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Shadowrun v4 - Your Experience
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3596930" data-attributes="member: 710"><p>I never encountered a situation in SR 3 in which a regular (unmodified) platoon of soldiers could really touch a fully fledged runner team, aside from maybe using mortars and antivehicle missiles (preferably in the first round) - or (against many runners - Shotguns). A single runner would probably be taken down (at some point, combat and karma pool simply don't cut it anymore), but I don't think that this changed with SR 4. (Except that's the Edge attribute and the Dodge skill that will become insufficient). </p><p></p><p>Instead, the game simply failed in so many situations that weren't really life threatening. If a character is moderate injured, and wants to pick a lock, suddenly the easy TN 4 turns into a challenging TN 6. Or think of the Decker example - When an Orange 6 system becomes more danagerous than a Red 5 system, things are off... </p><p>In fact, most the time, runners had it very easy to eliminate most of the high TN modifiers - the first step was using a smartgun (or for ranges beyond long, use a Scope) and combine it with vision enhancement hardware. I once played a character that had Infrared Vision, Low-Light Vision, Low-Frequence Eye Lamps, Ultrasight, Electronic Scope 3, aSmartgun and a Cyberarm with Gyroscope implanted. Target numbers rarely exceeded 3 or 4 and often enough were just 2. He was limited to Pistols, naturally, but it worked quit well. (I also grew very fond of the Squirt Gun and Capsule ammuntion filled with Narcojet or Gamma Scopolamin. The mundane Runners sleep spells...)</p><p></p><p>And the ultimate target-number dropper was the shotgun. Maximize Choke, and kill everything in sight, unless it is armed with hardened armor. It doesn't matter that the enemies target number for his constitution roll would never exceed 2 this way - he still had to overcome the n successes of the attack roll itself, before even begin to staging down the damage. And this was just the first shot. </p><p></p><p>Ah, the good old days... It was fun, for a while. But in the end, it just hurt to much... (It didn't help in our group that there weren't so many good adventures, either. And far to much involved the Johnson fracking with the Runners, which gets particularly tiresome...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3596930, member: 710"] I never encountered a situation in SR 3 in which a regular (unmodified) platoon of soldiers could really touch a fully fledged runner team, aside from maybe using mortars and antivehicle missiles (preferably in the first round) - or (against many runners - Shotguns). A single runner would probably be taken down (at some point, combat and karma pool simply don't cut it anymore), but I don't think that this changed with SR 4. (Except that's the Edge attribute and the Dodge skill that will become insufficient). Instead, the game simply failed in so many situations that weren't really life threatening. If a character is moderate injured, and wants to pick a lock, suddenly the easy TN 4 turns into a challenging TN 6. Or think of the Decker example - When an Orange 6 system becomes more danagerous than a Red 5 system, things are off... In fact, most the time, runners had it very easy to eliminate most of the high TN modifiers - the first step was using a smartgun (or for ranges beyond long, use a Scope) and combine it with vision enhancement hardware. I once played a character that had Infrared Vision, Low-Light Vision, Low-Frequence Eye Lamps, Ultrasight, Electronic Scope 3, aSmartgun and a Cyberarm with Gyroscope implanted. Target numbers rarely exceeded 3 or 4 and often enough were just 2. He was limited to Pistols, naturally, but it worked quit well. (I also grew very fond of the Squirt Gun and Capsule ammuntion filled with Narcojet or Gamma Scopolamin. The mundane Runners sleep spells...) And the ultimate target-number dropper was the shotgun. Maximize Choke, and kill everything in sight, unless it is armed with hardened armor. It doesn't matter that the enemies target number for his constitution roll would never exceed 2 this way - he still had to overcome the n successes of the attack roll itself, before even begin to staging down the damage. And this was just the first shot. Ah, the good old days... It was fun, for a while. But in the end, it just hurt to much... (It didn't help in our group that there weren't so many good adventures, either. And far to much involved the Johnson fracking with the Runners, which gets particularly tiresome...) [/QUOTE]
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