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[M&M] Shadowrun [Recruiting]
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<blockquote data-quote="perrinmiller" data-source="post: 5213789" data-attributes="member: 88649"><p>OK. Found what you are talking about in Agents of Freedom. Firearms range from +3 to +7 on the damage. Having a High attack would seem appropriate for a Shadowrunner with a smartlinked gun. </p><p></p><p>So base Attack of +4, then Attack Specializations 2 (Automatic Weapons) so +8 Attack with an SMG. SMG damage rating is +4, balancing at PL6.0. But same guy gets an Assault Rifle at +5, then he is at PL6.5? What about a masterwork weapons (+1 to Attack)? They also can bump it higher. I get it for Superhero Powers for game balance, but for equipment things get fuzzy.</p><p></p><p>I do see that using a rocket launcher with +10 damage would be unfair to for a PL 6 character with a base Attack of +5. Makes some sense to apply an attack penalty for using an unfamiliar weapon.</p><p></p><p>What about Melee weapons? Sword +3 damage, then you add in Str Modifier right? That would be +6, thus he cannot have a +6 or higher Attack. Also to use the Str modifier, do you have to add the Mighty Feat 3 to get full advantage of Str Bonus? That seems weird. Makes sense for Comp Longbow's in D&D needing it designed to take advantage of different strength, but a sword or club?</p><p></p><p>I dunno, maybe the it's the balancing concept that's getting me. Maybe it is artificial to get things balanced and it's not supposed to be based on reality. The M&M rules are supposed to be comic book like.</p><p></p><p>I am hoping to learn this more by playing Malazan, but I have the impression we are playing a little loose with the rules in Friday's game.</p><p></p><p>Edit: OK looking at the Mastermind Manual on some optional rules, it would appear that in a setting with more equipment usage than supernatural powers, you can skip the calculation to balance Attack vs. Defense. But you add in Weapon and Armor Proficiencies to compensate as well. I will take another swing at the Street Samurai.</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 5213789, member: 88649"] OK. Found what you are talking about in Agents of Freedom. Firearms range from +3 to +7 on the damage. Having a High attack would seem appropriate for a Shadowrunner with a smartlinked gun. So base Attack of +4, then Attack Specializations 2 (Automatic Weapons) so +8 Attack with an SMG. SMG damage rating is +4, balancing at PL6.0. But same guy gets an Assault Rifle at +5, then he is at PL6.5? What about a masterwork weapons (+1 to Attack)? They also can bump it higher. I get it for Superhero Powers for game balance, but for equipment things get fuzzy. I do see that using a rocket launcher with +10 damage would be unfair to for a PL 6 character with a base Attack of +5. Makes some sense to apply an attack penalty for using an unfamiliar weapon. What about Melee weapons? Sword +3 damage, then you add in Str Modifier right? That would be +6, thus he cannot have a +6 or higher Attack. Also to use the Str modifier, do you have to add the Mighty Feat 3 to get full advantage of Str Bonus? That seems weird. Makes sense for Comp Longbow's in D&D needing it designed to take advantage of different strength, but a sword or club? I dunno, maybe the it's the balancing concept that's getting me. Maybe it is artificial to get things balanced and it's not supposed to be based on reality. The M&M rules are supposed to be comic book like. I am hoping to learn this more by playing Malazan, but I have the impression we are playing a little loose with the rules in Friday's game. Edit: OK looking at the Mastermind Manual on some optional rules, it would appear that in a setting with more equipment usage than supernatural powers, you can skip the calculation to balance Attack vs. Defense. But you add in Weapon and Armor Proficiencies to compensate as well. I will take another swing at the Street Samurai. [/QUOTE]
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