QUOTE (Cain @ May 15 2015, 04:30 AM)
No, I meant combat in the physical world.
Shadowrun has never handled movement well, but I've had more trouble with mooks. The official Missions GM's have all run mooks with their own damage tracks, which means that tracking damage gets to be a pain. When every NPC has a different amount of damage, with a different amount of penalties, and without minis as a visual reminder of who's at what, tracking all the penalties and wounds gets really complicated.
Hmm. Really? We use a white board for most of our combats, and it's worked quite well for keeping up with dozens of mooks and pcs.
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The problem is that low-accuracy weapons are less likely to hit at all, which is a big problem. On top of that, some low accuracy, high-power weapons actually cap out at less damage than a low power, high-accuracy one.
Whut? Less accurate weapons are less accurate, and that's a problem? I would think that's rules working as intended. Also, I'm curious what Low acc, high DV weapons you're talking about? AVS? Remington Roomsweeper? T-250?
An AVS tops out at DV 13, while a Government 2066 tops out at 13 DV. The Roomsweeper tops out at DV 13. A colt america tops out a 14 DV. A Steyr TMP tops out at DV 11, while the Crusader II tops out at DV 12(14). The SMGs mostly hit around DV 12, though a few hit DV 13 or 14. The M23 tops out a 13DV, while the AK98 tops out at DV 15. The elite weapons, the Alpha and Raiden top out at DV 16(18) and DV 17(19), respectively. The T-250 tops out at DV 14. I'm just not sure what you mean, could you give an example?
Also, the difference in AP between these weapons is important. Getting hit by a DV 14 America is nice, but you get your full dice pool to soak, while an AK 98 does more damage, AND craps out your soak test with a -2 modifier. And that makes the AVS really shitty vs. armor. Which makes sense.
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On top of that, I am still seeing high dice pools at chargen-- 15-20 in some cases. So, if that's what limits are supposed to stop, it's not working. What makes things a trap is that the smarter builders are figuring lots of ways to increase or bypass the limits, so not only do they get to roll more dice, they keep more successes, which widens the gap between skilled optimizers and non-optimizers.
Two things: One, it seems that large dice pools were intended, but that they didn't want people with 20+ dice doing more damage with a heavy pistol than an assault rifle. Which the limits do stop to some degree(most HPs top out at DV 13-14, most ARs hit DV 14-16). This also isn't as big an issue as you make it, as in SR3, soak and defense tests easily had twice as many dice as the attacker, while easily having lower target numbers. For example, a Body 12 or 13 street sam(I used an Ork with bod 9, Titatnium bone lacing, I think a synthcardium or something else to get 12 dice) with Ballistic armor 8+, can eat assault rifle fire all damned day long if it's not gel rounds. Without using any combat pool at all. While someone who was a "world-class" shooter would be throwing 6 dice without combat pool, against TNs that could be as low as 2, but were likely 3s or 4s due to modifiers.
So that problem existed in SR3, but it was skewed for the defense, which meant that there were many ways to build a character where they simply couldn't be hurt by reasonable weaponry and skills.
Second, if you have a problem with dice pools and munchkinism? Why not just use GM power to veto those character concepts which don't fit your game? I do it all the time. Second, as this is a team based game, and I'm probably the best "munckin" or "optimizer" in our group, I apply my skills to helping my partners create their characters. In fact, it's been a rule for us for years that the first session is always CharGen, and we figure out party roles, what bases to cover, and our dynamic before we ever start rolling dice. So, I haven't seen this issue show up.
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For example, let's take a gunbunny adept. Attribute + Skill + Spec = 14 dice to start, which is pretty powerful. Now, let's add Quickness boost (which is variable, but can go up to 4), Improved Ability, and whatever that power is that increases your limit. We're at 21 dice, and if we pick a high accuracy weapon, we're really over the top. Add a little Edge for when that's not enough, and you're golden.
Right, but you're looking at someone who is specialized in shooting one particular class of firearms. I mean, Agi Boost 4 is 1 pp, Enhanced Acc 4 is 1 pp, and 3 levels of improved skil lare 1.5pp. That's 3.5pp, or half your magical alotment, to be really specialized with Pistols, Long Arms, or Automatics. Hyper specialized characters SHOULD be great at what they do, and not so great outside of it.
I mean, I had gunslinger adepts in 3rd edition who had 12-14 dice on a test, with a smart link. So, for adepts, the system is still largely the same.
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Edge is a big problem, here. If I limit out on a roll, I can opt to spend Edge to keep my successes... or I can spend Edge to roll more dice, and still keep all the successes. So, high Edge characters become doubly effective in this area.
However, Edge requires you to invest in it at Chargen. That means you're taking a hit to something: For a mundane human, you can get Edge 7 at character generation by taking your metatype at C, which leaves you A and B for Gear, Skills and Attributes. So you're sacrificing something to be lucky. For example, your gunslinger adept, if you want to have plenty of edge, is gonna need to be a human, at C or D. Which considering you're going with adept at B or C, that sharply limits what you can do outside of being a bad-assed gunslinger. Edge 5, Magic 6 would leave you A, C and E for Attributes, Skills and Gear.