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Morphius
Okay, say you have a weapon specialist type, with Pistols at 7, Agility at 7 (modified by cyberware), a smartlink, and specialization in pistols. That person is rolling 18 dice per shot, and if he has wired reflexes, he's making two or even three shots per round. And I know there are builds that can roll upwards of 20 dice when they're first created, so this isn't even min-maxing.

Aside from, say, a troll, who the hell is going to survive that? I understand that combat is supposed to be deadly in this game, but I'd kind of like the winner not to be decided when initiative is rolled. And this will make most opponents (besides those with a lot of armor or who can ALSO kill the runner in one shot) almost no challenge. And if I DO scale those opponents, then the people who aren't weapon specialists are nearly ineffective.

Anybody have any ideas to make combat last a bit longer? I've tried limiting the number of hits to 2 x the relevant skill, but that doesn't seem to help.
Cheops
I'm pretty sure that there is a less deadly combat variant rules in the BBB in the sidebar at the end of the rules chapter but I don't have my book on me at the moment...

Off the top of my head 'though I'd say cover is a good start. Maybe a whole wall. Either would give a -4 to -6 modifier (or is blind fire still -cool.gif. Course AR can get rid of both of those penalties now...

Don't get into combat. Period.
Morphius
Okay, aside from relying on cover and simply not entering combat, what ways are there? And I already looked at the house rules on that page, hence the one about the dice cap. wink.gif
Adarael
The answer, other than Cheops pure gem of one?

The people who take cover and wait for opportune times. People who make use of their environment. You blow your edge to get outa harm's way, and you stack the deck in your favor.
Solomon Greene
Someone with a skill of 7 is at superhuman levels of ability. They're not only the best in the world, they're legendary. The stunts they can pull with a pistol defy common belief and seem magical to those not in the know.

Someone with an Agility of 7 is gifted, a true picture of grace. Not only are they better than everyone around them, their natural grace makes everyone look ugly. It's not that they're just good - they have a level of ability most people have no chance of ever achieving.

On top of that, they have cyberware to increase their abilities and they specialize in what they do.

At this level, this action movie hero superstar is deadly when you're five blocks away on a dark rainy night diving for cover - as they should be.

Who survives this? Someone equally as skilled with high Agility and Dodge who is on the same level of skill as Mr. Super Pistol. Ordinary and even competent people have no chance.

This is as it should be.
Morphius
I understand that, but if somebody is able to start with this (which is WELL within the 400 BP parameters; keep in mind that the normal Agility is at 5, and it's enhanced to 7), then how are characters who are simply competent or even GOOD at combat going to have a chance? And let's say his skill level is "only" 6. That's still 17 dice per attack, and pistols have a base damage. Say he's got Recoil Compensation and is able to fire in semi-automatic?

And this isn't even getting into heavier weapons like assault rifles and machine guns.

It just seems that combat ends in about three seconds. Not very cinematic or suspenseful.
Marwynn
The Magician that's hidden by Improved Invisibility and decides to cast Control Actions at the kickass pistoleer. After all, even with a Willpower of 6 that you're removing from his dice, you're still throwing about a dozen dice to shoot people.

Most combat isn't straight shoot-em 'ups. People hide in cover all the time. There are indirect options, such as indirect combat spells, grenades, and of course stealthy infiltration and flanking.

There are drones that can hurl machine gun fire at the heavily talented gun bunny. There's a crapload of magic that can make that all but deadly to his side too.

With proper magic support though such a superstar is very difficult to stop. Some of my gun bunnies can blind fire through cover and all sorts of penalties and still throw more dice than his teammates who can have clear LOS.


Oh, and if you're specifically looking for a counter: Radar and APDS ammo. Give it to one of your NPCs, plop him with an Ares Alpha or even a good ol' AK. Of course, this also works for said high-powered gunman.

There are counters here. But keep in mind that getting Agility 9, Pistols 7 (9), Reflex Recorder (Skill + 1), and say Adept Powers which can throw even more dice into it, this is a very serious investment. By all rights, this gun bunny SHOULD be killing hordes of people every 3 seconds.

God help you if he's Ambidextrous. You don't need two-dozen dice after all (even without Smartlinking) to be good, so a dozen for each pistol is gonna be killer.

