flavor for Magic started far before SR4. The replacement of Mana Dart with a unified Manabolt and Hell Blast with a unified Fireball is a good example.

I started this thread to demonstrate that this trend is a problem - it can hurt the game - and to give an extreme example of where this style of design could take us. To the game developers: please think five or six times before you eliminate any more game flavor in the quest for simplicity or consistency.

Now, the flavor difference between Hellblast and Fireball is dead and gone - the game system hasn't supported it for years. But... the loss of specific spirit types is more recent. Most of us still remember that an Air Elemental isn't the same as a Spirit of the Sky.

The technique to rescue unique spirits is exactly what Mercurial Rogue suggested for my ridiculus gun rules:

QUOTE (Mercurialrogue)
You would really have to stat up a couple gun examples anyway (who knows it might only be a couple items less then the actual SR gun sheets themselves) just so the GM wouldn't have to spend his time doing it.


I think I'm going to track down a copy of SR3 and a copy of Magic in the Shadows (stupid house is half way across the state) and start a new thread with the old spirit types as specific versions of the new spirit types - unless someone else manages it first. It would have been really awesome if that list were in Street Magic so that the world flavor was available to all the SR4 players, but...
Fortune
QUOTE (Konsaki)
What kind of dicepool are we looking at here?

Whatever is piled up in from of each player. wink.gif
SL James
QUOTE (Chandon @ Dec 3 2006, 04:33 PM)
QUOTE (PlatonicPimp)
I think now is the time to come clean if this post is meant as a sarcastic jab at the SR4 spirit rules.

And... it's been 24 hours. This thread is obviously intended as a sarcastic jab at the SR4 spirit rules. I expected more people to pick up on that, but...

The moral of the story is: Making the design system primary rather than providing a list of specific items is a bad plan.

This is why I'm not allowed to stab people in the face over TCP/IP.

Nevermind the fact that your point has no merit seeing as though spirits are nowhere near as abstract as you seem to think they are in your own little world.
Konsaki
And Chandon starts his damage control plan to save face...
Grinder
Dude, you're great. biggrin.gif

edit: SL James, I mean.
SL James
Of course I am.

QUOTE (Konsaki)
And Chandon starts his damage control plan to save face...

Well, yeah. God forbid anyone on the Internet ever admits they are a) talking out of their ass, or b) wrong in any way.

Even his "just kidding" post is completely asinine. If it wasn't more useless than punching himself in the balls for an hour, I'd love to see FrankTrollman wreck that shit.
Grinder
rotfl.gif cool.gif
Konsaki
QUOTE (Grinder)
Dude, you're great. biggrin.gif

edit: SL James, I mean.

frown.gif
Fortune
QUOTE (Chandon @ Dec 4 2006, 09:33 AM)
I expected more people to pick up on that, but...

Wasn't terribly difficult, given the existence of your other thread concerning an overly-complex ammunition system. wink.gif
Grinder
QUOTE (Konsaki)
QUOTE (Grinder @ Dec 4 2006, 07:39 AM)
Dude, you're great. biggrin.gif

edit: SL James, I mean.

frown.gif

Try harder. wink.gif
Chandon
QUOTE (SL James @ Dec 3 2006, 05:37 PM)
This is why I'm not allowed to stab people in the face over TCP/IP.

Yea, I solved all the technical problems and built a prototype back in 2000. Luckily I realized quickly enough that the technology would be mostly used against me personally and didn't release it to the public. =P
QUOTE (SL James)
Nevermind the fact that your point has no merit seeing as though spirits are nowhere near as abstract as you seem to think they are in your own little world.

Spirits are almost exactly as abstract in the SR4 rules as Firearms would be if the rules I posted were fleshed out to their logical conclusion (with Optional Powers and stuff). It's true that there are other spirit types in Street Magic, but I'm sure there are things that would count as new "base weapons" in Arsenal (think dart guns, super squirts, etc).
Ophis
The problem is except for the rules of summoning and a couple of powers Air Elementals and Sky Spirits were identical in basic stats (iirc).

I think that the simplification in spirits is a good thing, it opens up new traditions more easily rather than requiring a new set of spirits for each, and it suggests that spirits of similar concepts (ie spirits of the land and earth elementals) are on some level the same thing. This suggests to me that the UMT theory is true and the adds up to the idea that all mages are doing the same basic things with different trappings, the difference should be in style not substance.

I do think that simplification of some parts of the system would be idiotic, I like big lists of tech for example. The simplifications to the magic system remove dead weight, I never saw a player in SR2 take anything other than a Bolt type spell (S damage).
SL James
Except that SR4 didn't exactly gut the spirit rules like a fish. The comparison looks ridiculous when you actually, you know, compare the SR3 and SR4 rules side by side.

