Experiences w/Shadowrun 4E

Shadowrun is an interesting beast, because it SEEMS like ratings are low, but PCs can easily have dicepools of 15-20 dice at character creation in their areas of specialty. Don't worry about it, it's encouraged, and generally, most won't get much better than that, no matter how long the game goes. There are a few builds that can achieve 30+ dice in an area of specialty reliably, but they're obviously meant to stay JUST within the rules while totally violating the spirit of them, or require large numbers of xp. If anyone shows up with such a thing, just throw 'em out, unless everyone else does the same, in which case your party is likely to be balanced.

This tendency towards specialization is balanced by the fact that even ridiculous builds tend to have fatal weaknesses that are surprisingly straightforward to exploit. This encourages balanced parties, and so niche protection is surprisingly good, so smart players will rarely complain when the street sam picks up some hacking skills and some programs to support the primary hacker, or the mage picks up some stuff tom make 'em a better face, as long as they don't horn into another PC's specialty too much, because typically, they'll have decent ratings (around 10-12 or so) while the specialist will be significantly better (15-18 dice in their specialties, and perhaps somewhere around 22-24 dice in the things that they are best at), so the street sam in this example would generally remain secondary to the primary hacker, really only serving as backup in case of incapacitation, or helping out by focusing on something the primary hacker isn't well-equipped to carry out.

However, technomancers and adepts are kind of funky, in that they can outclass mundane hackers and street sams, respectively, but they have to really specialize to do so, and it only becomes apparent at high xp or when they're incredibly well-built. (I've heard varying statements about when this is, but it's at high enough numbers that most players wouldn't reach that level until a year or two of play, assuming standard xp rates) I personally think they're not the best character archetypes for the average starting player, if only because they aren't straightforward in how they play, so be willing to tell players that those archetypes are just a bit more fiddly than the others.

One last thing to consider when thinking about archetype balance is that due to changes in SR4 compared to prior editions, combining hackers and riggers in the same group can be a problem. In previous editions, they were fairly different mechanically. In SR4, they use a lot of the same skills, share similar mechanics, and use similar gear, and that's all intentional, so they can step on each others' toes accidentally. However, riggers should focus their money primarily on enhancing their drones and vehicles, and hackers should focus on upgrading their comlinks and programs. Technomancers can sort of blend the two roles, and often function somewhat like a rigger when "hacking", and like a hacker when "rigging" when played well, so be aware of that. I would try to have your players combine the two roles into one, but if they can't, try to tell those two players that avoiding stepping on each others' toes will have to be partly their responsibility, and that they may want to work out what is acceptable mixing of the roles between themselves, so both parties are aware of the limits and don't overstep them.

The other thing to consider is that your players should be allowed to have milk runs where the opposition are significantly weaker than the PC runners occasionally, because shadowrunners are somewhere between paramilitary forces and very highly paid thieves. The game encourages specialization to a high degree, and as such, well designed characters represent elite professionals in a tough field straight out of chargen, assuming standard bp at chargen or standard chargen karma rates. Assuming everyone else is even better is kind of like saying the PCs are average professional sports players, but everyone else they encounter is an MVP in the same sport, when pro sports players are fairly rare, and only a few MVPs exist in a sport at any given time, so they stand out even in a field comprised of pros. Really, they should wipe the floor with the average schlub who will have a rating of 2 or 3 in a attribute and a rating of 2 to 4 and maybe a specialization in the skills necessary to their profession, as those are the baseline averages in SR4. The only things many runners would face which should be equivalent or better than them are well-paid corp security, experienced rival shadowrunners, certain Awakened critters, insect spirits, cyberzombies, and Great Dragons. They should not meet these things too often, save the first two, because nearly all of the things on the latter part of that list are meant to be terrifying to experienced players, and for new players, they should be out of the question.

There's also a certain level of "Is this practical and/or sensible?" you should ask yourself before committing to having heavy security in an installation. The corps have lots of money, but it should be assumed that they try and go cheap wherever possible, just so they can maximize their profits. In other words, if it's not thought to be important, don't protect it like it's important.

