Author Topic: Anarchy House Rules  (Read 2459 times)

imaginaari

  • Newb
  • *
  • Posts: 10
Anarchy House Rules
« on: (18:49:01/10-16-16) »
So, do you have any hacks and rules that you created, or found and used? Things that you want to change and need help with? Share ideas and links if you have any.

And just to get things started, I need some advice with changing opposing dice back into thresholds. Should I just divide them in a half or is the math a bit more complicated? I consider doing this for NPCs as well, so I want to be sure that it wouldn't change the balance.

Gingivitis

  • Troubleshooter
  • Omae
  • ****
  • Posts: 267
Re: Anarchy House Rules
« Reply #1 on: (19:19:09/10-16-16) »
There is a thread here about drones/equipment that are good: http://forums.shadowruntabletop.com/index.php?topic=25147.0

I posted some re-balanced NPCs here: http://forums.shadowruntabletop.com/index.php?topic=25126.0

And a Narration Aid with some house rules/interpretations here: http://forums.shadowruntabletop.com/index.php?topic=25056.0

Basically just look here because the audience at /r/shadowrun is limited and no one at dumpshock.com is really talking about it.  I don't know why not.

As far as thresholds go, you could easily use the Rule of 4 (borrowed from SR5) as a guide, where you can "buy" one success for every 4 dice you have in your pool.  Or you might just shift the whole thing to:

  • Very Easy: 1 success (instead of 4 dice)
  • Easy: 2 successes (instead of 6 dice)
  • Average: 3 successes (instead of 8 dice)
  • Hard: 4 successes (instead of 10 dice)
  • Very Hard: 5 (instead of 12 dice)

The math on this starts to breakdown because on a typical roll, 1/3rd of the dice succeed, so Very Hard (12 dice) SHOULD be Threshold 4 not 5.

That is going to make things faster, but you may lose some of the drama/tension.  I would only use it for NPCs interacting with environment or with NPCs interacting with other NPCs so you don't lose the player drama but aren't rolling dice against yourself while your players watch.  A better solution might be to just make your NPCs succeed or fail by common sense or narrative need.

Throttle

  • Newb
  • *
  • Posts: 1
Re: Anarchy House Rules
« Reply #2 on: (16:49:31/10-19-16) »
I'll be instituting a penalty for essence loss to Technomancers. Not sure on how to penalize use of Complex Forms, but applying it to their Logic when they use it for Matrix defense should probably hurt plenty.

Also considering how I might implement Alchemy. Maybe spending a Plot Point at the beginning of a scene to allow another player to cast one of your spells once per Point spent? Fluffed in that you gave them a Preparation to use.

Gingivitis

  • Troubleshooter
  • Omae
  • ****
  • Posts: 267
Re: Anarchy House Rules
« Reply #3 on: (20:27:48/10-19-16) »
I like that implementation of Alchemy.  Real simple, stays inside existing mechanics, doesn't jam up other skills!  It's like spending a Plot Point for "take the hit" but it gives the hit!

Low Essence for TMs should affect only Tasking actions in my opinion.  I don't think they should get worse at hacking or cybercombat, just the mystical resonance stuff, which is consolidated into Tasking.

Patrick Goodman

  • Errata Coordinator
  • Ace Runner
  • *****
  • Posts: 2064
  • Fixing the fixless since 2016
    • Azziewatch
Re: Anarchy House Rules
« Reply #4 on: (22:07:04/10-19-16) »
Essence loss will probably affect technomancers and Resonance the same way it affects magic-users and Magic. Not positive, but it's what I'm suggesting.
Shadowrun Errata Coordinator

Gingivitis

  • Troubleshooter
  • Omae
  • ****
  • Posts: 267
Re: Anarchy House Rules
« Reply #5 on: (03:24:21/10-20-16) »
I think one of the issues with Technomancers is that some of their complex forms (Diffusion, Pulse Storm, and Resonance Spike) are based on Cybercombat rolls (Hacking + Logic).  I feel like these complex forms should be brought closer to Sorcery: just make them all Tasking Tests and their Defense should be L + FW.

You don't see any spell casters using [Some-skill-other-than-Sorcery] + Willpower to cast spells, and complex forms are essentially Matrix spells.

Also Resonance Spike should be 5S especially if Stun Bolt has changed to 5S/AA (according to some sources).

Rev. Lazaro

  • Newb
  • *
  • Posts: 2
Re: Anarchy House Rules
« Reply #6 on: (19:43:45/10-20-16) »
Hey folks! First time poster, long time SR fan (1st-3rd edition mostly.)
Figured I'd chime in on one of my house rules:

Quick & Dirty NPC Idea (inspired by BareBones Fantasy)
Anarchy is supposed to be more story, less rules. The stat blocks for NPCs are fine for prepared encounters -- BUT it's also kind of a bummer when the players call on a random NPC out of nowhere to be introduced to the story, and game time has to pause while everyone looks up a pregen to fit the bill.

