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91
Rules and such / Re: spirit as guard
« Last post by ShadowcatX on (09:23:23/01-11-18) »


Except again, these are generally above average intelligence people, in a field where they are highly paid working off the back bone of 50+ years of research and development. Look at computer programming, look how exacting the language there can be. Would you expect your average computer programmer to screw up giving instructions in java just because? Especially when those instructions are the exact same, day after day? Java has been around half the time spirits have been around in Shadowrun.

3 words for you:

Mass Effect Andromeda
😂

Means nothing to me.

5 year development,
200 programmers
$40 million dollar budget.
made unplayable by all the glitches and bugs in the game and has effectively killed a billion dollar franchise.

https://www.youtube.com/watch?v=7KWkao73HuU

https://www.youtube.com/watch?v=asCWrjU3pps

https://www.youtube.com/watch?v=Mc-xNNAc45s

https://www.youtube.com/watch?v=YJARrs0hrZQ

https://www.youtube.com/watch?v=C4IxRWbHARs



IF a studio as good as Bioware releases this pile of dogshit, kinda blows that " these are generally above average intelligence people, in a field where they are highly paid working off the back bone of 50+ years of research and development. Look at computer programming, look how exacting the language there can be. Would you expect your average computer programmer to screw up giving instructions in java just because?" argument out of the water because, well, they DID release this pile of dogshit.

Just saying.

The fact that you don't see the difference between a person writing a single line of code, and 200 programmers trying to work together over 5 years on a massive project, tells me you have more problems than worrying about wether or not a spirit can watch a door.

P.S. I don't know what language they wrote the game in, but I guarantee you that language isn't 50+ years old.
92
General Discussion / Re: Aaaaaaand we're back
« Last post by ShadowcatX on (09:19:10/01-11-18) »
But that costs money :p

They can take it out of what they pay their current web guys.

Or hell, I'm certain there are plenty of fans who would be willing and able to maintain a simple website and forum for free or get paid in product.
93
Rules and such / Re: Combat, Cover, Movement, Guns and Melee
« Last post by Jack_Spade on (08:48:08/01-11-18) »
Scenario 1

Answer 1: You declare run at the start of your Combat Phase. You have to start shooting while you are moving or you won't make it out of the line of fire in time. So the -3 applies to the first shot

Answer 2: No. Surprise applies only if you are unaware of a threat. Not being able to see is not sufficient to being surprised

Answer 3: Yes, without line of sight you apply blindness mods aka -6. This works both ways: If the attacked doesn't see the attack coming he loses his defense. Note though, that you also have to penetrate the cover which can reduce damage or entirely negate damage (except of course for cardboard)

Scenario 2:
You can either delay your action or move and take it. It's not possible to split your movement up in this way (essentially you'd take part of your action at your regular ini and part at the ini of your opponent, in essence acting twice.

Answer 4: Neither of them are surprised, both get their defense

Answer 5: Motion sense is just another form of perception. It's a good way to time an intercept for a delayed action, but it won't grant surprise if both parties have been aware of each other.
Running circles around each other doesn't change that.
94
Rules and such / Combat, Cover, Movement, Guns and Melee
« Last post by Tao on (07:51:16/01-11-18) »
Hello fellow Runners,

I’ve only recently started playing SR5 and have yet to wrap my head around the initiative passes, movement and action phases. There are several threads on this already, but I’m still at a loss as to some of the details so any help would be greatly appreciated!

Now, I will try to break down a combat turn in my hypothetical scenario and would be grateful if you guys could point out any mistakes.

(Beforehand, a huge thank you for any help and especially anyone willing to read through this whole post to help me out!!! :) )

For simplicity sake, let’s assume two combatants: X and Y

X rolled his Initiative at 23, Y at 16

Scenario 1:

Both are holding their ARES Predator V heavy pistols in hand and are spaced 20 meters apart.

They are on a flat plain with a single large slab of marble (3 meters cubed) placed five meters to the right of X.

X has a higher Ini. thus goes first. For his action phase, he declares that he wants to fire his gun at Y and then move into cover behind the huge block of marble. 

His first simple action is thus: “Take Aim” for a +1 dice mod., then his second Simple Action is “Fire Weapon” (not relevant, but let’s say he only deals 1 physical damage after soak, so no wound penalties for Y).
He then walks behind the block of marble (with agility 5) and stops there. He is not yet considered running because he has only moved 6 meters so far.

