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21
General Discussion / Re: Shadowrun Reboot
« Last post by adambeyoncelowe on <08-23-23/0317:20> »
If you wanted to streamline conditions, I'd probably go with freeform conditions instead. They have a rating (1-5?) which determines the dice pool bonus or penalty they inflict.

So, if you get Dazed 5, you know you've got -5 dice on relevant actions because you're dazed. The other good thing is that when someone tries to avoid/cause a Condition, the net hits can determine the Condition's rating. If you score 5 net hits trying to set them on fire, they get Ablaze 5. If you only scored 3, you'd get Ablaze 3 instead. Averting Conditions would reduce the rating with every hit instead. Conditions would last until you resolve them.

For things that cause damage, you could maybe split hits between damage and duration. So, for 2 hits, you could do 1P for two turns or 2P for 1 turn. That way, you don't end up with everyone burning alive because they can't get rid of their Ablaze 5 condition.
22
General Discussion / Re: Shadowrun 7e?
« Last post by adambeyoncelowe on <08-23-23/0305:54> »
This is all wild speculation, so take it with a punch of salt! If I had to guess when an SR7 would land, there are a few factors to consider: average shelf life of an edition, important milestones and publication schedules.

2024 is about ripe for a 35th Anniversary Edition that cleans up the CRB, but I suspect that wouldn't happen with the new Berlin CRB landing imminently. (Why do two core books within a year of each other?) Then again, I think there was a reprint of the SR5 CRB near the end of that edition, so that's not guaranteed.

The 40th anniversary would be 2029, which conversely seems too long for an edition cycle. It'd mean 10 years of SR6W. But split the difference and you might be looking at maybe 2026-7?

As SR4 ran for 8 years (if we include SR4A) and SR5 ran for 6 years but potentially ended a little earlier so SR6W could tie in with the 30th anniversary, then a 7-8 year run of SR6W seems plausible.

Now, if they did a second edition of Anarchy, I'd be jumping for joy. That game is probably my favourite iteration of the rules, even if I've had to patch it a little to work. And it just doesn't need as much work to make things gel as the core rules.

But I know I'm definitely living in hope there!
23
The movement is 10/25 with 5(7) Agility, in SR5 that'd have been 10(14)/20(28). It also predates SR5 release by a few weeks.
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Adjustment points can be spent on Magic/Resonance (if you have those attributes), Edge, and whatever your racial attributes are.
Yes (if you by "racial attributes" mean physical or mental attributes that have a metatype maximum rating that is higher than 6)

Your basic Attribute points can't be spent to raise attributes higher than 6.
That statement is only true for humans.

They can be used to raise your attribute to your metatype maximum value. This value can be higher or lower than 6. It depends on the metatype.

Note that only one physical or mental attribute can be at metatype maximum value at chargen.

Remember that there is a limit of having 1 attribute at max value during character creation. 
This limit applies to physical and mental attributes.
Not special attributes such as Magic,  Resonance and Edge.
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The reference post is a decade old. You sure it's SR5?
26
Adjustment points can be spent on Magic/Resonance (if you have those attributes), Edge, and whatever your racial attributes are.  Your basic Attribute points can't be spent to raise attributes higher than 6.  So your two examples: The troll would spend up to 5 of their Attribute point raising their Body to 6, then Metatype Adjustment points to raise up to their limit of 9 (5+3, 1+7, 4+4 for example).  The human would need to spend 6 Metatype Adjustment points on Edge to have an Edge of 7.  Remember that there is a limit of having 1 attribute at max value during character creation. 

The cyberware/bioware/drug/magic adjustment is a later layer and that has the limit of +4.  Your example with the Logic and cerebral booster is correct and allowed. 

The various cyber weapons/bone density do not stack for damage.  Physical combat is for most people way to simplified, but those still wouldn't stack.  Your knife doesn't do more damage because you are wearing brass knuckles.  Some groups use Strength as a modifier to melee damage (usually 6+ Str is +1 damage and 9+ is +2). 
27
Hello :)

Browsing through here I found this Thread about creating melee adepts

https://forums.shadowruntabletop.com/index.php?topic=9669.0

Down the thread, one guy wrote about 3 different ways to build a melee adept.

I'm trying to grasp the math of how he is building #1 and #2

#1 is very interesting, low str and using two stun batons.
I would like to fiddle with tith in chummer but I am seemingly unable to build this character. Please help me :D

Also I cant find the vicious blow combat maneuver, where is it supposed to be? i have run and gun and cant find it.

Thank you in advance.
28
https://www.drivethrurpg.com/product/449412/Beyond-Measure-Shadows-of-Deep-Space?affiliate_id=1146374

One of the goals of the cyberpunk element is to instill characters with a sense of advanced technology. Technology is a tool used to augment character form and ability. It enables Bettler-Than-Life simulations and Matrix operators to defy physical reality at nearly every turn. It also bestows the sense of overwhelming permeation, leaving no corner of the universe untouched.

As a cyberdystopia, that sense of being overwhelmed moves us to the very edges of our understanding of social structure and indeed the societal dominance that technology brings with it. It reaches out to touch us no matter where we are. In the realm of science fiction, the cyber-dystopian universes with rare exceptions include the arena of Space.

This book is a suggested guide to the inclusion of space, outer space specifically with an example of optional metaplanar space further in. The technology that is used herein is not elaborated as what-if within the Shadowrun universe but is pre-existing both in earlier editions as well as Shadowrun Sixth Edition.

Beyond Measure seeks to compile most of the material, bringing some of it up to standards of sixth edition and clarifying several key points from previous editions.
29
Rules and such / Re: Body Shop: Modular Cyberlimbs
« Last post by Xenon on <08-17-23/1723:02> »
Mounts should have a capacity cost.
If installed in a cyberlimb (between two cyberlimbs) rather than between flesh and cyberlimb. Yes I agree.
30
Rules and such / Re: Body Shop: Modular Cyberlimbs
« Last post by MercilessMing on <08-17-23/1707:51> »
How would you code a modular full arm with a modular forearm?
1. Modular connector between meat shoulder and full arm add essence cost of the full arm
2. Capacity cost for the elbow connector between upper arm and forearm is subtracted from full arm capacity
3. Capacity of forearm is subtracted from full arm capacity

Now I actually think he means:
Pay .4 essence for full arm mount, attached to your torso
Pay 1.4 essence for full arm with forearm mount
Pay capacity for forearm

I don't like this solution because if you have a full arm mount, you should be able to freely swap in any of these combinations:
A - Full arm
B - upper arm + forearm
C - upper arm + forearm + hand

But you can't, because A costs  1 essence, B costs 1.4, C costs 1.8.
Mounts should have a capacity cost.
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