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[SR4] House Rules

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Lacynth40

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« Reply #360 on: <04-08-12/0022:21> »
That is something that should be easily countered by talking to the players. If something is making a player uncomfortable, it should be addressed, discussed, and stopped. Roleplaying is about having fun.

See, here is where the GM gets to have some fun. Especially if you drag people away from that "Storytelling Game of Personal Horror"... You already know what makes their sphincters tighten, and know what their limits are. Gnome subtypes of dwarves are good for this one... Especially if the runners have never run into them, and even better, the players haven't bothered to read Runner's Companion beyond what they wanted their characters to have. Making players slightly uncomfortable is a little bit of what this game is about. Because not everything is rainbows and puppy dogs in the Sixth World. Seriously, though, if the players show a bit of squemishness towards a guy playing a girl hitting on a guy playing a guy, I will introduce their characters to Bubba, the Surgically-Altered Love Troll. He's got all the parts, so he can spread the love no matter what you thought you liked.
"Remember, you can't have manslaughter without laughter."

"If violence begat violence, in every case, every human on the planet would instantly devolve into gibbering murderers in a day."

ArkangelWinter

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« Reply #361 on: <04-08-12/0134:03> »
Well the rule is not because every one needed it why you think it was called the Pat rule. Wait they forgot there gender sounds like a cursed item from some where.

Lots of 'ware from Augmentation. Breast Implants, cyber-penis, fiber optic hair. Character was a disguise master with Amnesia.

Lacynth40

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« Reply #362 on: <04-08-12/0205:29> »
Well the rule is not because every one needed it why you think it was called the Pat rule. Wait they forgot there gender sounds like a cursed item from some where.

Lots of 'ware from Augmentation. Breast Implants, cyber-penis, fiber optic hair. Character was a disguise master with Amnesia.

Not to mention some seriously messed up bunraku puppets.
"Remember, you can't have manslaughter without laughter."

"If violence begat violence, in every case, every human on the planet would instantly devolve into gibbering murderers in a day."

Mason

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« Reply #363 on: <04-08-12/1155:07> »
Another rule witch was sorta fun watching some one deal with- If your charter does does something stupid and goes to jail you have to roll play your time in jail wiht your cell mates Huggy the troll, Squeezy the orc, and Clinchy the dwarf. Roll your unarmed combat vs there skill at ummmm taking advantage of you. Oh look they win roll your will to see if you like it.

Umm...they wouldn't like it if they aren't inclined that way, and rape isn't ever enjoyable unless you are a hot anime chick. Soooo....I hope you weren't serious about that.

Blue_Lion

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« Reply #364 on: <04-08-12/1642:48> »
Another rule witch was sorta fun watching some one deal with- If your charter does does something stupid and goes to jail you have to roll play your time in jail wiht your cell mates Huggy the troll, Squeezy the orc, and Clinchy the dwarf. Roll your unarmed combat vs there skill at ummmm taking advantage of you. Oh look they win roll your will to see if you like it.

Umm...they wouldn't like it if they aren't inclined that way, and rape isn't ever enjoyable unless you are a hot anime chick. Soooo....I hope you weren't serious about that.
Wait going to Jail is supose to be fun. That was started when a some one started acting real disruptive in game. He did not care if his charter died, and the place we played at had a rule that any one that wanted to play could. So it was a way for the GM to discorage behavo that is not right such as placing bait near some homless kids and wating in the shadows with a shotgun or or gunning down kids at a bus stop. The only reason we thaght it was funny was because all the problems he had been causing so much disruption in the game flow. But in most games rules like that whould not be needed.

Mason

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« Reply #365 on: <04-09-12/0454:37> »
subtract "roll your will to see if you enjoy it" and I think it is perfectly fine.

Blue_Lion

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« Reply #366 on: <04-09-12/2113:52> »
subtract "roll your will to see if you enjoy it" and I think it is perfectly fine.
that was in 3rd with a target of 2, the gm was tring to be funny about it. any roll was a pass.

