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Shinxy
QUOTE (Wombat @ Aug 19 2009, 04:21 PM) *
You don't know anything about the game we were playing or the players themselves, and you're still throwing insults like that? Originally, most of our pools weren't beyond the 8-10 range. Unfortunately, that meant that when the street sam and I got into a fist fight with some dockworkers on cram, I got my a** handed to me in the first IP and the street sam had to take the rest of them on himself. After that, 3 of us decided to change out characters(with the GM's encouragement) because of how ineffective we were. We made our characters with the power level HappyDaze was running the game at in mind. The breaking point came when we were fighting a Toxic Shaman in a R:2 Background count(Magical Complications), with Haida pirates shooting at us(Multi-phase Resolution System) in the middle of a rough storm(Numerous Modifiers for lighting, wind, and rain). The 7 seconds of the fight we got into, took more than 3 hours to resolve, and we still weren't done.

If HappyDaze had a problem with our characters, he could have said no to mine(The Psionic Tradition Mystic Adept) at least, the 3-4 days before game when I sent it to him.

As a side note, most of the group disagrees with the way some of the rules interact as well and we're House Ruling the aspects of the game we don't like and are moving on. If you still think we're a bunch of munchkins take a look at the House Rules thread I posted awhile back. The rules themselves recently got chopped due to lost connection while editing, but you can see the kind of responses we got.

Look, I don't want to antagonize anyone. I said it "sounds like" the players are immature just given that the GM is complaining and can't seem to keep the power level under control, and it sounded like the players were exploting the rules rather than helping the GM tell a good story. The GM's unhappy, players are like "don't look at me, he could have rejected my sheet if he wanted to", and GM's blaming the game system for not working right. I think the problem is more likely communication. But you and your GM are welcome to play a different game system if you want to. The rest of us think shadowrun is pretty cool as it stands... more or less.

Sorry if I insulted anyone.
Shinxy
QUOTE (Ravor @ Aug 19 2009, 04:07 PM) *
I've mentioned some of the events once or twice. cyber.gif

Seriously though, I take the darkest parts of the Sixth World and crank things up a notch, the world is literally a shit hole, wageslaves can and are executed at the whims of management, stepping in and stopping a father from selling his daughter's body for drugs is likely to get you shunned, ect, ect...

Throw in a PvP attitude where the proper responce to thinking another PC might rape you is a prempetive strike and a dicidely Pink Mohawk slant on things and you've got my games pretty well pat.

IEs do exist, but since they had to result to some really nasty Blood Magic in order to keep enough Mana built up in the downcycle they tend to be some pretty sick and twisted fraggers.

Oh, and for the most part, I focus on the tech side of things, although magic does have its moments. vegm.gif

And although it might sound like a blanent counterdiction considering my starting points, I try to play everything as straight laced and "realistic" as possible.

<><><>

As for house rules ... hmm, let's see, off the top of my head...

Essence Loss only affects your Max Magic, not your current, but everyone and everything with the exception of Horrors has a Hard Cap of ( Magic 9 ), ( Magic 10 ) if they buy an Initate only Edge. (Yes, this means that with my second house rule, the only real reason to Initate past Grade 3 would be for the metamagics, even when you get cybered.) And yes, Dragons are probably Horrors, thanks for asking. cyber.gif

Enhancement is only good for whatever Rating your x1.5 would be, no more ( Reaction 1 ) characters boosting their stats up to ( Reaction 9 ). They could get ( Reaction 4 ) however.

Betagrade cyber can be fairly easily found, but forget about Delta.

Although "Blood Magic" is considered "evil" and has bounties, it is perhaps the most common magical tradition of all.

Banishing only gives you drain if the Spirit wins.

Astral Combat is LoS, and is a "must have" ability for anyone who dabbles in the Astral.

All spells cast while in Astral Space must be overcast at max Force, and the drain can't be soaked.

While hacking, a Decker is limited by his Logic Rating in the same manner which a Mage is limited by Force. Technos may choose either Logic or Int at character creation.

I don't really use the book traditions, magic is personal so make your own fragging tradition. silly.gif Spirits tend to be downplayed in my group, but thats just a personal choice.

No, you may not use Banishing to "Catch them all".

I don't really use Avalibility Caps at char gen, but we instead have a verbal understanding about what is and is not reasonable. Of course, since I tend to do most of the actual "book keeping" portion of char gen for most of my players it isn't really a problem either way.

Quickening can either use Karma to "tie off" the spell, or the Mage may power the spell with a point of his Magic, he gets the Magic back after the spell is dispelled.

SnS is not "Spirit Bane", sorry.

Yes, Direct Combat Spells are more "effective" than Indirect ones, but are you willing to be laughed at by all of your magical buddies for being a wimp?