Even if the names aren't the same, the mechanics were always the same (except for summoning, which your idiot example didn't and couldn't approximate) and the powers were incredibly common among spirits of similar elemental alignments.

Hey! Waitasec! That's exactly the major difference in SR4! Holy... Wow.

Yeah, they sure abstracted those spirits from the incredibly complex mechanical difference in SR3, except that, you know, they didn't.
Ophis
True enough but ten spirit types is better than the previous (counts on fingers0
4 elementals
12? nature spirits in 4 catorgories
4 spiritis of the elements
5? loa

thats over twenty spirts many of which were damn near identical, ten is much more managable.
SL James
Hell, the spirit types in just SR4 did just fine in eliminating the redundancy that came with spirits which had the same powers but were conjured differently. If anything, Street Magic just made the whole thing that much more diverse than all of the spirit types SR3 ever had. In fact, it added *ahem* complexity and range.

Oh, but wait, I don't think Chandon was done talking out of his ass yet.
Chandon
The gun rules I suggested didn't necessarily gut the gun rules like a fish. If I had spent the time to finish out optional powers and stuff, you could have built any of the stock guns at similar prices using the rules.

My point is this: The actual names of the guns are an important element to the flavor of the game. The only place where the old spirit names are hinted at in SR4 is a sentence on page 176: "A shamanic spirit of clouds and storms has the same game statistics as an air elemental summoned by a magician."

It's true that ditching Armor Piercing, Recoil, and Ranges was a bit exaggerated for the point, but... the SR4 rules ditched stuff that had game effects too - like the spirit summoning vs. elemental binding and spirit domains.

By not having the worlds: Air Elemental, Spirit of the Skys, Slyph anywhere in the books, something has been lost - Flavor. That flavor is important, and it's loss is worth comment, because flavor is what makes Shadowrun.
hyzmarca
Don't forget Ancestors.

And don't forget Ghosts, either. And lets not forget that Wraith are now a type of Free Spirit rather than Horrors.
Ophis
There is also some discussion on what each tradition sees spirts as on page 169, where several names are mentioned. I feel the point is that what the spirits are is actually quite heavily influenced by the summoner rather than there being an infinite amount of spirits out there.

The flavour is still present, they've just shifted the scope of the setting to a more global scale where just Hermetic and Native american shamanism don't cut it on the available traditions.
Konsaki
But were the spirits really any different than an elemental, other than name and how you summoned them? Sure you say Flavor, but now you can summon them anywhere and create them in any image you like. I sure call that flavor and you get greater utility upon that.
I think you are picking at nits, Chandon...
Ophis
Yeah on of the minor metaplot bits in late SR4 was that magical theorists were picking away at the limits of magic, by SR4 they seem to have kicked the paradigm everyone uses quite a bit. That seems not just flavour full but actual plot like.
Chandon
QUOTE (Konsaki)
But were the spirits really any different than an elemental, other than name and how you summoned them?

In SR3 there was definitely a difference - they looked different. Someone could cleanly tell what tradition had summoned a spirit just by looking at it - and there were in-game names that they would use to differentiate. There was some in-game argument about what the metaphysical difference was, if any, but the existence of that in-game argument contributed to the game flavor.

Saying that nothing is lost by not having those in-game terms clearly mentioned in the SR4 books is like saying that we'd lose nothing if the Ares Predator and Colt Manhunter were both replaced by a generic "Heavy Pistol". Sure, the game stat differences between the two guns are basically irrelevant given that guns can be upgraded, but having a table with the different item names in it makes the game world more flavorful - and that's the primary advantage to having that gear list.
Ophis
Most of the tradition write ups have names for the spirits types mentioned or at least the class of beings identified. That should be enough really why the hell should Joe samurai be able to tell the tradition of a spirit just by looking at it?
RunnerPaul
QUOTE (Chandon @ Dec 3 2006, 06:14 PM)
In SR3 there was definitely a difference - they looked different. Someone could cleanly tell what tradition had summoned a spirit just by looking at it - and there were in-game names that they would use to differentiate.

And is there anything in SR4 that says that this visual difference no longer exists?

If anything, I think the line from p.176, "They are different spirits, as envisioned by the magicians who summon them" seems to support a view that they are identifiably visually different between traditions.

And if they were absolutely identical in every way, could a hermetic use his water elemental to Aid Sorcery for detection spells, and his air elemental to sustain his illusion spells? No, but a shaman summoning a river spirit and a wind spirit could.
Chandon
QUOTE (RunnerPaul)
And is there anything in SR4 that says that this visual difference no longer exists?