There are counters to such firearms specialists. Hordes of bumrushing Trolls, Trolls with insane Strength levels that loose arrows that deal more damage than Assault Cannon, stealth, magic, cover, flanking, grenades, drones, spirits, and good ol' GM FIAT.
hobgoblin
yet another one trick pony?
Morphius
Okay, so what would you recommend to make combat less horrifyingly deadly?
mfb
QUOTE (Morphius)
Okay, aside from relying on cover and simply not entering combat, what ways are there? And I already looked at the house rules on that page, hence the one about the dice cap.

these are the techniques people in the real world use to avoid getting shot. is there a reason you're discounting them for this?
Sterling
Keep in mind, a Runner with 7 agility and 7 pistols is going to do well in combat. But the security forces/gang members/devil rats have numbers on their side.

If your gunslinger has 3 IPs, then they could kill two people a pass. The problem your gunslinger faces is that on 17, they shoot two. On 8, the other 4-6 individuals attack back. If each is firing a machine pistol (for example) with average-ish dice and throwing wide bursts... your gunslinger's in trouble.

Now, if you have an average street gang, the advantage should still be in the gunslinger's favor. If eight gangers attack one guy and the first thing he does is put massive holes in two of them, the others might have to make a composure test not to run away shrieking in terror and leaving a yellow puddle marking where they had been standing. But security forces, cops, tougher gangs, and even some policlubs would not provide easy-to-hit targets. They might toss out thermal smoke grenades while all using ultrasound, or flashbang before engaging, or even load the gunslinger up with all the stick-n-shock that... sticks. If the gunslinger's facing even one hacker in that group, the fit hits the shan when his smartgun goes 'eject clip? okay!!' right after the first shot is fired.

So you may have a problem with penalties like range and sight not taking enough dice away to really even things out, but a large dicepool for attacking doesn't do squat for you if there's more than two opponents trying to shoot you. Again, a few guys with SMGs or shotguns and better (8-10) dice will make your gunslinger find a nice piece of cover for your guys to lob grenades at, and a good place to start focusing suppressive fire on as well.

We're not going to go into the whole mage/hard to hit critter/drone aspect, either. Any of those things could cause even the toughest Gunhaver (Rock, rock on!!) some serious problems.
Marwynn
QUOTE
yet another one trick pony?


One helluva trick though. Especially with enough Strength to be able to handle a gyromount... One sided, but fun to try out from time to time.

QUOTE
Okay, so what would you recommend to make combat less horrifyingly deadly?


Combat should be horrifyingly deadly. Especially against such a specialist, a virtuoso of gunplay.

But the basics are:

1) Cover - Various ways to create it, bypass it, and seek it, but it's essential.

2) Smart opponents - Flanking, calling in support, a good mix of weaponry to handle almost anything.

3) Magic - Spirits can get blasted away by gun bunnies with sufficiently good damaging capabilities. Or Ex-Ex/APDS ammo. Mind controlling effects also wreak havoc. As do many Illusion spells.

4) Grenades - Used with cover. Can create distractions, smoke for cover and obsuring, and plain old damage.

5) Drones - A Doberman has an Armour of 6, a Steel Lynx 9. Not too tough comparatively to the guy throwing 20 dice sure, but they're firing Light Machine Guns. Upgrade them with acceptable levels of software; Pilot 4, Clearsight 4, Targetting 4, should be the minimum upgrade. Areas of sufficiently high levels of security would spend the extra 200 nuyen.gif to upgrade to Targetting 6. And a few thousand more for a second mount on the Steel Lynx for a second LMG.

6) Meleers - With Stealth or Magic on their side. Ever met a Kung-fu Master who summons Guardian Spirits to provide Concealment? He will kick your ass without you seeing him. Typically, gun bunnies don't have a lot of melee defense.

7) Stealth - The 'runners are using it so why not their opponents?


But the number one main way to limit lethality in your games?

Limit Initiative Passes to 1. Maybe 2 for those with 'ware.

That just throws off almost all the uses of having that many dice, there's a limit after all to how much is necessary to kill something. If he can only fire two bursts, or two SA shots per combat turn then he's deadly still but it's no longer a massacre as he may not be able to kill them quickly enough to not get hurt.

mfb
you might also consider buffing armor--increase the amount of armor you can wear without penalties, raise the amount of damage armor can convert to stun, allow for layering armor, and so on. my SR4 char rolls 21 dice against most firearms attacks; she's not super-fast, she's not a great shot, but she can take a pair of shotgun blasts to the chest and ask for more (i've got the rolls to prove it).
Morphius
And then what about the people who aren't combat gods? They won't be having much fun.

