mfb
Mar 31 2004, 03:02 AM
of course. that doesn't mean that the situation isn't unfortunate, though.
Austere Emancipator
Mar 31 2004, 03:57 AM
My group has the silent understanding that while wielding large weapons in CQB is not strictly penalized by the rules they will usually use carbines and other smaller weapons in tight quarters for role-playing reasons.
Game balance is not, for the most part, the reason why the firearms rules in Shadowrun are silly. The silliness mainly comes from the fact that the game designers obviously knew little to nothing about firearms. The second most important reason is simplicity, but there's a lot that can be done to make the rules more sensible without making them any more complex.
In this particular case, there are already modifiers separately for so many types of gunfire that adding one for sound suppressed rifles (Sporting and up) shouldn't be too difficult, or maybe two in case someone wants a suppressed MMG or HMG. And then CC could have rules for subsonic rifle ammo. I can't see how that'd screw with game balance.
Just ranting, nevermind me.
TheOneRonin
Mar 31 2004, 04:15 AM
You hit the nail on the head, Aus.
And you know, most people that complain about additional firearms rules making the game too complicated are perfectly happy agreeing with crap like "all guns of the same type can share ammo" and "suppressing a high-caliber sniper sniper rifle doesn't in the least affect terminal ballistics".
And it seems that those of us with at least a modicum of firearm knowledge/experience see the need for more accurate rules that at LEAST aid in the suspension of disbelief, not take away from it.
TheScamp
Mar 31 2004, 04:48 AM
QUOTE |
f you want it to do so, make your own rules, dont post here about how wrong the written ones are. |
Yes, heaven forbid that anyone complain about certain rules (or lack thereof) on a forum specifically devoted to disscussion about the game. That's just not right.
Voran
Mar 31 2004, 06:38 AM
Btw, with the use of a SML2, you get a +2 tn adjustment to called shots, rather than the +4. Is that before, or after SML adjustments? Do you reduce tn by 2 for a grand total of +0, or does it stay +2. And if it stays +2, how is that really a bonus feature? Wouldn't you reduce that TN anyway with a SML?
mfb
Mar 31 2004, 06:56 AM
SL2 changes the modifier of a called shot from +4 to +2. when you use an SL2 to make a called shot, the TN is (Range), +2 for called shot, -2 for SL2, for a total TN of (Range).
Limping Jacob
Mar 31 2004, 06:58 AM
Huh. Somehow doesn't sound right to me...seems too easy to get all those nice aimed shots at the head with no nasty TN modifier.
mfb
Mar 31 2004, 07:03 AM
*shrug* i can do just about the same thing with 8 points of RC and a clip of tracer ammo. Gas-vent IV, personalized grips, foregrip, folding stock, and Str of 6--headshot city, here i come.
Limping Jacob
Mar 31 2004, 07:05 AM
Eh, good point. Think I'll be investing in sturdy new helmets for some of my favorite characters...
BitBasher
Mar 31 2004, 07:18 AM
Or just not allow called shots to bypass armor and not worry about it.
A Clockwork Lime
Mar 31 2004, 07:42 AM
...which is exactly how it should be. Stupid house rules.
mfb
Mar 31 2004, 07:59 AM
well, stupid FAQ. there's a discussion i'm not going to get into.
Austere Emancipator
Mar 31 2004, 09:39 AM
Anybody interested can just dig up the (hundreds of thousands of) "Does Called Shot Bypass Armor? I Just Found This In M&M!!!112" flamethreads there have already been.
gknoy
Mar 31 2004, 10:13 AM
Semi Off topic ... how do you get such high recoil compensation?? I'd love to try the tracer trick, or just have good RC ni general, but I can't seem to beat about ... 4 or 5-ish RC... gas vent IV, shock pads (which of course are totally crap but hey, I'll use them if I can

) -- is there something I'm missing? Are these numbers including the -1 from uber-strong characters (which none of mine would qualify for)?
toturi
Mar 31 2004, 10:19 AM
QUOTE (TheOneRonin) |
You hit the nail on the head, Aus.
And you know, most people that complain about additional firearms rules making the game too complicated are perfectly happy agreeing with crap like "all guns of the same type can share ammo" and "suppressing a high-caliber sniper sniper rifle doesn't in the least affect terminal ballistics".
And it seems that those of us with at least a modicum of firearm knowledge/experience see the need for more accurate rules that at LEAST aid in the suspension of disbelief, not take away from it. |
I got a pretty good grasp of ballistics (wrote mods for Ghost Recon and Rainbow Six). But I do not have extra House rules for those things you mentioned. The firearm rules aren't broke in my game, and I'm not going to fix it.