Question 1 at this stage: if the block of marble was 12 meters away he would have to use a free action “run” which inflicts the running movement modifiers. This includes a -2 mod. for any action while running. Since he wasn’t running yet for his first two simple actions (aiming and firing gun) he didn’t get that penalty at the time, but would get it if he fired his gun again in the second initiative pass, correct?

Now it’s Y’s Action Phase. He can no longer see X as he is fully covered by the block of marble and since it is marble he gives up on the idea of simply firing through the obstacle blindly to hit X.

So, he declares that he wants to run at a slight angle until he can see X behind the block of marble, then shoot him.

He has Agility 6 and can thus can run max. 24 meters before needing to sprint.

1st Free action: “Run”, he then moves 22 meters slightly perpendicular to the marble block until he can see X, 2nd simple action: “take Aim” for +1 dice mod. 3rd simple action: fire gun, but with a -2 mod. because he is running, total -1 mod. (It would have been a -4 mod. if X had used a free-action “run” to move behind the block of marble, thus total of -3 mod, correct?).

Question 2 at this stage: Would both X and Y have to roll “surprise” as neither of them can see each other?

Question 3: what if the block of marble wasn’t marble but thin cardboard. Y could attack X directly but because he can’t see him he would receive a -6 modifier for firing blind. Correct? Would X still get to dodge the attack though? Or not because he can’t see the attack coming? What if he had the Adept Power “Combat Sense”? Could he roll perception + surprise to see if he can “feel” the attack coming?
What if Y didn’t attack X but simply shot at the cardboard itself, thus without a -6 mod.? Assume the cardboard is 4 meters wide and Y has no idea where X is standing. Would the bullet always miss?

Scenario 2:

Now, let’s assume the same situation as before, but this time X does not have a gun, but is looking to engage Y in unarmed combat. Also, he is standing 22 meters from Y so he can’t directly engage him with agility 5 (which will only carry him 20 meters) and sprinting would require a complex action.

X goes first, declaring he wants to run behind the block of marble and delay his action to be used during the initiative of Y, so that when he sees Y coming into view around the marble he can try to defend against Y’s first attack and then run at him to attack him in close combat.

So, X uses Free Action "run" and runs 6 meters behind the block of marble and delays.

Y uses his initiative as before to run perpendicular until he can see X. Now it gets tricky, as both are using the same initiative score to act.

I’m assuming Y takes aim for his first action. X uses this time to run his remaining distance to “charge into melee combat” with Y. Y then fires his gun during his second action and X attacks simultaneously with his complex action unarmed attack?

Question 4: does X get to defend against Y’s attack if he chose to act in the same initiative as Y? Or would he have had to declare going after Y to get the defense roll? What about Y? Does he get to defend against X if X is acting in the same initiative?

Question 5: what if X is an Adept with the “Motion Sense” power. Could X choose to delay his action behind the marble block until he can “feel” Y moving and then engage him in close combat before Y can react? Would Y have to succeed at a surprise check to fire his gun in time as he can’t see X?
Could X with his motion sense keep moving around the block of marble to always keep out of sight of Y until their movement ran out for the turn and the second initiative pass started?

Ok, now my head is spinning…

Final question:

Are there any printed house-rules on combat to make it feel a little smoother? As it stands it feels very much like playing chess and not like a fluid action scene. Perhaps a GM can use "common sense" to depict a combat scene based on the declared actions of the participants and cut corners on all the technicalities?

Thank you to anyone having read this far and for any help!  ;D
95
Rules and such / Re: spirit as guard
« Last post by Kiirnodel on (07:07:22/01-11-18) »
Cutting through some of the banter... But the basic facts boil down to the fact that spirits are independent sapient beings. They are capable of acting on their own discretion and as a result are fallible, they can make mistakes. Now, that could be misinterpreting instructions, it could be distraction, it could even be simply not noticing something.

Some of these things could be based on the summoner-spirit relationship, Reaver's example of the spirit following the letter of the instruction but not the intent is just one possibility. A summoner that is on bad terms with spirits might find them doing something like this. You could also use magic to distract a spirit that is standing guard. I believe there is an Astral illusion spell that could be used to hide from a spirit's astral sight. Or even just overloading it with a Mana Static spell.