No, but there's nothing that indicates that it does exist. This means that for new SR4 players, the difference truly doesn't exist. Additionally, by being as vague as "They are different spirits, as envisioned by the magicians who summon them", SR4 indicates that spirits can basically look however the summoner wants to look - and when it comes to flavor "whatever you want" is the same as "nothing at all".
FrankTrollman
I actually think Chandon may be on to something, so let's try to make this a bit more friendly all around.

Ultimately, the firearms rules need to do two things:
  1. Be Awesome.
  2. Be Usable.

Now, Chandon's original writeup is insufficiently awesome. But remember, it's a starting point. The concept here is to limit weaponry down to the point where it can be used.

For example: it would be a whole lot easier if weaponry did standardized damage to the point where weapon damage and range could be put into the same table. If a "Heavy Pistol" did standardized damage (say, 5P, -1 AP) rather than wholly arbitrary damage that simply happened to almost always be the same - the range chart could include the damage and then you'd only have to have the page open to one page to do a whole firefight. Hell, that page could be reprinted on the GM screen.

Now, there's room for a lot of flavor out there. And hell, I really like the fact that I've got a modern metalstorm multi-barrel Sakura Storm rather than some old-school automatic pistol. That's Awesome. But if the rules for damage weren't cluttering up the equipment descriptions, you could have more room for that level of Awesome.

Player characters normally only use one heavy pistol: the Predator IV. It's pretty pimp as weapons go, but if the weapons were just a little more rules-light, there could be room for like eight weapons in that size and price range, and that woud really spice things up.

When you find a pile of pistols, it should look like this. And unfortunately, that's not super practical as long as all of the semi-autos have different stats.

---

So yeah. I think Chandon is on to something. We would be well repaid by paring down the weapons to the barest minimum and then building up until they were sufficiently Awesome. I don't think Chandon's specific description would be good, but I also don't think it's done.

-Frank
Chandon
... and Frank Trollman shows up. And claims that not only is my initial concept good, but it could be used to improve the level of flavor for guns in the same manner that the flavor for spirits can be improved. And it's entirely possible that he's right.

That throws my initial sarcastic troll tactic off completely. *shakes fist*
jervinator
I don't want an oversimplified, overgeneralized, flavorless set of rules to be my only option, nor do I want decent rules to REQUIRE a separate purchase so as not to make a joke of the core rules. I feel that Chandon's idea is actually better than it sounds, but the presentation suffers from oversimplification, and a lack of polish/editorial talent to the point where I nearly retched.

My opinion is that the SR3 system was a little heavy for some. SR4 is a bit oversimplified, though I like the fact that damage and penetration are two separate stats now. Any simpler and we may as well just reduce the equipment table to "Gun", "Blade", etcetera. However it does seem that there is some redundancy in the equipment table. How many many Assault rifles do we need?

I was always under the impression that weapons had a standard damage code and differed only in their fluff-text and accessories. In that respect, Cannon Companion had it right; pick a frame and some options like you're ordering Chinese takeout. Chandon seems to be trying to emulate that but goes too far.

-Recoil rules could be simpler, but shouldn't be eliminated. Burst-fire and full-auto need a balancing element other than ammo consumption; bullets are cheap.

-Range rules could also be simpler, but shouldn't be eliminated either. Since ranges are usually somewhat fudged anyways, the GM should just wing the mods based on weapon type and situational modifiers. After all, this is an RPG, not a miniatures/strategy game. Four range brackets may be a bit much, but two brackets with no mods to differentiate them is too simple. Somewhere in between is the ideal.

-If we do away with Armor penetration, I am sticking to the current rules or switching systems. I loathed SR1-3 combat rules for this reason. Some weapons put big holes in soft targets but are easily stopped, some put little holes in whatever stands in their way. And what of shaped-charges?
Drtyrm
QUOTE (eidolon)
The original post was neither a troll, nor an anti-SR4 thread.


0 for 2?

Regarding the spirit discussion, I'm fresh back to SR, after playing/running SR1/SR2 years and years ago. Wouldn't you say more characters use firearms than use the spirit rules? Simplifying the spirit rules sounds like a good spot to shrink and pare down. Some characters can use spirits, where every character can use a gun.

I think you actually have a good nugget of an idea though. You'd be taking firearms and basically building up a version of the Spell Creation rules from SM. Do any designer types care to comment on how the weapons were created? Is there a rule system behind the scenes?

So are you bummed that your troll failed and actually turned out sort of useful? nyahnyah.gif
mfb
QUOTE (FrankTrollman)
Now, Chandon's original writeup is insufficiently awesome. But remember, it's a starting point. The concept here is to limit weaponry down to the point where it can be used.

which means that the current array is unusable. o-kay. welcome to the XBox generation, i guess.

hey, instead of all those seperate spells, we should just have each spell category be a spell! getting rid of all those descriptions of spell effects would make room for more Awesome! heck, who needs all those different skills and attributes? let's just make the whole game depend on rolling Shadowrun versus GM.
Garrowolf
You could base your Awesome rating on how many snacks you bring to the game!
mfb
whoah, whoah. that's too complex, you're confusing me.
Jaid
QUOTE (FrankTrollman)
I actually think Chandon may be on to something, so let's try to make this a bit more friendly all around.