Edge is a "magical ability" that all metahumans have, and is the ability to tell the universe is go frag itself. This means that "Pink Mohawks" are going to have higher Edge than Ice Cold Pros or corp drones anyday.

*EDIT*

In play it basically boils down to trying to take away as many dice as possible from the other side while stacking as many mods in your favor as possible.

Oh, I almost forgot, Mages can only use one of their IPs on "magical" abilities, and Deckers can only hack with one IP while in AR.

Sounds *great*, kind of wish I was playing at your table. I never really got the Pink Mohawk vs. Ice Cold Pro dichotomy... does it have to be one or the other? I like my games as dark as possible though. Dark, gritty, realistic, three key words. I may steal some ideas from you, particularly re: blood magic.

Can you elaborate on the astral casting idea? Not sure I understood that.

I do the same thing with AR hacking, but I roll logic + hacking for everything and cap hits at program rating. Slightly different.

Last week I had my players raid a child bunraku parlor in the basement of dante's inferno, this time i'm going to have them going to a secret mitsuhama technomancer torture dungeon on salish-sidhe land. Great fun so far, hope your games go as well!
Ravor
In the older Editions, casting spells while on the Astral was a bad idea because your "soul" didn't have a meat buffer to protect it, or something to that effect, so I wanted to make Mages think twice before throwing spells while on the Astral. I thought about making drain physical while projecting, but it didn't mean much considering how easy drain is to soak in Fourth Edition so I went for the overkill by making the drain both physical and unsoakable.

The part about spells having to be overcast at ( Magic x2 ) while Astral is just personal style, it means that Mages will really think twice before casting spells, but that when they do it tends to be big, well relatively speaking of course.
Octopiii
Speaking as the Street Sam that Womabt was refurring to, my highest dice pool (before modifiers) was 11. For Automatics. And I was basically tearing through opposition at a rate far above the rest of the team, mainly because of my extra IP's. I did have 7 edge, so on exactly 7 rolls I could do some pretty awesome things, but otherwise, I was neither min-maxed or munchkined or whatever else you care to label it as. Since combat in SR takes so long, I was de facto monopolizing table time, and it wasn't even enjoyable for me, more like tedious dice rolling.

As Wombat stated, the last combat took THREE HOURS. I don't think we even finished it. If you have some constructive advice on how to speed combat up, I would appreciate hearing it. For myself, I am inclined to do away with the Initiative pass system completely. Either going back to SR2 initiative or just having no passes at all.
Shinxy
QUOTE (Octopiii @ Aug 19 2009, 08:29 PM) *
Speaking as the Street Sam that Womabt was refurring to, my highest dice pool (before modifiers) was 11. For Automatics. And I was basically tearing through opposition at a rate far above the rest of the team, mainly because of my extra IP's. I did have 7 edge, so on exactly 7 rolls I could do some pretty awesome things, but otherwise, I was neither min-maxed or munchkined or whatever else you care to label it as. Since combat in SR takes so long, I was de facto monopolizing table time, and it wasn't even enjoyable for me, more like tedious dice rolling.

As Wombat stated, the last combat took THREE HOURS. I don't think we even finished it. If you have some constructive advice on how to speed combat up, I would appreciate hearing it. For myself, I am inclined to do away with the Initiative pass system completely. Either going back to SR2 initiative or just having no passes at all.


If I were the GM in that situation and it was taking so long, I would have just fudged it and done away with modifiers, give all the grunts the same dice pool. I use a modified combat system where ranged combat is a success test rather than an opposed test, though, so that removes a set of dice rolls there... just roll body+armor for damage soak.

I try to keep combats small and decisive though. A big battle royale like what you're describing isn't really my style, i'd probably make it more impressionistic. Runners should be trying to complete their objectives and GTFO, not sticking around to mow everyone down.

Out of curiosity, what was taking so long? Were you guys just having to look up a lot of rules or something, were you missing a lot, what?
Method
QUOTE (Shinxy @ Aug 19 2009, 06:07 PM) *
Runners should be trying to complete their objectives and GTFO, not sticking around to mow everyone down.
Unless that is the objective. These generalities you're throwing out aren't doing you any favors, Shinxy. As HappyDaze described it to me in another thread part of the objective was to neutralize this group of pirates, which pretty much guaranteed the team would see some direct confrontation. You could call that an adventure design flaw on HappyDaze's part, but then that only makes his argument stronger. Shouldn't the system be flexible enough to handle small decisive combats and a "battle royale" (to a reasonable extent- its not supposed to be a tabletop war game)?