RedmondLarry
Mar 31 2004, 10:45 AM
gknoy, recoil comp:
1 to 3 points can be built in, as in the Ares Alpha.
Shock Pad(rifle or bigger), stock (smg or smaller), Hip Brace (Hvy Weap)
Gas Vents IV, Strength 6+, Foot Anchor(s)
Personalized Grip, Heavy Barrel, Bullpup configuration
Bipod, Tripod, Gyro-mount, Foregrip, or Barrel Weight
Austere Emancipator
Mar 31 2004, 03:13 PM
QUOTE (toturi) |
I do not have extra House rules |
I have a feeling you wouldn't have many extra House Rules even if the rules were completely fucked up.
QUOTE (mfb) |
Gas-vent IV, personalized grips, foregrip, folding stock, and Str of 6 |
Eyeless Blond
Apr 1 2004, 11:46 PM
Why is the Str of 6 important?
Herald of Verjigorm
Apr 1 2004, 11:55 PM
There's an optional rule somewhere that strength of 6 or above adds recoil compensation.
RedmondLarry
Apr 2 2004, 12:30 AM
optional rule
Cannon Companion, p. 103, "Recoil and Strength"
i personally prefer Raygun's body/reaction average. but, yeah, str is canon, according to cannon.
Stumps
Apr 2 2004, 02:01 AM
QUOTE |
There's an optional rule somewhere that strength of 6 or above adds recoil compensation. |
QUOTE |
optional rule Cannon Companion, p. 103, "Recoil and Strength" |
No shit? *L*, and I remember a time when I was arguing that idea as a house rule on DS. I never read that option...well, guess I'll have to now.
QUOTE |
Also, I would still require an aim action as well.
QUOTE | For consistancy's sake, I would then also require the same when using a normal scope. |
|
um...I don't have
any of my books with me yet...*weeping* (in fact their in another country *weeping harder*.), but if i remember correctly Aiming of
any kind requires at least a simple action (it might have been complex, but I think it was simple...hmm). You could increase your TNmodifer by -1 (I think) every Simple Action(might have been complex) that you spent aiming.
So...combine that with scopes, and Smartlinks and you get that son-of-a-*bleep* right in the back of the head and watch him do a limp-body-summersault to his death.
If anyone out there has a book(I envy you) and knows what I'm talking about, perhaps you might be able to correct the errors in my memory of this rule.(I'm sure there are errors.)
Wonazer
Apr 2 2004, 02:08 AM
You are right. Aiming does help the TN. But, you can only get half your weapon skill in bonuses.
I know those quotes were mine, and after reading everything here I think I am going to just stick to what everyone in my group knows already, canon.
Stumps
Apr 2 2004, 06:11 AM
All I was saying was that it seemed like you were trying to figure out a way to make aiming take up time(action). But, as you said, it already does...so...I'm lost, we're you thinking of having the Smartlink aim take even longer than normal aiming or something?
TheScamp
Apr 2 2004, 10:35 AM
QUOTE |
I'm lost, we're you thinking of having the Smartlink aim take even longer than normal aiming or something? |
No, his idea was that Smarlinked shots when using Vision Mag would require a take aim action to reflect the extra care needed to aquire a target when at high magnification. The first Take Aim action used in this way wouldn't give you a -1, but would be a requirement for you to be able to shoot at all.
Note: That's my interpretation of what he was saying, and why I said that actual scoped weapons should also use that rule, for consistancy's sake. I'm pretty sure I've got his position right, but there's always a chance that I'm an idiot.
Stumps
Apr 2 2004, 02:05 PM
While statistically creating benefits that seem very pleasent, I can't see this really helping you if you were a character in a unverse called Shadowrun.
There's a crosshair in the scope. There's a crosshair in the SL.
I personally don't see how the two crosshairs lining up together are going to help you shoot better.
Wouldn't that just result in the SL crosshair overlaying the already present crosshair in the scope.
I guess if you consider that the SL crosshair is centered on your pupil, that it would garantee that your pupil is dead center of the scope which could provide a technically better shot by a tiny fraction.
I'm not sure how much of an actuall difference this would make.
Not saying that it doesn't work...just pondering the consideration after understanding it a little better.
TheScamp
Apr 2 2004, 02:30 PM
I think you're misunderstanding. The question regarding the aim action with a SL was in regards to combining SL with cybered vision mag. My statement about scoped weapons was not including SL; I was referring to using a scope only. If the logic holds that one needs the extra time (ie: an aim action) to properly aquire a target with cybered vision mag and a smartlink, then that same logic applies to aquiring a target with an everyday scoped weapon.
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