Harms

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« Reply #367 on: <04-27-12/1800:08> »
While I have  played  D&d for 22 years and Shadow Run for 13, I have never GM ed before.I am planning  on running a game for my younger brother and his friends this weekend. So to get ready I have been making characters in my spare time, I find its the  easiest way to learn a new  game system.   
Iv come up with the fallowing house rules based on both past gaming exp, house rules I picked up from my parents and other past GMs and mostly from just making character using the base book rules.  I plan on using the following rules. 
1. I plan on using the Karma build system, probable 500 points to start with since my players are new to gaming. I like the karma system over the other two because it seems to let you make more rounded characters. 
2.I am going to let them take any meta race or variants they want  .   
3.I am not going to put a cap on  + or - qualities. If they want to spend a large chunk of karma on  + qualities that's fine. As for negative qualities the stipulations I have is they  have to all be linked some how like if your playing a nerdy mage and take Asthma, combat paralysis, and a butch of allergy's that's fine. But if they take a bunch of odd ones I want back story as to why you  have them. I was also thinking of letting them be able to take the Debt quality multiple times up to 1/2 their Chr but each time have it with a different group for instance if the had a 4 Chr they could take 60 bp or 120 karma  but owe 30/60 of it to the yakuza and the other half to the mob. 
4. I liked the idea of giving them Chr X 2 or (Chr X 3 if they play a face) In free contacts.  I plan of doing contacts a little different, for one I am thinking of doing the Connection rating as not just who your contact knows but how well they do there jobs because were a rating 6 face who knows allot of people makes sense a rating 6 stripper doesn't, so what I plan to do is have them specify if the connection rank is for connections or for job skills. If they do  job skills then there contact is awesome at what they do which can translate to an easier time getting stuff fixed of made, like if they had a rating 6 mechanic of armorer their guns and  vehicles get fix faster and they can get any of the upgrades they wanted for cheap . 
5.Gear wise I am going to go with if they can afford it they can have it but if its anything over availability 12  I want a back story as to why they have it and from there I may or may not tweek the item. For instance  Bob buys a panther cannon. Bob were did you get the panther cannon?, Bob says it was his dads .Bob why did your dad have the panther cannon?, Bob says that his dad was a former Shadowrunner.I say fine you can have it but since its old and beat up from some of  your dads runs the cannon can only load ammo by clip and has a tendencies to jam. Bobs happy cause he got his panther cannon, that may or may not jam on a glitch, and I am happy cause I have back story  I can later use  to mess with Bob .   
7.For spell casters since they get karma raped, do to paying for magic initiation and every other thing they have to spend karma for   I am going to give them their caster stat in free spells like if their Chr was 4 they get 4 free spells or if their Log was 6 they get 6. 
8. I put some thought into the Spell/SpiritKnack Quality and turned it from something worthless into something worth playing with. The way I worked it is as such Its works pretty much like the magician quality with the following Exceptions. 
1.You Get your chooses of 1 spell and one spirit type to cast and summon. You can only bind half your Chr in spirits.                                                                                                                                                                                                 2.Knack Spellcasters have Astral Perception but not Astral projection.                                                                                3.You get a +2 die modifier to casting and summoning or to dealing with  the  drain.                                                              4. Because your casting the same spell day in and day out the spell you pick will have some sort of tweek to it, such as a Fireball that is not as draining  (f/2)+2 instead of (f/2)+5 or the Fireball could affect a area twice a big as normal or when casting the spell you could overcast it and the drain dmg would stay S instead of P. Another example spell could be a Shape change that only affects the caster but allows gear and cloths to be absorbed,  the caster could turn into any animal with a body difference of 4 instead of 2. The Tweek can be player made but has to be Gm approved.                                                                                                                                                                                                   5. The spirits you chose seem to like you, this translates into a few benefits. One when summoning you can choose one of the following perks to happen, spirits opposing test is done at half force,you get twice as many tasks or spirits stick around for a full 24 hours instead of dusk till dawn or dawn till dusk. Second binding is easier, spirits only use force instead of force X 2 to resist . If you have the Spirit Affinity Quality you can pick two of the perks when summoning and if you glitch or pass out during binding the spirit will not attack you. However penalties for mistreating spirits is steep in addition to loosing all the above benefits, what ever  the penalties normally associated with mistreatment of spirits are double.Spirits should be treated as friends and with the Spirit Affinity quality they are best friends and family treat them as such.                                                                                                                                                                                  6. Knack spellcasters can initiate and in addition  to being able to learn meta magic skills  they can also learn Astral Project or to summon a new type of spirit. After Initiating knack spellcasters may learn a new spell that they must design, learning the spell costs 10 karma and they may never have more spells than 1+initiate grade. 
 
So far this is what I am going with tell me what you all think.
 
 
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I do what any rigger with an IQ of 300 does.
I make a sex bot :D

Valnar

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« Reply #368 on: <04-27-12/1934:29> »
While I have  played  D&d for 22 years and Shadow Run for 13, I have never GM ed before.I am planning  on running a game for my younger brother and his friends this weekend. So to get ready I have been making characters in my spare time, I find its the  easiest way to learn a new  game system.   
Iv come up with the fallowing house rules based on both past gaming exp, house rules I picked up from my parents and other past GMs and mostly from just making character using the base book rules.  I plan on using the following rules. 
1. I plan on using the Karma build system, probable 500 points to start with since my players are new to gaming. I like the karma system over the other two because it seems to let you make more rounded characters.

Cutting their karma by 250 points of what is considered normal seems a bit excessive if you ask me. Maybe let them have 600-650 Karma instead?

Quote
3.I am not going to put a cap on  + or - qualities. If they want to spend a large chunk of karma on  + qualities that's fine. As for negative qualities the stipulations I have is they  have to all be linked some how like if your playing a nerdy mage and take Asthma, combat paralysis, and a butch of allergy's that's fine. But if they take a bunch of odd ones I want back story as to why you  have them. I was also thinking of letting them be able to take the Debt quality multiple times up to 1/2 their Chr but each time have it with a different group for instance if the had a 4 Chr they could take 60 bp or 120 karma  but owe 30/60 of it to the yakuza and the other half to the mob.

