Shadowrun - Personal Edition

Henry said:
There is one thing you mention that always got to me with Shadowrun - in most of the places where combats occurred - dark back alleys, black of night, scuffling opponents diving for cover, etc. You had to be a cybered-up-smartlinked-combat-computered street samurai from HELL to hit some of those TNs, when you started counting obscurement, range, etc. In your games, did the people without the image-enhancing equipment, etc. just not even TRY to fire? It's something that's bugged me ever since I was reading SR2 years ago, and it seemed to get worse in 3, as you noted.

Aiming helps a lot. Besides, in both action movies and real world combat a lot of lead flies through the air without actually hitting someone...

But yes, most serious gun fighters in our groups tend to have both smartlink and low-light vision. Smartlinks are cheap and very effective for their price, and lowlight is extremely useful in bad lighting. With this combination hitting someone becomes a lot easier, and using a simple action to aim the shot you will be doing in your second simple action helps too.
 

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Geron Raveneye said:
Would that be a Wraith from the WW game, by the way? :)

No, Wraith from Shadowrun. They feed on damage, so I had one that linked to the group to feed off all the damage they caused. He was basically a free spirit with some unique abilities.
 

There are some rules that I'm pondering about a houserule, namely the unarmed combat rules. As it stands, everybody can counterattack, even if he has only an unarmed combat skill of 1, when being attacked by some martial arts monster.

In order to keep it simple and quick, I'm thinking about allowing a counterattack only if the defender's skill rank is equal or higher to that of the attacker, and to only allow a dodge in any other case. Dodge would be either skill+combat pool dice with a TN equal to the attacker's skill, or Quickness+combat pool with a TN equal to the attacker's skill+2. This would make dodging viable, but harder if you have no unarmed combat experience whatsoever, and presents real incentive to put some more ranks into unarmed combat.

Thoughts. :)

As an aside: I've changed Dodge vs. bullets already to Quickness+Combat Pool vs. attacker's skill as TN. Works pretty nicely so far.
 

Geron Raveneye said:
Okay, so Henry thinks this might be feasible as a thread topic, even though this is not Dumpshock ;) ...so here it is, the thread where all you runners and fixers can show off with the modifications to the rules of whatever edition of SR you prefer. :lol:

LOL, no you don't want to read all that... ;)

I had made some extensive alterations to SR2 (which could easily be ported to SR3 as well, but I mostly played SR2), these include:

- Action Point based Initiative (combat round is divided in 10 segments (1 sec each, thus the combat round is 10 sec instead of 3 sec); you collect AP each segment and use them immediately to fuel actions, you cannot save AP; once an action is fully 'paid', it is executed; the number of AP per round equals your initiative result (the distribution among the segments is looked up on a table, which is based on the Champions initiative table); movement per round is simply divided amongst all segments and you can move during each of them, even if you do not get AP or execute actions then)
- Dynamically refreshing Dice Pools (they refresh partially during each segment, using the AP distribution table, i.e. if you have a Dice Pool of 10, you simply regain one spent die per segment)
- Extra Dice Pools for skill use (Physical, Mental, Social Dice Pools)
- Dice Number modifiers replacing most TN modifiers and some other concepts (i.e. a Burst gives +4 dice instead of increasing the damage done, but can hit multiple times, Recoil decreases the number of dice), the basic idea is (with some exceptions, tho), that if the task itself is more difficult, the TN raises, but if your own ability to succeed in this task is hampered, the DN is lowered. All in all, TN are rarely raised above 5 for standard tasks with modifiers as most modifiers were changed to DN instead of TN modifiers. TN modifiers that are still around are mostly only +1.
- Hit Locations (seperate local physical damage monitor (but no boxes, only L, M, S, D - and is only changed if a higher damage result is suffered... no tallying up as normal and as with the general damage) for every hit location with limits on how much damage can be dealt to your general damage monitor (i.e. a hit in the hand can only cause a general L wound, while the hand itself could suffer a local D wound and be disabled), and how the damage is applied to the location by a flat modifier (i.e. hand would be +2, forehead +3 IIRC, which means a local M wound is raised to a D); hydrostatic shock (HV weapons) increases the transfered wound threshold) and a system for critical hits (there are entries on the hit location table, which simply increase the damage level and let you roll again - critical hits also increase the damage level which is transfered from local to general!), called shots and tracing bursts over the hit locations (i.e. first bullet goes into the thigh, then it's more likely to hit nearby locations with the next bullet).
- Some stuff for grenades, suppressive fire, etc.

One advantage of the way, I've done most of these, is, that they use existing numbers, like the initiative score to obtain Action Points, or the action type (SA, FA, etc) to obtain the action cost, or TN modifiers, which were simply transformed into DN modifiers (some few changes had to be done there, of course).

Overall (altho it sounds (and is) horribly complex) combat has been incredibly fluent and cinematic that way and everyone who played with it totally loved these rules. :)

Bye
Thanee
 
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Thanee said:
LOL, no you don't want to read all that... ;)

Overall (altho it sounds (and is) horribly complex) combat has been incredibly fluent and cinematic that way and everyone who played with it totally loved these rules. :)

Bye
Thanee

Wow...I must confess, I'd love to see those mods played out in a live game...they do sound damn complex, especially keeping track of the damage in a bigger firefight, but I guess it's the same as with decking rules...once you know them, they flow like water. Apparently "all" you did was use SR elements as foundation and construct a more detailed system around them.
 

Geron Raveneye said:
Wow...I must confess, I'd love to see those mods played out in a live game...they do sound damn complex, especially keeping track of the damage in a bigger firefight, but I guess it's the same as with decking rules...once you know them, they flow like water.

Especially the damage rules are completely easy. The most complex stuff is to keep track of Action Points (fairly easy for a single character still, but once you GM and have to run multiple NPCs... unless you have a very good memory you then need some additional bookkeeping).

Apparently "all" you did was use SR elements as foundation and construct a more detailed system around them.

Basically, yes. And one, which I think is closer to the "spirit" of the rules, as I see it (especially the dice number modifiers stuff).

Bye
Thanee
 

Oh, what I forgot to mention, I also wrote up a character point (karma based, i.e. you get a load of karma points and then raise skills, attributes, etc. from 0 on per the normal advancement rules with added costs for race, magic, resources, some specials, etc) character creation system (long before SR Companion ;)) for SR2.

Bye
Thanee
 

We had lots of little changes, more extensions to the system than anything else.

Dikote could either sharpen [/]or[/i] harden. Not both. Logic being sharp was molecular smooth while strong was going for thickness. Also meant dikote swords were as easy to damage as regular ones. Fear the dikoted nunchuka in the hands of a troll for he will use it in weird ways.

Gremlins were the physical cousin of watchers. They only lasted minutes instead of hours but manifested physically. Matter of fact, they were always physically manifest.

SR2 physads could buy Power points. It was pretty much identical to SR3.

You could exceed the normal limits on Muscle Aug if you had Bone Lacing & enhanced articulation. The logic was that the muscle aug would tear itself free in normal people but lacing & articulation augment the skeleton and reinforce all the ligaments and joints.

There were more but we haven't played in a while.
 

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