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<blockquote data-quote="Derren" data-source="post: 6164025" data-attributes="member: 2518"><p>Well, enough about the different names and places in Shadowrun for now.</p><p>If there is interest in hearing about the secret societies in Shadowrun, notable persons not connected to the Megacorps or other places of interest let me know.</p><p>But instead, let me talk a bit about the mechanic of Shadowrun. So</p><p></p><p><strong><span style="font-size: 15px">Let's roll</span></strong></p><p></p><p>The Shadowrun system uses a dice pool mechanic. That means the better your character is at something the more dice he gets to roll. A typical roll is your ability + your skill + eventual modifiers through the environment or gear. A good character rolls about 10 dice, but a minmaxed character can roll a lot more.</p><p>Every 5 or 6 is a hit. A single hit is usually (but not always) enough to succeed at a task, with more hits giving better results. When a whatever you did affected a other character he gets to roll his defense dice pool build the same way with every hit reducing the effect you did.</p><p>For example when you shoot someone you get to roll your weapon skill + linked ability with every hit increasing the damage while your target rolls his defense ability for that type of attack + armor reducing the damage with each hit.</p><p>There are also contested rolls where both parties roll at the same time and the person with the most hits wins.</p><p>If more than half of your dice come up as 1 you have a glitch. If you also do not score any hit you have a critical glitch. That means something bad or very bad happens with the details being left to the GM.</p><p></p><p>Something 5E introduced are limits. What they do is they limit the maximum number of hits you can get. So even when you have a huge dice pool, having a low limit means you are not really good. Limits are either set by the attribute (to increase its value as compared to skill as in 4E attributes were often dump stats) and in some cases your gear.</p><p></p><p>Shadowrun does have several subsystems like Magic, Rigging (and vehicles in general) and decking. 5E did unify those subsystems somewhat compare to previous editions, still if you want to play a hacker you have to learn extra rules for it.</p><p>The default way of playing is being a Shadowrunner, a deniable asset hired by corporations (and other clients) to hurt their enemies, although the book does give suggestions of alternate campaigns like Journalists although not with much examples or advice.</p><p></p><p>A typical "run" which will most of the time cover multiple sessions has several steps</p><p>- Getting the job. This involves meeting the employer, traditionally called Mr. Johnson and negotiating the compensation.</p><p>- Legwork. Gathering information about your target and your employer to plan your net move.</p><p>- The run, executing your plans with a lot of sneaking or shooting depending on your preference.</p><p>- Getaway and delivery. Escaping and collecting your reward while preferably not walking into a trap.</p><p></p><p>Usually your PCs have a lot of downtime as natural healing requires time and magical healing is not as powerful as in D&D and only a one time deal for a set of injuries. This time can be used to buy new equipment, train (especially doing initiation for mages to increase their magic etc.) or install cyberware, all of which is time consuming. Being a criminal also proves to be quite a hindrance in the year 2075. So there is a lot to do even when you do not follow the usual steps of a run.</p></blockquote><p></p>
[QUOTE="Derren, post: 6164025, member: 2518"] Well, enough about the different names and places in Shadowrun for now. If there is interest in hearing about the secret societies in Shadowrun, notable persons not connected to the Megacorps or other places of interest let me know. But instead, let me talk a bit about the mechanic of Shadowrun. So [B][SIZE=4]Let's roll[/SIZE][/B] The Shadowrun system uses a dice pool mechanic. That means the better your character is at something the more dice he gets to roll. A typical roll is your ability + your skill + eventual modifiers through the environment or gear. A good character rolls about 10 dice, but a minmaxed character can roll a lot more. Every 5 or 6 is a hit. A single hit is usually (but not always) enough to succeed at a task, with more hits giving better results. When a whatever you did affected a other character he gets to roll his defense dice pool build the same way with every hit reducing the effect you did. For example when you shoot someone you get to roll your weapon skill + linked ability with every hit increasing the damage while your target rolls his defense ability for that type of attack + armor reducing the damage with each hit. There are also contested rolls where both parties roll at the same time and the person with the most hits wins. If more than half of your dice come up as 1 you have a glitch. If you also do not score any hit you have a critical glitch. That means something bad or very bad happens with the details being left to the GM. Something 5E introduced are limits. What they do is they limit the maximum number of hits you can get. So even when you have a huge dice pool, having a low limit means you are not really good. Limits are either set by the attribute (to increase its value as compared to skill as in 4E attributes were often dump stats) and in some cases your gear. Shadowrun does have several subsystems like Magic, Rigging (and vehicles in general) and decking. 5E did unify those subsystems somewhat compare to previous editions, still if you want to play a hacker you have to learn extra rules for it. The default way of playing is being a Shadowrunner, a deniable asset hired by corporations (and other clients) to hurt their enemies, although the book does give suggestions of alternate campaigns like Journalists although not with much examples or advice. A typical "run" which will most of the time cover multiple sessions has several steps - Getting the job. This involves meeting the employer, traditionally called Mr. Johnson and negotiating the compensation. - Legwork. Gathering information about your target and your employer to plan your net move. - The run, executing your plans with a lot of sneaking or shooting depending on your preference. - Getaway and delivery. Escaping and collecting your reward while preferably not walking into a trap. Usually your PCs have a lot of downtime as natural healing requires time and magical healing is not as powerful as in D&D and only a one time deal for a set of injuries. This time can be used to buy new equipment, train (especially doing initiation for mages to increase their magic etc.) or install cyberware, all of which is time consuming. Being a criminal also proves to be quite a hindrance in the year 2075. So there is a lot to do even when you do not follow the usual steps of a run. [/QUOTE]
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