By the way, these are all concerns brought up by my players. I do agree with a lot of what you're all saying.
Critias
People that aren't good at fighting aren't SUPPOSED to "have much fun" in a fight. THIS JUST IN: COMBAT WITH GUNS IS DANGEROUS.
Marwynn
QUOTE (Morphius)
And then what about the people who aren't combat gods? They won't be having much fun.

By the way, these are all concerns brought up by my players. I do agree with a lot of what you're all saying.

Ahh that's when things get more specialized.

So not everyone can rely on Pistols 2 anymore. Pfft. Let them learn how to use a Grenade Launcher instead. One well placed explosive/"fun pack"/etc will do more than a few bullets.

Allow the Mage to use some of the spell ideas that we were throwing around in the "Spicing up Combat Spells" thread, gives him options that he won't have to resolve with firearms.

Make melee more useful and deadlier. Never really bought the "stun" damage of unarmed melee attacks. Martial Arts either disables you right off or kills you.

Combat is fairly lethal in SR4. Those that aren't combat gods will have to make do being pretty force multipliers.

Suppressive Fire, for instance, burns 10 shots but is eminently useful for those that aren't really marksmen.
Cadmus
Well being a good gun bunny is not hard, so as the above posters said, combat with guns is dangous. granted so is combat with pointy objects. And high level of dice is not hard to come by if your a main combat char, my last gun bunny was a adept, pistols skill about 5 or 6 bio ware enhancments for agi, adept powers gear ect, and he was doing like 18 dice just to fire his adps loaded warhawk hehe.

ontop of being a pretty good stealth guy and B/E guy.

Frankly I agree with alot of people their are so many ways to get past him. for starters don't go head long down the street, or maybe toss a few spirits in. or some close in fighters that pop out of a near by alley way so they start combat close, then he's taking mod neg mods to hit. then theirs teh drone idea or snipers their always fun. And if he's not packing adps ammo, Theirs always (( this one is my fav)) Hit him with a car. he shoots the winshield? ok use a ARMORED car. have a hacker break into that parked armored bulldog on the side of the road as the party is runing away. hope he has Dodge hehe.

Their are many many many many many ways to counter a gun bunny, use other gunbunnys of equal skill, use other classes and skill sets,tactics, and methods. So many ways for a person to go squish in shadowrun. smile.gif its great.
Glyph
I forget who said it first, but Shadowrun is a game of eggshells with hammers. It is very easy to make a lethal attack, and generally much harder to defend against one (although there are troll tank builds that can reliably shrug off small arms fire).

There is nothing that unbalancing about a character who can kill two people per initiative pass, considering that the character will usually be outnumbered, need to get through several such fights to accomplish an objective, and be picking up the slack for the characters who are not combat-oriented.

And it won't all be security grunts - there will be NPCs of similar abilities, spirits, melee specialists, devil rat packs, and all other kinds of opposition.

Use elementary tactics for security guards (move around, don't clump together), use modifiers for movement, cover, and visibility; and keep in mind that security is designed to hinder intruders and aid guards. For example, several floodlights turn on, giving the guards a clear view of the intruders, who for their part are suffering both darkness and glare modifiers.

As far as characters who are "not combat gods", they should be doing what they are good at. If they are bored, try to include their specialites more, or encourage them to use those specialties more. Hackers and mages should have plenty to do during combat, and the face should reward the sammie for not picking his nose during negotiations, by not popping up from cover and getting his fool head shot off during a firefight.
Kyoto Kid
...this is a situation for the GM to mange. If she wants to allow a godawful min maxed firearms specialist in game who rolls a 36 ct cube full of dice every shot, then she is cheating the rest of the players who develop more balanced characters.
Kyoto Kid
...fragg'n double post due to a bad node.
Glyph
It depends on the style of play and the power level of the campaign. The point of the initial post was that 18 dice wasn't even min-maxing.

A good sammie should hardly be a hindrance to the other characters. He's the one who takes the brunt of fire combat, so that they can do their jobs. If another player pouted because the sammie was shooting two people a round, I would ask "why the hell didn't you make a combat character, if that's what you want to do?"
toturi
Before the shooting starts, I'd first ask for Perception checks or do them myself if I was the GM. And make them every initiative pass. Why? Simple, you as the GM do not even tell the gun bunny that there's 2 guys behind the cover if he didn't make the threshold. He knows someone is shooting at them from somewhere but unless he or a teammate makes that Perception check and tells him, he doesn't know where to shoot. Obscured(by cover) has a threshold of 3, plus a dice mod of -2 for being distracted (combat is very distracting), he'd need 14 dice to buy those hits and that is before the other mods like lighting, smoke and range.
Cthulhudreams
It's not even a problem unless there are other sucky combat characters in the game. If they do different things, just consciously ensure that everyone gets some 'spotlight time' and you are golden.