Last but not least, let the players surprise you, and roll with the punches. If your players end up making a difficult run unexpectedly easy and there's no obvious reason to have a High Threat Response team or something similar show up to block them, don't have one show up just because. This is an extension of the "milk runs are OK" rule, which also covers "It's OK for the Johnson to not only not screw over the PCs, so much so that it's not a bad idea to actually have a helpful Johnson once in a while." Some of the best parts SR for players are when a run comes together just as planned. If they plan well, maintain stealth, and generally keep their heads together, they deserve a milk run. If they plan poorly, charge in, and lose their minds on a run, give 'em all you've got.
 

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One particular thing, that can easily get out of hand, is spirit summoning.

Even a Force 6 spirit (which is easy to summon) is pretty tough to bring down, unless you are really good, or have a decent mage or adept to attack it with magical means.

It is quite possible to summon Force 10 spirits right out of the box (i.e. from a starting PC). Those things are insane and can wipe an entire group or building if no heavy resistance is encountered (and heavy is not just a few guards with assault rifles there, that is not sufficient).

I would probably restrict summoning to the Magic Attribute (not 2x Magic). It's way more managable that way, if the summoned spirits (at the start) are in the Force 4-5 range (those are still very useful and its far from easy to bring them down). ;)

Bye
Thanee
 

What Thanee said; summoning uber-spirits is too easy. (Actually, it's probably the case that spirits are too powerful; but it's easier to restrict what folks summon than rewrite the whole "how spirits work" rules.)

IIRC, similar things can hold for technomancers' sprites.

Also, beware the stunbolt cheese -- because of the way drain is figured, a starting PC can fairly easily cast force 9 stunbolts, with a decent chance of taking no drain, and a really good chance of insta-KOing most opponents. (Force 9 means that if the spell affects them at all, they'll take 10 boxes of stun damage -- 9 for the force, +1 for the extra success -- and that's enough to KO anyone with Willpower 4 or less.)
 

I added an encounter with a Mr. Johnson at the beginning of the adventure to serve as a framework.

The group was comprised of two human street samurai (SS1 & SS2), an elf covert ops (CO), an elf street magician (SM), an orc hacker (HK), and a troll bounty hunter (BH). Down on their luck, short on cash, and with empty bellies, the Runners all met in the office of Mr. Johnson, an oily, greasy-looking man with a slightly Mexican accent. He explained the mission to them: it was a simple babysitting job. A friend of his, Inga Schmidt from Denmark, was at a safehouse nearby. She decided to defect, as it were, from her employer due to ethical differences and the sensitive nature of her work made it difficult to simply quit. In fact, it was very likely her previous employer might send a hit squad to rub her out before they'd be able to move her in the morning. One man, such as Mr. Johnson's associate, Bob, might not be discouraging to a 2-3 man hit squad, but 7 people could be. He would pay the Runner 1000 Nuyen each to go to the safehouse and make sure Inga survived the night. They readily agreed and Mr. Johnson had his associate Bob join them. Bob, a hulking, gruff troll, would take them to the safehouse and help watch Inga.

When the group arrived at the safehouse, the found a blonde, pig-tailed female troll waiting for them; Inga Schmidt. It turns out, she and Bob attended NYU together, so the evening was a reunion of sorts. HK did some clandestine research and discovered a female troll named Inga Schmidt did, in fact, attend NYU around the same time as a troll named Bob Cavanaugh, and afterwards went to work for Saeder-Krupp Heavy Industries, a AAA megacorp run by the Great Dragon, Lofwyr. After taking a survey of the apartment building and surrounding environs, the Runners concluded only the windows and front door were weak points in the safehouse. HK hacked into the areas' security cameras while BH started to walk the perimeter. SS2 went to the roof while SS1 took Inga's laundry and checked out the laundromat across the street. Meanwhile, Bob and Inga started making out on the coach and Bob told the rest of the team to take a walk down to the Stuffer Shack a few blocks away to get food for all of them (Twinkies, specifically). Inga replied that she liked Twinkies (bow-chicka-chicka-wow-wow, cue disturbing troll-on-troll action) and she and Bob started to make out again. Everyone except for SM refused to leave the safehouse, believing Bob might be trying to get rid of them in order to kill Inga. After a brief argument, Bob gave up and led Inga into the bedroom for some privacy while SM headed down the block to the Stuffer Shack.