HappyDaze, Octopii, Wombat: maybe it would be helpful if you gave us more specific details about the opposition (numbers, equipment, ability, tactics). It sounds like part of the issue was that all the extraneous modifiers (weather, BG count, etc) might have been neutralizing any advantage one side could bring to bear against the other maybe? Or was the IC combat still fast paced?
Crusher Bob
One thing you can try to speed up people's dice pool counting is getting multiple colored d6s. So your dice pools might have 1 white, 2 blue, 3 red, etc. So when you run into a -5 total penalty, the GM can just tell you to take out the blue and red dice.

So, for example, your fight during the storm would have started out with the right clor dice taken out of the pools to begin with, so that the weather type penalties were already taken into account.

If you are having trouble keeping track of initiative, you can try a modified 'battle wheel'. Each player gets a number of tokens equal to their number of IPs. The wheel has 4 different pie slices, if you get to act on that IP, you token goes there. If you use an abort action, your net token gets taken of the wheel, etc.

If it's the players trying to figure out what to do that is slowing things down, you can try having them read FM 90-10-1 AN INFANTRYMAN'S GUIDE TO COMBAT IN BUILT-UP AREAS which will hopefully give them some pointers.
Octopiii
IC I think we only hit Combat Turn 3 (or maybe 4). There wasn't that much opposition. five or six "generic" pirates, one pirate boss-type, two barghests, and a toxic shaman with a sludge spirit. I think there were reinforcements on the way, but we only got 12 seconds into the fight.

The many modifiers definitely slowed things down. Let's see... toward the end there I had -2 for rain, -2 for toxic haze from the spirit, -3 for melee range but +2 for point blank, then throw in -5/-2 to enemy dodge for full wide burst (requiring a rules check to see if attacking two opponents in a single burst was a negative modifier in ranged combat; it isn't btw; and then there is the bizarre rule that a full wide burst acts as a long burst against opponent 1 and a short burst against opponent two - just because, apparently), - 1/2 impact for SnS, roll soak, willpower + body (3) to see if they're incapacitated by stun. Bizarrely, there is an upper limit of three opponents in one burst despite the fact there may be more than three equally near each other, or at least that's the indication I get from the rules on p.154.

Oh, and this was with my retconned character who had a whopping 13 dice for automatics (I gave him a specialty!). He did have + 2 for smartlink for a total of 15, which is respectable but not overpowered. I used edge of course, as I was being attacked by two Barghests and a Toxic Spirit with no one around me (the adept had gotten Feared off, Wombats character had just taken out the Pirate boss and was trying to find the Toxic shaman's body to finish him off so as to not have to fight with the scary Force 7 spirit, the face was hanging out with the hostages and the mage had taken 7 physical and was off to the side sustaining three different spells).

Rules we had to look up on just my last action: Melee/Point blank result, full burst against multiple opponents require a dp penalty beside recoil, how does a full burst against multiple opponents work.

QUOTE
I try to keep combats small and decisive though. A big battle royale like what you're describing isn't really my style, i'd probably make it more impressionistic. Runners should be trying to complete their objectives and GTFO, not sticking around to mow everyone down.


Well, that was the goal, but we had to rescue five hostages; in the course of finding them, we set off an alarm, and the team's adept got spooked and took out the guard who was checking on the alarm. This alerted the pirates, and a fight commenced. Besides, don't you know there's a million nuyen bounty on Toxic Mages? nuyen.gif
Wombat
I'd say Octopiii's assessment of the situation was pretty spot on.

QUOTE (Crusher Bob @ Aug 19 2009, 08:25 PM) *
If it's the players trying to figure out what to do that is slowing things down, you can try having them read FM 90-10-1 AN INFANTRYMAN'S GUIDE TO COMBAT IN BUILT-UP AREAS which will hopefully give them some pointers.


I just spent the last 5 years in the Marine Corps, I think we're good on that front. Thanks though.
HappyDaze
QUOTE
The 7 seconds of the fight we got into, took more than 3 hours to resolve, and we still weren't done.

We got to Pass 3 of Turn 2, so less than 6 seconds in >3.5 hours.
Summerstorm
QUOTE (HappyDaze @ Aug 20 2009, 02:42 PM) *
We got to Pass 3 of Turn 2, so less than 6 seconds in >3.5 hours.


Whoa.... can i say to you: "With all respect, but you are doing something wrong"

I mean, i play a campaign of D&D (Yeah sorry) and in one session a few weeks ago we used 4 hours to resolve a fight which took maybe one and half minutes ingame. I nearly cracked and went insane. The people were so slow.. and had to look up rules, and bickered and critized.