Occasionally chuck the pistol guy out of his comfort zone too - security checkpoints, long ranges, you know.

If there is another combat character in the game that sucks by comparision however, you need to do something.
Kyoto Kid
...well, unless everyone on the team is a loaded-for-bear-amped-up sammy, you're going to have characters that are "sucky" at combat in comparison if they want to be better at other aspects of the game like negotiating with the J to get the team more nuyen.gif , spoofing IC, opening maglocked doors, smacking spirits, etc. etc. etc.

Which is why I say it it a GM thing to deal with. I have often had the team screw the mission up because the Über Sammy gunned everyone down including the NPC with the info they needed.
Cthulhudreams
QUOTE (Kyoto Kid)
...well, unless everyone on the team is a loaded-for-bear-amped-up sammy, you're going to have characters that are "sucky" at combat in comparison if they want to be better at other aspects of the game like negotiating with the J to get the team more nuyen.gif , spoofing IC, opening maglocked doors, smacking spirits, etc. etc. etc.

Which is why I say it it a GM thing to deal with. I have often had the team screw the mission up because the Über Sammy gunned everyone down including the NPC with the info they needed.

By sucky combat characters, I meant characters that are *supposed* to be good at combat but are worse than the pistol dude.

Because being totally overshadowed sucks.

Critias
Maybe they should learn how to make a character.
Fortune
QUOTE (Critias)
Maybe they should learn how to make a character.

rotfl.gif
Eryk the Red
That's a cop-out, Critias. The game should be fun, and it shouldn't require making a character who is uber to do so.

Characters can get overshadowed without being bad characters. This is often the case with generalists next to specialists.

The key to keeping combat interesting is variety. If the bad guys always show up in a line 30 meters away, gunbunny wins on first turn every time. Vary the terrain, have lots of cover, bring in magical threats (keeps the mage interested), have an enemy hacker mess with their stuff (gives the hacker stuff to do). Have more than one group of opponents. The main ones that they start fighting, then the others that sneak up to ambush our heroes in the chaos of battle. If characters feel left out in combat, they won't if you bring the combat to them. An opposing sniper can really change things (the chaos of wondering where the shots are coming from, combined with the need for long-ranged weaponry to fight back).

I had this problem for a while with the troll tank character dominating combat. Now, I always have something weird, some twist in the combat, that keeps it interesting and keeps people involved. (Just last session, an enemy threw a grenade into the middle of a melee. Everyone scattered, but before one guy on the team could get away, an opposing mage threw up a physical barrier centered on the grenade, with him inside. The team's mage dispelled it in time for the guy to kick the grenade away. It was very fun.)
Xel
The problem here is permanence. There is no resurrection in Shadowrun (nor should there be), so someone "good" at killing is more of a threat than someone "good" at something else to a group of Shadowrunners, especially since people form an attachment to the characters that they create (which is a good thing). If Shadowrun characters are seen of as disposable (lose the initiative against a guy with 18+ dice pool, and you are dead on the first IP unless you have great armor and a high body), character development (role-playing, character "aspirations", etc.) will be harder to come by. If the GM "holds back", the threat isn't as real, but that can also take away from the fun of the game (the challenge).

A good hacker can get information from your commlink - you live to fight/get more information/whatever another day. A face can talk you into revealing something that you didn't want to - you can live to fight/get more "secret" information/whatever another day (granted someone will likely come after you for revealing it, but you are alive for the time being.) A good pistoleer can shoot you, and you are dead.

You could be the best hacker or negotiator in the world, but you are still dead.

Combat doesn't seem to be at a good scale for the mid or long-term survival of characters, no matter how careful they are, unless the GM throws them a bone - a LOT. Yes, guns are deadly in real life, but people don't pick up cars with their mind in real life, nor do they create spirits to do tasks for them. What makes these games fun (to me) is two-fold: the challenge and the character development. Taking either one way could ruin the game. I think that combat needs to be scaled down a bit around the board (or people should be made to be tougher so that 1-shot-kills don't occur as frequently as they currently can).

I'm sure that this is not a popular opinion given the answers thus far, but it is mine (and therefore valid nyahnyah.gif).