Ultimately, the firearms rules need to do two things:
  1. Be Awesome.
  2. Be Usable.
Now, Chandon's original writeup is insufficiently awesome. But remember, it's a starting point. The concept here is to limit weaponry down to the point where it can be used.

For example: it would be a whole lot easier if weaponry did standardized damage to the point where weapon damage and range could be put into the same table. If a "Heavy Pistol" did standardized damage (say, 5P, -1 AP) rather than wholly arbitrary damage that simply happened to almost always be the same - the range chart could include the damage and then you'd only have to have the page open to one page to do a whole firefight. Hell, that page could be reprinted on the GM screen.

Now, there's room for a lot of flavor out there. And hell, I really like the fact that I've got a modern metalstorm multi-barrel Sakura Storm rather than some old-school automatic pistol. That's Awesome. But if the rules for damage weren't cluttering up the equipment descriptions, you could have more room for that level of Awesome.

Player characters normally only use one heavy pistol: the Predator IV. It's pretty pimp as weapons go, but if the weapons were just a little more rules-light, there could be room for like eight weapons in that size and price range, and that woud really spice things up.

When you find a pile of pistols, it should look like this. And unfortunately, that's not super practical as long as all of the semi-autos have different stats.

---

So yeah. I think Chandon is on to something. We would be well repaid by paring down the weapons to the barest minimum and then building up until they were sufficiently Awesome. I don't think Chandon's specific description would be good, but I also don't think it's done.

-Frank

so, in other words... you want gun design rules just like the rest of us?

i don't think anyone disagrees that it would be nice to have this option to introduce more guns. however, it is nice having a few specific, pre-made guns handy.

personally, i would say if anything, all that could be derived from chandon's idea is that it would be handy to include some spirit type names for each tradition when you write the tradition up. that's about the extent of usefulness i got out of this entire thread.
PlatonicPimp
well Chandon, whether you mean to actually flesh these rules out as house rules for gun design (thats what they are, by the way, and probably workable too), or you are just argueing that the latest edition doesn't provide enough flavor for the different traditions, I'm with you.

I have felt that certain game concepts for SR4 relied too much on you having come in from previous editions. I do not think this is intentional, I just think that the designers are all old veterans and it's easy to forget that your own personal ingrained knowledge isn't common knowledge. I could have easily forgotten that not everybody knows the difference between shamantic and hermetic magic, if I were writing a new system.

What I think might be a useful tool for Fanpro to publish would be an "Intro to SR" type of book that gives you basic setting information deviod of any rules. Simply a Shaodwrun generic setting books that explains some aspects of the world for the perspecive of new players.

This is also a good time to fill out our timeline from 2064 to 2070 without having to worry too much about your page count, so that the latest update to the timeline doesn't consist of a half a page.

I know it's less than glamourous, but shadowrun is one of the few games where the player base will purchase a pure fluff text book. I'd capitalize on that and give GMs a tool for explaining to new players concepts old hats don't need to be reminded of.
hyzmarca
The biggest difference between the Spirits, and one that was damaged quite a bit by the unification, is that different spirits come from different metaplanes. A Water Elemental comes from the Hermetic Elemental Plane of Water while a Nymph comes from the Wujun Elemental Plane of Water (which is related but a hell of a lot more Asian) and a River Spirit comes from the River Plane and a Ocean Spirit comes from the Ocean plane.

Its like the difference between Americans and Canadians (in some cases Americans and Chinese). Physiology is so similar that differences can be ignored for the most part, but geographic and cultural differences are somewhat obvious.

And Chandron was onto something, but more options would be nice. Heavily simplified gun design rules with a few examples are always better than a table of guns.
Mistwalker
QUOTE (PlatonicPimp)
What I think might be a useful tool for Fanpro to publish would be an "Intro to SR" type of book that gives you basic setting information deviod of any rules. Simply a Shaodwrun generic setting books that explains some aspects of the world for the perspecive of new players.

This is also a good time to fill out our timeline from 2064 to 2070 without having to worry too much about your page count, so that the latest update to the timeline doesn't consist of a half a page.

That "Intro to SR" could fairly easily be done up as a free PDF.
Or several PDFs, if that would make it faster and easier for FANPRO

I too would buy a fluff book about the SR world.
Ophis
Hell if the freelancers are pushed for time, there are people here (myself included) who would love to right that introduction. Hell i wouldn't want anything back for it, will write for karma.
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