When i am the GM i rule it this way: When it is your turn, you say what you are going to do. No thinking, no asking for advice, NOTHING. (When they are in a battletec, er Tacnet you can ask a SHORT question every combat turn. Like: "Where should i go? Who should i take next? Anyone injured?) If you don't know the rules of whatever you are doing (Spell, power, cyberware etc.): Well, too bad... you have no time to look it up. (You can have the book open and such, but no "Hm... which page is it again? Hmmmm... let me read for bit")

Really... a complete fight shouldn't take more than half an hour. (If it is just a small 6 vs 6 battle or such)

This all motivates people to know/learn what they can do and also prevents this "But we have to do it perfect"-mentality like this was a strategy game. I mean... i had people look at me starngely and openly questioning me when i played a proud, feral warrior when i wouldn't back down from a fight to get ingame healing. Sure i could have died with the next blow. BUT MY CHARACTER couldn't admit that he was failing, so he rather stayed and fought till he dropped.

That is the point of roleplaying, not efficiency. (Yes of course most character are not idiots and like to be very efficient in not dying *g*) But to use valuable playing time as a player and have a conference with all, calculating risks, chances and best course of action takes all the fun out of a battle.

Oh and for the GM looking up modifiers and such: i am the GM i MAKE that up. Yeah, i have my tables and lists but if someone asks: "So how many dice do i lose?", i should just say a number and be done with it. (Try to make it accurate *g*).
HappyDaze
QUOTE
We got to Pass 3 of Turn 2, so less than 6 seconds in >3.5 hours.

My mistake. That should be Pass 2 of Turn 3 and less than 9 seconds.

QUOTE
Whoa.... can i say to you: "With all respect, but you are doing something wrong"

I feel the same way, and I think that the 'something' has a lot to do with the cumbersome nature of the SR4/SR4A ruleset, and that's why I'm no longer using it.
Shinxy
QUOTE (Method @ Aug 19 2009, 10:28 PM) *
Unless that is the objective. These generalities you're throwing out aren't doing you any favors, Shinxy. As HappyDaze described it to me in another thread part of the objective was to neutralize this group of pirates, which pretty much guaranteed the team would see some direct confrontation. You could call that an adventure design flaw on HappyDaze's part, but then that only makes his argument stronger. Shouldn't the system be flexible enough to handle small decisive combats and a "battle royale" (to a reasonable extent- its not supposed to be a tabletop war game)?

I'm sorry, I didn't realize it needed to be said it was IMHO. If you want to try to use to shadowrun system to run a 6 on 30 battle, knock yourself out, but as I said I would make such a battle more impressionistic, by which I mean fudge it more and keep things moving. However, since it's come out that we're only talking about a 6 on 6 through 3 combat turns, each combat turn taking a full hour apparently, I can only conclude that the players and GM are bad at consolidating modifiers and making good use of their time. That said, I'm done with this thread, because the tangent it's grown into is not constructive in the least.
HappyDaze
QUOTE
I can only conclude that the players and GM are bad at consolidating modifiers and making good use of their time.

So my complaint is that the system is cumbersome and the rules are unweildy and you defend it by saying it's neither so long as you don't follow the rules. Wellallrightythen...
HappyDaze
QUOTE
When i am the GM i rule it this way: When it is your turn, you say what you are going to do. No thinking, no asking for advice, NOTHING. (When they are in a battletec, er Tacnet you can ask a SHORT question every combat turn. Like: "Where should i go? Who should i take next? Anyone injured?) If you don't know the rules of whatever you are doing (Spell, power, cyberware etc.): Well, too bad... you have no time to look it up. (You can have the book open and such, but no "Hm... which page is it again? Hmmmm... let me read for bit")

No thinking. Got it.

So, how does this help when they declare an action without knowing the rules? Somebody still has to look them up, and then they need to be interpreted (it's not always clear wtf some of these things do).

QUOTE
This all motivates people to know/learn what they can do and also prevents this

Actually, it punishes those that don't have time between playing sessions to look shit up. It's a fucking game. A player that never looks at the materials between sessions isn't doing anything wrong and shouldn't be punished.
Summerstorm
QUOTE
Actually, it punishes those that don't have time between playing sessions to look shit up. It's a fucking game. A player that never looks at the materials between sessions isn't doing anything wrong and shouldn't be punished.


Ah... maybe. But i think roleplaying is a hobby like everything else. Learning a bit about it is half the fun. Surely i am going overboard a bit sometimes (With cramming a few(all but one) sourcebooks into my brain and compile my own tables and notes and creating five fully fleshed out characters over two weeks to prepare for 4th edition for example *g*), but i really like doing that too. For me it is part of the game (Well i like statistics and rules in games... i am that odd)

But can't i expect someone knowing their own spells and special abilities? He doesn't have to know anything else; that is GM territory. Like i said, i found it frustrating and diminishing the fun for all if you have players who don't know what to do, but requesting to learn it on table. he game just slows down to a crawl then. Either you make it pretty free, and just let the GM SET the rules without a lenghty conference each time, or you do it "by the book". (Houserules are ok)
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