--Xel
Fortune
QUOTE (Xel)
I think that combat needs to be scaled down a bit around the board (or people should be made to be tougher so that 1-shot-kills don't occur as frequently as they currently can).

But no matter how you scale it, someone (or multiple someones) will always make a character that is the best of the best, doing the ultimate Combat-Thing-That-Can-Be-Done™ according to the rules at hand. And anything less will be ... less in those combat situations, no matter how rare they may be.
DireRadiant
What happens to the Gun Bunny when there is no fighting, but you must talk your way out with a social skill roll?

Who's having fun then?

There's far far more to the game then pulling the trigger. Someone so specialized in one area is going to be bored when the other areas come up. Everyone can take turns being bored.

And if the game is only about the gunfights, then eventually you're dead.
James McMurray
QUOTE (Xel)
Combat doesn't seem to be at a good scale for the mid or long-term survival of characters, no matter how careful they are, unless the GM throws them a bone - a LOT.

The GM doesn't need to throw anyone any bones, the system is set up so that you can throw yourself a bone by burning a point of edge.
Xel
QUOTE (DireRadiant)
What happens to the Gun Bunny when there is no fighting, but you must talk your way out with a social skill roll?

Who's having fun then?

There's far far more to the game then pulling the trigger. Someone so specialized in one area is going to be bored when the other areas come up. Everyone can take turns being bored.

And if the game is only about the gunfights, then eventually you're dead.

You are under the mistaken impression that people with gunfighting skills have no BP's left over for things like social skills... If you don't need to invest BP's in magic, technomancy, or adept stuff (assuming this guy isn't an adept), you have MORE than enough BP's for the Influence group at a few ranks. Not the best talker, but good enough to do so when combat isn't an option/isn't going on. Same goes for other skills that aren't strictly combat-related - not needing to spend points on some of the "extras" that other characters do means more BP's for a well-rounded character, even if he is able to get a combat skill to 6 or 7.

--Xel
Xel
QUOTE (James McMurray)
QUOTE (Xel @ Aug 23 2007, 10:38 AM)
Combat doesn't seem to be at a good scale for the mid or long-term survival of characters, no matter how careful they are, unless the GM throws them a bone - a LOT.

The GM doesn't need to throw anyone any bones, the system is set up so that you can throw yourself a bone by burning a point of edge.

Edge is a very limited resource, especially when you start burning it.

--Xel
Fortune
QUOTE (Xel)
Edge is a very limited resource, especially when you start burning it.

You can always renew it (through future Karma purchase) ... but not if you're dead.
DireRadiant
QUOTE (Xel)
QUOTE (DireRadiant @ Aug 23 2007, 11:10 AM)
What happens to the Gun Bunny when there is no fighting, but you must talk your way out with a social skill roll?

Who's having fun then?

There's far far more to the game then pulling the trigger. Someone so specialized in one area is going to be bored when the other areas come up. Everyone can take turns being bored.

And if the game is only about the gunfights, then eventually you're dead.

You are under the mistaken impression that people with gunfighting skills have no BP's left over for things like social skills... If you don't need to invest BP's in magic, technomancy, or adept stuff (assuming this guy isn't an adept), you have MORE than enough BP's for the Influence group at a few ranks. Not the best talker, but good enough to do so when combat isn't an option/isn't going on. Same goes for other skills that aren't strictly combat-related - not needing to spend points on some of the "extras" that other characters do means more BP's for a well-rounded character, even if he is able to get a combat skill to 6 or 7.

--Xel

Yes, but they won't be the -best- face. So they get the backseat to the best face. Can't be best at everything,
James McMurray
QUOTE (Xel)
Edge is a very limited resource, especially when you start burning it.

Very true, but if you are constantly finding yourself in a position where you are outgunned by combat monkeys, there's a major disconnect somewhere between you and the GM, and/or you and some other players. House rules for combat won't change that.
Xel
QUOTE (James McMurray)
QUOTE (Xel @ Aug 23 2007, 11:18 AM)
Edge is a very limited resource, especially when you start burning it.

Very true, but if you are constantly finding yourself in a position where you are outgunned by combat monkeys, there's a major disconnect somewhere between you and the GM, and/or you and some other players. House rules for combat won't change that.

You may have a point there - there might be a disconnect between how the game was designed to be and how it is. I don't think we have ever been on a run without at least a few (read: multiple) gunfights, no matter how seemingly simple it is. Maybe I approached this from the wrong angle, so let me ask this question instead:

Roughly how often should one expect combat? I know that this obviously varies by mission, but as a general rule of thumb... how often should combat be expected?