My solution is instead to just jot down the NPC, and assign them a dice pool rating. Use the difficulty levels for tasks as a guide -- a completely scrub gang prospect would be Very Easy (4 dice), while his leader may be Hard (10 dice).

To flesh it out a bit more, just write up some quick tags to define what they're good at. Any time they do actions linked to their tags, they get their full pool. Any other action, they get half their pool rating. You can also use the tags to mark things that would normally be Amps.

Condition Monitors -- I'd either just give them a base 10 dots of Physical and Stun. If you really need a formula -- 1/4th Dice Pool rating + 8. But seriously just wing that shit man. Other things (like weapons and armor) should be easy to just pick out and go. If it uses an attribute, use half the dice rating as a reference.

So for an example:

Random Street Ganger 
Average (8 Dice)
Tags:  Brawler, Biker, Athletic, Fast Talker
Baseball Bat (4P Damage)
Harley Davidson Scorpion
Synth Jacket (6 pips)
Condition Monitor: 10 Physical / 10 Stun

imaginaari

  • Newb
  • *
  • Posts: 10
Re: Anarchy House Rules
« Reply #7 on: (03:46:03/11-18-16) »
I have found some ideas for spell drain that I think are quite neat: http://gamingronin.blogspot.com/2016/10/spell-drain-for-shadowrun-anarchy.html

On the other hand, anyone have ideas about hot to make flat-cost generation and advancement system? I probably will try to tackle the issue next week, looking at similar things done between the oWoD and CoD. Are there (somewhat tested) flat-cost houserules for SR5 that could help adapt the solution for Anarchy as well?

SINlessSlacker

  • Newb
  • *
  • Posts: 17
Re: Anarchy House Rules
« Reply #8 on: (13:00:50/11-18-16) »
So I actually haven't played SRA yet, but pulling from others and what I can already see I won't like, here's my list of house rules.

  • After character creation, there is no limit on Skill slots or Amps. The only limit is having the Karma to buy them.
  • Armor choice no longer affects Skill points. Instead, light armor (6) grants +1D to defense rolls, heavy armor (12)  applies -1D to defense rolls.
  • Dispositions = a person's inherent qualities of mind and character, personal beliefs, moral codes, etc = bonus Karma per mission.
  • Cues = catchphrase that expresses a behavior or instinct = bonus Plot point per scene.
  • In-world mission payments = 2,000 Nuyen per Karma.
  • Mages can produce minor magical effects that do not take up Amp slots. Mundane tasks may be described as using magic to accomplish.
  • Mages can use Sorcery (counterspelling) to defend against magical attacks.
  • Initiative is determined by a single die plus your Agility.
  • Wired Reflexes & Improved Reflexes: WR/IR 1 = free movement every turn, +1 init; WR/IR 2 = free movement or attack every turn, +2 init; WR/IR 3 = free movement & free attack every turn, +3 init.
  • Glitch die only becomes an Exploit on a 6.
  • Players may spend Plot Points on: Live Dangerously, Double Time, First Aid, Take the Hit, & A Dish Best Served Cold.
  • Only apply the highest penalty from either Stun or Physical damage tracks.
  • Not using Optional Matrix Rules, including not using Technomancers.

Tecumseh

  • Prime Runner
  • *****
  • Posts: 3385
Re: Anarchy House Rules
« Reply #9 on: (13:57:44/11-18-16) »
I have found some ideas for spell drain that I think are quite neat: http://gamingronin.blogspot.com/2016/10/spell-drain-for-shadowrun-anarchy.html

For those who don't bother to follow the link, the rule is: "When casting a spell players may roll up to three push dice. The push dice should either be rolled separately or a different color than the other dice. Each 5 or 6 adds an additional success. Each 1 rolled on a push dice does one point of stun damage to the caster. If the spell casting roll fails then the damage is physical rather than stun."

The wording of the rules is strange, since it's unclear whether the push dice are optional or not, or whether they replace existing spellcasting dice or add to them. Depending on the interpretation, this rule could be more for overcasting than for regular casting.

Reintroducing Drain depends on the premise that's it's either needed for fluff and flavor or for game balance. Fluff and flavor are personal choices so I won't weigh in on those. For game balance, I don't think spellcasting needs Drain. The damage from spells seems reasonably balanced with the damage from firearms. Just as shooters no longer need to reload or worry about recoil, I don't think spellcasting necessarily needs Drain.

If anything about Magic needs balancing, it's Summoning (as usual). Spirits are still powerful: with the exception of Earth Spirits, their dodge pools are all better than a maxed-out elf, their attack pools are 10-13, and their Immunity to Normal Weapons in addition to natural armor makes them highly durable. The fact that a magician can have two with a relatively inexpensive summoning focus (Amp Level 2) is more unbalancing than any of the spells I've seen. If I wanted to apply Drain somewhere, I would put it on the Summoning test to help keep spirit spam at bay.