I think having some kind of cap on both positive and negative qualities is a pretty solid design decision. I'd very carefully consider dropping this cap entirely. Maybe just increase the cap so it won't be that much of an issue?

Quote
4. I liked the idea of giving them Chr X 2 or (Chr X 3 if they play a face) In free contacts.  I plan of doing contacts a little different, for one I am thinking of doing the Connection rating as not just who your contact knows but how well they do there jobs because were a rating 6 face who knows allot of people makes sense a rating 6 stripper doesn't, so what I plan to do is have them specify if the connection rank is for connections or for job skills. If they do  job skills then there contact is awesome at what they do which can translate to an easier time getting stuff fixed of made, like if they had a rating 6 mechanic of armorer their guns and  vehicles get fix faster and they can get any of the upgrades they wanted for cheap.

Free contact points is a house rule I really like. Maybe make the free points tied to their social skills as well? And I wouldn't give the face a bonus on this. If somebody wants to play a face, they'll have to put some points into actually being one, that's just how it is for every other character as well.

Quote
   
7.For spell casters since they get karma raped, do to paying for magic initiation and every other thing they have to spend karma for   I am going to give them their caster stat in free spells like if their Chr was 4 they get 4 free spells or if their Log was 6 they get 6.

Nice idea imo, but maybe that's just me being biased towards playing awakened characters xD

_Pax_

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« Reply #369 on: <04-28-12/0122:09> »
subtract "roll your will to see if you enjoy it" and I think it is perfectly fine.
Chance "Enjoy it" to "are mentally scarred by it", and it's better than fine.

_Pax_

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« Reply #370 on: <04-28-12/0126:22> »
7.For spell casters since they get karma raped, do to paying for magic initiation and every other thing they have to spend karma for   I am going to give them their caster stat in free spells like if their Chr was 4 they get 4 free spells or if their Log was 6 they get 6. 
  Cash-for-Karma works fine to handle this, IMO.  I always allow people to decide, at the moment of the award, to cut the Cash in half to up the Karma by 50%, or vice versa.  Getting extra money?  Got lucky at the casino or weekly poker game.  Getting more karma?  Training, doing good deeds, etc.

Blue_Lion

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« Reply #371 on: <04-29-12/2120:42> »
7.For spell casters since they get karma raped, do to paying for magic initiation and every other thing they have to spend karma for   I am going to give them their caster stat in free spells like if their Chr was 4 they get 4 free spells or if their Log was 6 they get 6. 
  Cash-for-Karma works fine to handle this, IMO.  I always allow people to decide, at the moment of the award, to cut the Cash in half to up the Karma by 50%, or vice versa.  Getting extra money?  Got lucky at the casino or weekly poker game.  Getting more karma?  Training, doing good deeds, etc.
donating to cyber ware for tots.

Bonx

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« Reply #372 on: <04-30-12/0720:59> »
Well, Battle Rifles are more closely related to assault rifles than they are to longarms.

True enough. Just throwing some suggestions out on how to give Longarms some more love, though.

Another option, which I believe has been discussed elsewhere on the board, is simply eliminating Automatics as a skill and having all stocked, shoulder-fired weapons use Longarms and all pistol-type weapons use Pistols. Then you strip Rockets/Grenades/Missiles/Mortars into a separate skill called "Launchers" and fold the remaining Heavy Weapons (Cannons and MGs, IIRC) into the Firearms Skill Group so it still has 3 skills.

My rule is that the Firearms Group Skill is (specializations in brackets) :
- Hand guns (Pistols, Machine-Pistols, Submachine Guns)
- Long guns (Assault Rifles, Shotguns, Sport Rifles, Sniper Rifles, Battle Rifles)
- Machine guns (light, medium, heavy)

Launchers skill covers : mortars, rocket and missile launchers, and grenade launchers (both stand alone and under barrel versions) and assault canons.

I find the Firearms GS as it is a complete nonsense. Why a heavy pistol firing short burst is used with a different skill than for SMG firing in semi-automatic?

Also, I am thinking about making a distinction between aimed shots (weapon is held at the level of the eyes, like the iron sight in some shooters) which is based on Agility and instinctive shots (where the weapon is held at the level of the belly like in duels of revolver, or with the stock of automatic weapons blocked below the arm pit) which is based on Intuition. Depending on the situation players would use either Agility or Intuition.

It does fit with the description of actions and it prevents (some) players from exploiting the overpowered Agility attribute.
« Last Edit: <04-30-12/0902:42> by Bonx »

Mason

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« Reply #373 on: <04-30-12/1155:36> »
Sounds cool.

*snip*

Crash_00

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« Reply #374 on: <04-30-12/1221:44> »
But wouldn't the weapon being shouldered and aimed down the sights be just as much about perception (Intuition) than flexibility (agility)? I think the major disconnect here for many people is that agility doesn't just cover your gracefulness/nimbleness/flexibility, but it covers you hand eye coordination too.

Of course, blind fire uses INT+skill, but it's like you're trying to perceive them with your bullets (I really like Perception+attack skill better to be honest).