--Xel
Fortune
QUOTE (Xel)
... but as a general rule of thumb... how often should combat be expected?

As often as anything else in the game does ... or maybe slightly more.
James McMurray
Are they gunfights, or are they gunfights where the team is facing opposition that will force edge to be burnt just to survive? There's a big difference.

We tend to have 1 - 3 combats per run, depending on who botches a stealth roll and what the target is like. Combats against highly skilled enemies are much more rare. Taking wounds is commonplace, getting geeked is much less frequent.

Followup: does the team have someone with 4+ First Aid skill and a rating 6 medkit? First Aid followed by magical healing can drop 8 boxes of wounds down to 0 in under a minute. Coupled with a decent body so you've got a few overflow boxes, you can survive that 18 dice attack that drops you, unless he comes by to take a parting shot.
Xel
QUOTE (James McMurray)
Are they gunfights, or are they gunfights where the team is facing opposition that will force edge to be burnt just to survive? There's a big difference.

We tend to have 1 - 3 combats per run, depending on who botches a stealth roll and what the target is like. Combats against highly skilled enemies are much more rare. Taking wounds is commonplace, getting geeked is much less frequent.

Followup: does the team have someone with 4+ First Aid skill and a rating 6 medkit? First Aid followed by magical healing can drop 8 boxes of wounds down to 0 in under a minute. Coupled with a decent body so you've got a few overflow boxes, you can survive that 18 dice attack that drops you, unless he comes by to take a parting shot.

My concerns are mostly with non-combat oriented characters. Just because a character isn't combat oriented doesn't mean that he won't get shot. The technomancer or face (or whoever else) with only 3 or so body is the one that I worry about with that 18 dice pool. A troll with 8 or 9 body could survive that huge attack - too bad enemies don't only target the toughest person in the group (there is no "taunt" other than to appear to be the most threatening, and even that doesn't stop an enemy from attacking the person with the 3 body).

--Xel
James McMurray
Again, how often are you facing NPCs with an 18 dice pool?

If it's so often that the "GM throws them a bone - a LOT" and yet there are people with low dodge/armor and average body ratings, you may need to have a talk amongst the group about what level of combat is expected in the game.
Marwynn
QUOTE (DireRadiant)
Yes, but they won't be the -best- face. So they get the backseat to the best face. Can't be best at everything,

Not without skillwires anyway. One gun bunny with even a Rank 3 skillwire system can pretty much cover the other aspects as well.

But being the back-up Face while being the back-up Rigger while having some limited hacking abilities combined with kickassery can spell doom to any campaign.

The point is that the Gun Bunny who is hurling 18+ combat dice should be good at combat. If that is a problem for the other characters who are also combat oriented, well, that's the way the BTL crumbles because he is a specialist who devoted a lot of his resources to being damn good with a gun. By all means he should be as good as his investment says.

Just don't neglect the other players. So we have this specialist and we have say a more normal Street Sam with the Firearms skill group at 3 or 4, heavy weapons at 3-4 too. Introduce situations where that can come into play better than pistols or whatever the chosen weapons should be.

And why is there so much grief? Honestly, it's a team effort, as the mage for our new games I'd be delighted if someone were kicking that much ass. So what if he kills more than I do, he doesn't get a bigger cut. And there's stuff that I can do that his bullets can't.

Is your Rigger pissed that his combat drones are looking dull next to the wondershot boy? Piffle. That's like your Street Sam being angry at the Combat Mage for blowing people up with his mind.

You gotta ask why there's so much friction in your group that's supposed to be working together. If everyone, or almost everyone, created combat oriented characters then they paid for their generalization or not-over-specialization with getting other abilities that this guy might not have access to.

Everyone has to have a good time, but they aren't in competition with each other. This isn't an EQ or WoW raid where you're counting the DPS, and if he is able to shoulder all the standard things you're throwing at him alone you should consider hurling more at him from different directions.
Xel
QUOTE (James McMurray)
Again, how often are you facing NPCs with an 18 dice pool?

If it's so often that the "GM throws them a bone - a LOT" and yet there are people with low dodge/armor and average body ratings, you may need to have a talk amongst the group about what level of combat is expected in the game.