Gingivitis

  • Troubleshooter
  • Omae
  • ****
  • Posts: 267
Re: Anarchy House Rules
« Reply #10 on: (18:48:46/11-18-16) »
The push dice are so similar to Glitch Dice, I would say, why not just use glitch dice?  A glitch would cause 1 Stun, an exploit would count as a success. Easy-peasy and there is a cost (Plot Point) and a precident.

You could use these for other things too, like full-auto: A glitch jams your gun (cooldown) and an exploit adds a success or adds a target.

I also don't see multiple Plot Points (Glitch dice) spent on the same action as overly powered but I would argue that if ANY of the dice came up a Glitch, the whole roll is a glitch. More risk/rewards to think about.

Tecumseh

  • Prime Runner
  • *****
  • Posts: 3385
Re: Anarchy House Rules
« Reply #11 on: (20:42:10/11-18-16) »
  • After character creation, there is no limit on Skill slots or Amps. The only limit is having the Karma to buy them.
  • Armor choice no longer affects Skill points. Instead, light armor (6) grants +1D to defense rolls, heavy armor (12)  applies -1D to defense rolls.
  • ...
  • Mages can use Sorcery (counterspelling) to defend against magical attacks.

I haven't played Anarchy either so I'm no expert.

I agree with expanding Skill slots after character creation.

Be careful about removing the limit on Shadow Amps. Essence acts as a built-in limit to how far non-Awakened and non-Emerged characters can develop. I grant that 10 or 11 shadow amps of bioware will take you a long way, but what if the player doesn't want to play an augmented character for RP reasons? Then they are limited to gear or social amps (potentially including matrix amps or drones), which limits their potential upside. (Yes, the could spend the karma on skills or attributes or gear or contacts instead, but the point is that it's still tricky to balance.) This would only be an issue in particularly long-running campaigns, but I might consider a different cap on shadow amps rather than removing the limit completely.

The rule about armor affecting defense rolls instead of skill points is interesting. If anyone has a chance to play with this, I'd be curious to hear how it went. Mechanically, I wonder if the sure-thing of armor soaking would be offset by an extra defense die that would only roll a hit 1/3rd of the time, and would only be the difference between a dodged attack or an attack that connects even less frequently. What if every armor pip was +1/-1 die with the baseline of 0 at Armor 9, so that the character could pick as much or as little armor as they wanted, rather than the current 6/9/12 categories? Just thinking out loud.

Counterspelling is already mentioned in the rules (pages 32 and 127). Granted, there are no mechanics for it, but you don't need a house rule for it to exist.

Gingivitis

  • Troubleshooter
  • Omae
  • ****
  • Posts: 267
Re: Anarchy House Rules
« Reply #12 on: (01:43:48/11-20-16) »
I agree that spirits (as in SR5) need some balancing.  I have set up stats for lesser spirits too (which are -2 to all things) to go along with greater spirits (which are +2 to all things).

I am seriously considering spirit sustaining rules:

Sustain a lesser spirit: Roll a Glitch die at beginning of Narration.  On a Glitch, take 1 Stun damage.

Sustain an average spirit: Roll a Glitch die at beginning of Narration.  On an Exploit, do NOT take damage, otherwise take 1 Stun damage.

Sustain a greater spirit:: Take 1 Stun damage at the beginning of Narration.

Along with this, I would let a conjurer freely and automatically dismiss their spirit before their Narration (instead of requiring a test).

Aria

  • Ace Runner
  • ****
  • Posts: 1827
Re: Anarchy House Rules
« Reply #13 on: (08:39:26/11-21-16) »
SR has always been gear intensive and I know Anarchy is meant to counter that somewhat...but 4 pieces for a standard runner seems woeful to me!

I'm suggesting that a single gear slot should give a 'runner essentials pack' which includes a burner link, fakeSIN, bug scanner, tag eraser, basic respirator, a light source and an emergency stim patch.  Does that sound overkill?  Granted the bug scanner and tag eraser might be considered a bit more specialist perhaps?!?
Shadowrun Character Art
Archive of Adepts
Excel Character Generator <<CG5.19>> UPDATED Jul '17

Beta

  • Ace Runner
  • ****
  • Posts: 1075
  • SR1 player, SR5 GM@FtF & player@PbP
Re: Anarchy House Rules
« Reply #14 on: (11:03:51/11-21-16) »
I like the idea of a basics pack.

Also other reasonable bundles, along the lines of 'useful stuff in his/her pockets' or 'reporter essentials' or 'detective kit' or 'good tool box.'

Also think that the fake ID should come with some 'normal' licenses (driver, weapon permits, magic permits).

Possibly also a positive quality to the effect "I have all the stuff" or "wealthy" which ups how much gear you get?  (or maybe the packs could be rolled into an advantage, something like "licensed reporter" includes a press pass, link with decent recorder capacity, simple camera drone, old fashioned pens and paper, and anything else reasonably essential for the job.)