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<blockquote data-quote="Geron Raveneye" data-source="post: 2127483" data-attributes="member: 2268"><p>Okay, so Henry thinks this might be feasible as a thread topic, even though this is <strong>not</strong> Dumpshock <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ...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. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>As for my own, lets see...all based on SR 1E primarily...</p><p></p><p><strong>Autofire</strong></p><p>The 1E autofire rules were pretty cumbersome, having to roll each bullet separately, resisting it separately, etc. The changes brought in <em>Rigger Black Book</em> mad autofire a "grouped shot", no matter how many bullets your MG spits out. Both a bit extreme, in my tastes. I'm using the "grouped shot" rules for bursts of up to 3 bullets, after that it's spreading autofire. The TN is adjustet by +1 for each bullet after the first (e.g. 5 bullets, first has no mod, 2nd has a +1, 3rd has +2, 4th has +3 and 5th has +4) and the player rolls once. The roll is counted for each bullet, meaning you check the result of your roll against all the modified TNs, and subtract the successes from the enemy's dodge from each bullet's successes. Calculate damage for each bullet, reduce, and that's it. Saves on rolling for each bullet, but doesn't pretend people can group shots on one square-inch with 8 bullets. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p><strong>Resolution system</strong></p><p>Everything is done with your skill. Fire a pistol, roll <em>Firearms</em>, cast a spell, roll <em>Sorcery</em>, modify a program, use <em>Computer</em>. Add dice from your pool, maximum is your skill rank. TN to resist a spell is the spell's Power, same goes for Drain Resistance. Boni from foci etc. raises the TN of the target to resist, but not yours to resist drain. Simple method to streamline most actions.</p><p></p><p><strong>Dice Pools</strong></p><p>Here I borrowed from all over. Took the Combat pool from 2E and ditched Defense and Dodge pool, modified the calculations for all pools so they take dice from attributes mainly. Pools refresh at the start of a combat round, not with every action.</p><p></p><p><strong>Matrix</strong></p><p>Basically I just shuffled around some of the programs' targets and resistances...nothing too major. One thing to remember...if the decker rolls 3 more successes than was necessary to deal with whatever challenge he faced in a node, he can breeze through the node in the same action without having to stop. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p><strong>TNs</strong></p><p>No real changes here...just that I constantly remind myself that in SR, a TN 6 is a hard challenge already, and that nothing should go beyond 12, with very rare exceptions. I reduced the basic TNs for shooting by 1, effectively making them TNs for unmoving targets, and then start adding mods. I also have to say that some of the visibility mods from 3E made the whole combat thing damn hard by raising TNs into the high single-digits alone. One thing to remember...it's supposed to be fun, fast and action-filled. If I wanted "realistic" combat, I'd try Rolemaster. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> Shadowrun is deadly enough in its own right, if the GM isn't screwing the TNs into unbearable heights.</p><p></p><p>Hmmmm, I think that was most of it...oh, yeah, I use the point-buy system and Edges & Flaws from the Companion for character creation. Just is more fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>So, what are your alterations, if any? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2127483, member: 2268"] Okay, so Henry thinks this might be feasible as a thread topic, even though this is [b]not[/b] 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: As for my own, lets see...all based on SR 1E primarily... [b]Autofire[/b] The 1E autofire rules were pretty cumbersome, having to roll each bullet separately, resisting it separately, etc. The changes brought in [i]Rigger Black Book[/i] mad autofire a "grouped shot", no matter how many bullets your MG spits out. Both a bit extreme, in my tastes. I'm using the "grouped shot" rules for bursts of up to 3 bullets, after that it's spreading autofire. The TN is adjustet by +1 for each bullet after the first (e.g. 5 bullets, first has no mod, 2nd has a +1, 3rd has +2, 4th has +3 and 5th has +4) and the player rolls once. The roll is counted for each bullet, meaning you check the result of your roll against all the modified TNs, and subtract the successes from the enemy's dodge from each bullet's successes. Calculate damage for each bullet, reduce, and that's it. Saves on rolling for each bullet, but doesn't pretend people can group shots on one square-inch with 8 bullets. ;) [b]Resolution system[/b] Everything is done with your skill. Fire a pistol, roll [i]Firearms[/i], cast a spell, roll [i]Sorcery[/i], modify a program, use [i]Computer[/i]. Add dice from your pool, maximum is your skill rank. TN to resist a spell is the spell's Power, same goes for Drain Resistance. Boni from foci etc. raises the TN of the target to resist, but not yours to resist drain. Simple method to streamline most actions. [b]Dice Pools[/b] Here I borrowed from all over. Took the Combat pool from 2E and ditched Defense and Dodge pool, modified the calculations for all pools so they take dice from attributes mainly. Pools refresh at the start of a combat round, not with every action. [b]Matrix[/b] Basically I just shuffled around some of the programs' targets and resistances...nothing too major. One thing to remember...if the decker rolls 3 more successes than was necessary to deal with whatever challenge he faced in a node, he can breeze through the node in the same action without having to stop. ;) [b]TNs[/b] No real changes here...just that I constantly remind myself that in SR, a TN 6 is a hard challenge already, and that nothing should go beyond 12, with very rare exceptions. I reduced the basic TNs for shooting by 1, effectively making them TNs for unmoving targets, and then start adding mods. I also have to say that some of the visibility mods from 3E made the whole combat thing damn hard by raising TNs into the high single-digits alone. One thing to remember...it's supposed to be fun, fast and action-filled. If I wanted "realistic" combat, I'd try Rolemaster. :lol: Shadowrun is deadly enough in its own right, if the GM isn't screwing the TNs into unbearable heights. Hmmmm, I think that was most of it...oh, yeah, I use the point-buy system and Edges & Flaws from the Companion for character creation. Just is more fun. :D So, what are your alterations, if any? :) [/QUOTE]
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