The Stuffer Shack, home to all the nutritionally-bereft junk food a hungry Shadowrunner could want, was fairly deserted. The clerk was behind the counter reading a magazine while his dwarven girlfriend babbled about her day. There were two punks browsing the cat food, and a nervous-looking man digging through the ice cream case. SM collected some junk food and headed for the counter to pay when an elf woman carrying a wailing baby entered the Stuffer Shack. Just then, an explosion blew out the front windows of the shack, throwing SM back and burying him under a pile of paper towels and facial tissues. As two thugs carrying weapons entered the Stuffer Shack, SM began to look for the elf woman and no-longer crying baby. He found them in the personal hygiene aisle. She asked for SMs help, confirming that the hitmen were after her and her baby.

Using some magic as a distraction, SM fled with the elf woman and her baby, running down the street while SS2 headed across the rooftops towards the Stuffer Shack. SM caught a bullet in the back and did a faceplant on the sidewalk as the elf woman continued running. SS2 leapt towards the adjacent power line (confident he'd be safe as long as he didn't ground himself), slashing through the wire with his combat knife and swinging down to the street, letting go just before touching ground. He tumbled forward in front of an explosion of sparks from the cut power line. Seeing this, the two goons re-evaluated their chances and turned tail, fleeing the scene.

It turns out the elf woman and her kid were targets for a hit by her ex-lover, a man not appreciative of her attempts to blackmail him over their illegitimate child. SS2 set about finding a safe place for her to stay the night (deciding the junkie's apartment upstairs was good after the BH and SS1 scared the guy off) and they eventually just called a cab for her. Bob dealt with the Lone Stars (the cops) investigating the explosion at the Stuffer Shack (and loss of power from SS2 swashbuckling heroics). In the morning, a car came carrying Mr. Johnson and thanking the team for a job well-done, he took Inga away to her debriefing at his employer's corporate HQ (some quick hacking revealed Mr. Johnson's car was registered to Aztechnology). They took their 1,000 Nuyen and went their separate ways.

Play went pretty well. No one was familiar with the 4th edition of Shadowrun, beyond what they'd read in the Quick Start rules (I was the only one with the core book). Combat was resolved very quickly and everyone appreciated not having to add-up the results of a 10d6 roll (in SR4, you just count how many 5s and 6s you roll and make a note of whether or not 1/2 of your rolls came up 1s). With a threshold of most rolls being 2 (i.e. you have to roll 2 or more 5s and 6s to be successful), I was surprised how often they failed their rolls. You'd think if you rolled 8+ d6, it'd be easy to get at least two 5s and 6s, but in practice, crappy rolling still occurred a LOT. The Quick Start rules didn't delve into magic, or the Matrix very deeply, so they weren't used much. Still, everyone enjoyed the game and actually requested to play it again at the next gaming session. Hopefully, I can get a few of them to buy a book; I'm not thrilled at the prospect of passing my 4th edition 20th anniversary book around constantly (the purchase of a second book may be forthcoming).
 



Hey Thanee, nice to see another DSer here.

When I run SR (any ed) I run by a basic principle - the idea is that you don't fire a shot if you can get away with it. It's a game of subtlety and planning. That is until the plan goes wrong and you pull out the big guns and open up.

Remember to play to your groups strengths the people hiring the team should have an idea what they can do, so don't drop runs that they can't do.

Build a good stable of NPCs Johnsons, and other contacts, and let the team gain new contacts with only some work. Don't be afraid to kill them off.

Just my thoughts.
 

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