These problems haven't presented themselves yet - they are concerns before we start a new campaign. In previous campaigns, no characters (until the end) had STELLAR combat ability, and when the character with that ability did join, their overshadowing effect essentially ended the campaign (it wasn't fun for other characters to be outshined or nearly equaled in areas of combat AND social interaction). I drafted a pistoleer with a high-teen dice pool to demonstrate that combat could be a problem when you have people in the group that are heavily combat oriented and ones that are not, and the GM mentioned that there will be NPC's with that level of skill, as well. If we run into one of them, and they get a shot off on someone who DOESN'T have a decent body/reaction/whatever rating, there is a good chance that they will be one-hit-and-dead. If we DON'T run into people like that, however, the guy with the insane dice pool modifier for shooting will totally dominate any opponent that he comes into contact with (that can be shot).

Suggestions have been made to use spirits, grenades, and other such things to neutralize this threat. Problem is, those tactics will also work against the less-combat-oriented folks, just more so. If a grenade (or a few) can cut this combat guy down to size, what happens to the technomancer near the blast (or targeted by the grenade?)

--Xel
Xel
QUOTE (Marwynn)
QUOTE (DireRadiant @ Aug 23 2007, 11:29 AM)
Yes, but they won't be the -best- face. So they get the backseat to the best face. Can't be best at everything,

Not without skillwires anyway. One gun bunny with even a Rank 3 skillwire system can pretty much cover the other aspects as well.

But being the back-up Face while being the back-up Rigger while having some limited hacking abilities combined with kickassery can spell doom to any campaign.

The point is that the Gun Bunny who is hurling 18+ combat dice should be good at combat. If that is a problem for the other characters who are also combat oriented, well, that's the way the BTL crumbles because he is a specialist who devoted a lot of his resources to being damn good with a gun. By all means he should be as good as his investment says.

Just don't neglect the other players. So we have this specialist and we have say a more normal Street Sam with the Firearms skill group at 3 or 4, heavy weapons at 3-4 too. Introduce situations where that can come into play better than pistols or whatever the chosen weapons should be.

And why is there so much grief? Honestly, it's a team effort, as the mage for our new games I'd be delighted if someone were kicking that much ass. So what if he kills more than I do, he doesn't get a bigger cut. And there's stuff that I can do that his bullets can't.

Is your Rigger pissed that his combat drones are looking dull next to the wondershot boy? Piffle. That's like your Street Sam being angry at the Combat Mage for blowing people up with his mind.

You gotta ask why there's so much friction in your group that's supposed to be working together. If everyone, or almost everyone, created combat oriented characters then they paid for their generalization or not-over-specialization with getting other abilities that this guy might not have access to.

Everyone has to have a good time, but they aren't in competition with each other. This isn't an EQ or WoW raid where you're counting the DPS, and if he is able to shoulder all the standard things you're throwing at him alone you should consider hurling more at him from different directions.

The problem is that it DOESN'T take that much by way of resources to be amazing with a weapon. Figure 32 BP for the skill to 7, 10 for the positive quality that lets it get to 7, 40 to bring agility to 5 (which isn't purely for that weapon - agility is used for many other things, too, so those points aren't sunk/dedicated just for the cause of being amazing with a weapon), and a few BP's for the bioware/cyberware to raise agility even higher (and ~10 more BP's if you want wired reflexes). That's really not much - maybe 1/8th - 1/6th of character resources, some of which don't only apply to that specialization. A decent agility, for example, effects all ranged stuff as well as some skills. Wired reflexes lets you do anything you want with the extra IP, not just shoot that gun. The only BP's that are dedicates solely to the weapon proficiency are the 32 for the skill and the 10 for the quality (the 'unitasker' skills, so to speak) - that is pretty much 1/10th of starting character resources (assuming 400 BP at char creation) - far more than enough to make the character pretty well rounded in other areas. He could take influence to 2 - 4, electronics to 1 - 3, and get some other bioware/cyberware to support those general efforts as well - he should have no problem affording the BP cost associated with this.

--Xel
Moon-Hawk
QUOTE (Xel)
Roughly how often should one expect combat? I know that this obviously varies by mission, but as a general rule of thumb... how often should combat be expected?