There is only so much you can load into a single service, so it is impossible to expect to cover every possible loop-hole. And if you're using a spirit to guard just a single door, then you leave every other avenue of entry open to intrusion, free of that spirit's watchful eye.

And all of that is assuming that this door is never used by authorized users. As soon as you have the possibility of use by people that shouldn't cause an alert you open up a whole new avenue of confounding factors.

TL;DR: There's no such thing as a perfect security system.
96
Rules and such / Re: spirit as guard
« Last post by Reaver on (06:13:53/01-11-18) »


Except again, these are generally above average intelligence people, in a field where they are highly paid working off the back bone of 50+ years of research and development. Look at computer programming, look how exacting the language there can be. Would you expect your average computer programmer to screw up giving instructions in java just because? Especially when those instructions are the exact same, day after day? Java has been around half the time spirits have been around in Shadowrun.

3 words for you:

Mass Effect Andromeda
😂

Means nothing to me.

5 year development,
200 programmers
$40 million dollar budget.
made unplayable by all the glitches and bugs in the game and has effectively killed a billion dollar franchise.

https://www.youtube.com/watch?v=7KWkao73HuU

https://www.youtube.com/watch?v=asCWrjU3pps

https://www.youtube.com/watch?v=Mc-xNNAc45s

https://www.youtube.com/watch?v=YJARrs0hrZQ

https://www.youtube.com/watch?v=C4IxRWbHARs



IF a studio as good as Bioware releases this pile of dogshit, kinda blows that " these are generally above average intelligence people, in a field where they are highly paid working off the back bone of 50+ years of research and development. Look at computer programming, look how exacting the language there can be. Would you expect your average computer programmer to screw up giving instructions in java just because?" argument out of the water because, well, they DID release this pile of dogshit.

Just saying.
97
Rules and such / Re: spirit as guard
« Last post by ShadowcatX on (06:04:22/01-11-18) »


Except again, these are generally above average intelligence people, in a field where they are highly paid working off the back bone of 50+ years of research and development. Look at computer programming, look how exacting the language there can be. Would you expect your average computer programmer to screw up giving instructions in java just because? Especially when those instructions are the exact same, day after day? Java has been around half the time spirits have been around in Shadowrun.

3 words for you:

Mass Effect Andromeda
😂

Means nothing to me.
98
well, it says "winch motor"... Winches are used to pull, drag, or push something generally. Now is it strong enough to pull up someone?
I don't know.
I can tell you that as an electric motor today, to pull a 600 Kilo load straight up would be possible. BUT you wouldn't be able to lift it very well. (The smallest motor I can find that is rated to that is a class IIIA motor of around 6kw (assuming 100% efficiency, which is impossible) and weighs in at 10kg. (that is assuming a lift speed of 1m/sec).

you could make it much smaller by decreasing the lift time... but you still have a very heavy motor.

But that is today and not SR... so who knows, but this is the basics of it based of the napkin numbers I crunched.
P = (FxD)/T
F = 600x9.8 (weight times gravity)   



Edit: found a smaller motor by weight that could do the job
99
Shadowrun: Anarchy / Re: New to Anarchy Questions
« Last post by Carmody on (03:15:32/01-11-18) »
SMG and assault riffle provide good damage and range, which would be a first reason.
However you are correct there is no autofire rules in anarchy, but this does not prevent the players to take advantage of their full auto mode as part of their narration. And if you consider that the effect is too strong, just make it so it costs the player a plot point.
100
Shadowrun: Anarchy / Shadowrun Anarchy remastered
« Last post by Mirage on (23:35:29/01-10-18) »
Hey all, long time runner, first time caller.

My friends and I have played long enough that the first weapon damage codes have power AND staging! SR has come a long way since 1st Ed, and I can get by most of it. Our table has come back to it and is now playing Anarchy which I have mixed feelings about. Almost all of my reluctance (the dramatic nerfing of magic, limits on the # of skills, all rolls being opposed, partially finished rules in most of the book, poor editing & organization) can be overcome by embracing the incredible simplicity and hack-ability. We've been talking over changes to the system, bitching about the difficulty of finding stuff, and trying to figure out what to do about it. I think we are working on re-hashing the book, and polishing the rules.

Catalyst, if you somehow end up reading this you did a great thing in simplifying SR. I doubt that we would have come back to the game due to the increasing complexity of the game. It's been the smoothest, most invested the whole Table has been in a long time. Thanks for that.

xposted to r/shadowrun
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