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Need some GM opinions on monofilament whips

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The_Gun_Nut

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« Reply #45 on: <12-01-10/1508:41> »
Or a net gun woven with monowire.
There is no overkill.

Only "Open fire" and "I need to reload."

Dead Monky

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Mäx

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« Reply #47 on: <12-02-10/0135:29> »
I'm pretty sure Warhammer40k Eldar had that idea a long before you ;)
"An it harm none, do what you will"

Doc Chaos

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« Reply #48 on: <12-02-10/0412:15> »
Predators sure beat the Eldar to it.
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Nomad Zophiel

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« Reply #49 on: <12-02-10/0450:14> »
Its a pretty close thing. I'd have to check the copyright date on that old Harlequins box set vs Predator 2.

Doc Chaos

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« Reply #50 on: <12-02-10/0725:49> »
Thought to that: would Predator 1 count, because they obviously had to have the tech, even though it wasn't used in the movie?
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Medicineman

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« Reply #51 on: <12-02-10/0850:27> »
Thought to that: would Predator 1 count, because they obviously had to have the tech, even though it wasn't used in the movie?
Nope !
Only when its shown does a Gimmick count

Hough!
Medicineman
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Doc Chaos

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« Reply #52 on: <12-02-10/0928:21> »
Yeah, I was thinking that much. Damn ;)
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Wraith235

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« Reply #53 on: <12-08-10/1351:44> »
actually after reading edge he is correct he can spend an edge on each attack ...
in the uses of edge  pg 74 SR4A

When you spend a point of Edge, you can choose to have one of the following happen:

•  You may declare the use of Edge before rolling for any one test (or one interval
roll on an Extended Test). You may add a number of extra dice equal to your
full Edge attribute to the dice pool. All dice (not just Edge dice) rolled on this
test are subject to the Rule of Six (p. 62), meaning that if you roll a 6, you count
it as a hit and roll it again.
•  You may declare the use of Edge afer you have rolled for one test. In this case,
you may roll a number of extra dice equal to your full Edge attribute and add
their hits to the test’s total. Te Rule of Six (p. 62), however, applies only to the
additional Edge dice rolled, not the original dice pool.
•  You may re-roll all of the dice on a single test that did not score a hit.
•  You may make a Long Shot Test (p. 61) even if your dice pool was reduced to 0
or less; roll only your Edge dice for this test (the Rule of Six does not apply).
•  You may go frst in an Initiative Pass, regardless of your   Initiative Score (see
Initiative and Edge, p. 145). If multiple characters spend Edge to go frst in the
same pass, those characters go in order according to their Initiative Scores frst,
then everyone else goes according to their Initiative Scores.
•  You may gain 1 extra Initiative Pass for that Combat Turn only (see Initiative
and Edge, p. 145).
•  You may negate the efects of one glitch or critical glitch.
•  You may invoke the Dead Man’s trigger rule (p. 163).

A character can only spend Edge points on her own actions; she cannot spend it on
behalf of others (except when engaged in a “teamwork” test, p. 65). No more than
1 point of Edge can be spent on any specifc testor  action at one time
. If you spent
a point of Edge for extra dice and rolled a critical glitch anyway, for example, you
cannot use Edge to negate that critical glitch since you have already applied Edge
to that test.

the Key is Test OR action ....

Also your missing a few Key points to splitting your Dicepool ..... Perconalized Group and Reach are Dice pool modifiers and dicepool modifiers are applied AFTER the spliting of the pool



Let's say my old boy had 5 agi, 6 skill, +2 reach, +1 personalized grip, +1 enhanced articulation, +1 reflex recorder


As noted Enhanced atriculation specifically says "Physical skills" So thats out

Reflex Recorder +1 to the skill and is NOT listed as a Dice pool modifier

SO

your Dice pool is actually 12 (5 agi 6 skil Reflex recorder +1)

for a total of 12/4=3

Dice pool modifiers are added after the dice pool is split .... so you would add + 3 (personalized group +1/ Reach+2) to each attack for a total of 6 Dice per attack

Id also like to point out Synch pg. 91 augmentation .... which adds a +1 to perception tests and a +1 die to all combat tests   
against each opponent   after the enemy’s first attack

this would give you a 7 DP per attack before edge per target



Edits: Cleaned up the post a bit ... added Working quotes ect
« Last Edit: <12-08-10/1727:32> by Wraith235 »

Bradd

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« Reply #54 on: <12-08-10/1800:56> »
Trouble is, when you use or in the negative, it typically means neither rather than either.

KarmaInferno

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« Reply #55 on: <12-10-10/1543:45> »
In the Shadowtech book, enhanced articulation benefitted Active skills.  Basicly, any skill that wasn't a knowledge or language type skill, one that required use performing a task, benefitted from EA.  

And back then, I distinctly remember considerable arguments that EA was simply too good. Given what it netted you, just about every character that could have it did have it. There was no good reason not to have it.

That in and of itself is a warning flag that a rules option is unbalanced, when it becomes a "must have" for every character.



-k

The_Gun_Nut

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« Reply #56 on: <12-10-10/1551:15> »
Which is why I also added that we ruled out many skills as simply being non-applicable (like etiquette or programming).

In the Shadowtech book, enhanced articulation benefitted Active skills.  Basicly, any skill that wasn't a knowledge or language type skill, one that required use performing a task, benefitted from EA.  

And back then, I distinctly remember considerable arguments that EA was simply too good. Given what it netted you, just about every character that could have it did have it. There was no good reason not to have it.

That in and of itself is a warning flag that a rules option is unbalanced, when it becomes a "must have" for every character.



-k
By that logic, commlinks and smartguns are unbalanced, as those are both "must have" for every character (even the magic ones).

Sometimes technology is justthat good.  But each rule does need examination, I agree.
There is no overkill.

Only "Open fire" and "I need to reload."

Nomad Zophiel

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« Reply #57 on: <12-10-10/1647:06> »
Having already made a fairly long argument about must-have vs unbalanced on the forums before, I'll keep it short. Is the bonus provided by Enhanced Articulation minus the drawbacks roughly equal to other things of the same cash/essence cost? As Physical Skill/Physical Attribute it seems to me to balance out with Reflex Recorders, providing a similar +1 on 8-10 skills. Its slightly cheaper than two Skill Group Reflex recorders, but only slightly.

Add in combat skills and it becomes comparable to adding three more Group sized Reflex Recorders. Now its 1/4 the price and Essence cost of a comparable bonus. That's getting into the territory where I'd consider adjusting the costs.

The_Gun_Nut

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« Reply #58 on: <12-11-10/0922:59> »
Commlinks provide over-the-top communication/surveillance/utility for the extremely low price involved.

Smartlinks provide a very large amount of utility/game bonus for rock-bottom prices.

For that matter, just regular firearms provide significant advantages when compared to just melee combat.  Back in the day, the Catholic church (supposedly) forbid heavy crossbows because of the incredible advantage they gave over mounted, armored troops.

Technology is the great equalizer...when you can get it.
There is no overkill.

Only "Open fire" and "I need to reload."

Kot

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« Reply #59 on: <12-11-10/1204:28> »
The crossbow issue was more about any peasant or simple footman being able to kill a heavy armored noble, than anything else. But that was a sign of things to come. For example, the Hussite movement's greatest sin was not just heresy, but use of 'ungodly' early firearms.
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."