Various disclaimers about type of game, type of run, blah blah blah
For my games the typical number of combats is 0-2, any more than that is rare, and usually a sign to my players that they've made some bad decisions somewhere along the line.
They usually plan for 0 combat, understanding that the job of the street samurai is to be there for when things go horribly wrong, and it's expected that he at least not be a liability in other matters. Of course, things do go wrong, and often their plans cannot fully compensate and combat results. But my groups definitely consider combat roles more as an insurance policy than as part of a plan. But it is not impossible for a plan to go well, to successfully adapt to what I throw at them, and for them to get away relatively clean and without combat.
Apathy
If I understand the question correctly, your concern is that:
  • Your team has a sammy who can throw ridiculous dice and has multiple passes, meaning he can kill several guards before anybody else gets a turn.
  • In order to give the sammy a challenge, the GM feels they have to create super-bad-ass opposition.
  • Your opposition is too dangerous for the rest of the group, who are too fragile to dodge or soak multiple bursts.
(please feel free to correct me if I'm misunderstanding things.)

I haven't GM'd since third edition, so somebody step in and correct me, but I think:
  • The sammy should wipe out the guards in the initial encounter with little trouble. Sec guards are almost never a match for trained runners in a face-to-face encounter, and they're not supposed to be.
  • The purpose of the first sec guard(s) is just to alert the corp that there's trouble (when their DocWagon bracelets go off, if no other way...).
  • As soon as the building is 'on alert', the rest of the guards can use smart tactics, superior numbers and resources, and knowledge of the terrain to even out the fight.
  • Standard sec guards will never go 'toe-to-toe' with runners in the middle of an open hallway firing full auto HMGs full of APDS! The guards have only two objectives
      Delay the runners escape until the reaction team arrives.
      Minimize collateral damage.
  • This means that as soon as the first guards go down, you can expect the other guards to pop smoke, flashpaks, grease the floors, lock the exits, and snipe from behind heavy cover. Because they have a superior position they'll be more survivable, and because they've only got an average dicepool they're unlikely to wipe someone out with just one shot. But they'll stack up modifiers on everybody.
  • They're likely to attack with freeze foam, neurostun, stick-n-shock - these things are less likely to go through the wall and hit the brilliant scientist and/or supercomputer next door. This also means that even a lucky hit will probably just knock a runner out instead of killing him - then the sammy has to fight one-handed as he drags the unconscious face away with the other.
In a situation that's more like a battleground, with lot's of really high-powered NPCs firing APDS, spirits, and drones, the face should have enough common sense to act like the guards in the prior examples: Stay hidden, and find ways to use his unique skills to the advantage of the group without acting like a gunbunny.
Marwynn
So 44 for Aptitude Pistols and Specialization Pistols, giving you 7(9) with say SAs. Reflex Recorder is another 2 BP or 10,000 nuyen.gif, and Muscle Toner 2 is another 4 BP or 16,000 nuyen.gif and we're up to 50 BP.

One eighth of your starting build points is a significant investment. Subtract 4 BP for something that doesn't only apply to that specialization as Agility is very useful.

And I certainly didn't mean that he'd be crippled elsewhere. But it's not trivial to be that good in combat, because if it was trivial the other characters would've done the same thing.
James McMurray
QUOTE
If we run into one of them, and they get a shot off on someone who DOESN'T have a decent body/reaction/whatever rating, there is a good chance that they will be one-hit-and-dead.


Sounds to me like you need to ask how common those guys will be. If it's rare, then burning an edge if you screw up and get into a fight with them is ok. If it's common, make sure everyone knows so that they get decent combat defenses.

QUOTE
If we DON'T run into people like that, however, the guy with the insane dice pool modifier for shooting will totally dominate any opponent that he comes into contact with (that can be shot).


If the other players are going to be upset at your guy being great in combat, tone him down or tell them to fuck off, depending on your group dynamic. Also bear in mind that fighting 3 guys means that you cannot kill them all with your pistol before they get at least one shot off. Sure, you'll dominate against small groups, but when 8 guys show up and the 6 survivers or your opening salvo unload, you're going down.

Big combat dice pools are only unbalancing in very small engagements. Once a real firefight happens, they're handy but won't keep you alive if the opposition decides you should be dead. You don't need spirits, big guns, or explosives to drop one guy with a really sweet pistol, just a bunch of guys with fair-to-middlin' skill levels all taking aim at once.
Eryk the Red
The upshot of all this is, OF COURSE the gunbunny is better in combat. That's not the problem that needs solved. You just need to make things interesting for everyone. That doesn't mean extra danger necessarily. It just means that combat will need to involve more than just two groups of bad men with guns facing off.

Sometimes, throwing a curveball does have the effect of neutralizing the combat master's advantage, but it does not kill everyone else. That's what you want sometimes. (And my grenade-in-forcefield example really was one of those moments, though it was still full of danger.)
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