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Message no. 1
From: Marty <s457033@*******.GU.EDU.AU>
Subject: Multiple questions
Date: Fri, 18 Oct 1996 22:38:27 +1000
> Ah, I see you've sent a copy to ShadowRN.
>
Yup... that way you don't get all the drivel which occupies space that
you otherwise need and you might even get an answer to the questions you
ask.

> Well, maybe they can help on some other topics I've had problems with -
> rules wise.
>

Maybe indeed..... Hey folks, here's a few questions from one of the guys
not on the list. Unfortunately he doesn't have time to read 100+ messages
a day. Can you do him a favour and post some answers to a few of his
problems?


> 1). Skill web - what happens if you have a concentration or
> specialization? Isn't better to focus strongly on a particular stat/skill
> and then use the web for closely related skills? If so, what's the point
> of getting new skills, esp. when you have to start at such low skill
> levels (unless you have karma to throw around)
>

The group I play with uses a house rule that if you remember to ask for
it, you can apply both the dice that you would normally get from the
skill at the normal TN, and any EXTRA dice you get via the skill web from
having a higher related skill at the normal +2/+4 / +6 TN added on to the
success target number.

We don't use the rule all the time, but in cases where the skill rating is
very low and the task complex we usually use it. We try and keep the
skills as close as possible together, and try not to default to an attribute.

So, if you have Gunnery 2, and Firearms 6 and you really need to hit that
Juggernaut with the Panther cannon that you're holding (assume TN 4) you
get 2 dice at TN 4, and 4 dice at TN 6 (assuming it is only +2 via the
skill web.... which it is, from memory)


> 2). Multiple guns - I know SR2 improved on SR1 and Fields of Fire further
> improved on it, but I'm still not quite sure about something. Does using
> two guns split your combat die in any way? Do you suffer recoil on one
> from the other gun? Can a person handle two smartgun links working
> simultaneously?
>
> 3). Magic - what precisely is the diff. between spell locks and anchoring
> etc.
>
> 4). What are modifications for the cyber ears? They're listed but not
> described.
>
All I can say here is, if you have amplification, get the damper too; Has
anyone ever thought what a concussion grenade would do to a chracter with
enhanced hearing and no damper? I had to; it happened to me.

> 5). How can the game be more balanced for deckers and magic-users? They
> both have problems with initiative compared to wired street sams. They
> both access a world that the rest of the party cannot so everyone in
> real-life gets bored and walks off at this stage.
>
> If you could help, it will be appreciated!
>
> Shaman
>
>
Ditto.

Bleach
Message no. 2
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Multiple questions
Date: Fri, 18 Oct 1996 14:27:51 GMT
Marty writes
> Subject: Multiple questions
always a bad one for the mailbox :)

> > Well, maybe they can help on some other topics I've had problems with -
> > rules wise.
> >
>
> Maybe indeed..... Hey folks, here's a few questions from one of the guys
> not on the list. Unfortunately he doesn't have time to read 100+ messages
> a day. Can you do him a favour and post some answers to a few of his
> problems?
what you mean megabytes of drivel won't help :), well i'm not in that
camp i hope. here goes.

> > 1). Skill web - what happens if you have a concentration or
> > specialization? Isn't better to focus strongly on a particular stat/skill
> > and then use the web for closely related skills? If so, what's the point
> > of getting new skills, esp. when you have to start at such low skill
> > levels (unless you have karma to throw around)
simple, +2 TN is a real pain, and if you are defaulting you cannot
use dice pools to augment the skill. on a 4 to 6 jump every dice in
the skill vs TN4 is worth three dice at TN of 6 by the averages. when
you get into GM's thinking what your knowledge at a skill rating
covers it gets even more important.
Defalting is still required though. remember the 18 karma for a skill
from 8 to 9, is only 1 point short of buying a new one at 4!

> > 2). Multiple guns - I know SR2 improved on SR1 and Fields of Fire further
> > improved on it, but I'm still not quite sure about something. Does using
> > two guns split your combat die in any way?
you split combat pool but you get your skill with each.

> > Do you suffer recoil on one
> > from the other gun?
yes though only uncompensated stuff. eg two uzi's burst burts each
with venting 4, first burst no penalty, 2nd +4 recoil (2 from each
gun)

> > Can a person handle two smartgun links working
> > simultaneously?
> >
the rule is no modifiers from such devices using 2 weapons, however
in reality as long as you fire them at the same place it should be
possible, remeber your actual field of maximum visual accuratcy and
for which depth perception works properly is something like 2 degrees
out the your 200 degrees of vision.

> > 3). Magic - what precisely is the diff. between spell locks and anchoring
> > etc.
locks are easy to use, but cost money and always count rating 1 in
astral combat, regardless of the force of spell in the lock.

quickening, requires initation, but does not need a physical item.
it is not limited by the 'foci equal to int' restriction.
it does not cause focus addiction.
some folks say you cannot ground spells through it.
its rating in astral combat is force of quickened spells, or more if
you pay the karma.
however it states 'i'm initate' to all that see it.

Anchoring is something else,
it can sustain spells but durations over 30 minutes are difficult,
it is potentially the most flexible and powerful ability in SR by a
long long way, it will do most of the tricks you thought were safely
confined to **&*, however the karma costs are generally so high it's
not worth it.

> > 5). How can the game be more balanced for deckers and magic-users? They
> > both have problems with initiative compared to wired street sams. They
> > both access a world that the rest of the party cannot so everyone in
> > real-life gets bored and walks off at this stage.
> Ditto.
deckers require 1 piece of cyber to deck, so they are not limited,
though the have two things that eat cred like mad if trying to chase
the sammies as opposed to 1.

Magicians can do it with inc reflexes, quickness, reac and int, will
add +8+3D6 to intative for 4 spells locks, forth grade initate
(expenisive but) will mask the lot and quite immune to cyberware
scanners unlike wired 3.
However you cannot compete with reaction enhancers plus muslce aug
etc etc, but then the sammie cannot 'fly, turn invisible, summon
spirits (various type) carry leathal weapons in his brain' so the
sammies faster he cannot shoot what he cannot find.
You can use barrier spells vs bullets, he cannot get shielding to
stop your spells.

However i am getting really fed up of bad guys with ultrasound
sights when i play seems they've always got it and snipers i can
never see, and i'm the guy with ruthymoid polymers because i expect
answers to the improved invis spell.

Mark
Message no. 3
From: MENARD Steve <menars@***.UMONTREAL.CA>
Subject: Re: Multiple questions
Date: Fri, 18 Oct 1996 11:25:11 -0400
On Fri, 18 Oct 1996, Marty wrote:

> > 2). Multiple guns - I know SR2 improved on SR1 and Fields of Fire further
> > improved on it, but I'm still not quite sure about something. Does using
> > two guns split your combat die in any way? Do you suffer recoil on one
> > from the other gun? Can a person handle two smartgun links working
> > simultaneously?
> >
Between two actions phases, you always get 1 pool. Which means, if you
shoot two bullets, you get 1 pool (split it). If you subsequently get shot
at, you have only whatever's left. Which means, if you shoot from both
hands (meaning 4 bullets ..) you still get only one pool. So in fact,
yesy, you do have to split your combat pool.

> > 3). Magic - what precisely is the diff. between spell locks and anchoring
> > etc.
> >
Anchoring is permanent until dispelled or destroyed. You cannot ground
spells through anchoring (some on the list will disagree on this). The
owner of a spell lock can activate it / deactivate it at will, requiring a
simple action to do so. You can ground through a spell lock. Note that one
a spell has been locked for 1 person, it cannot be transfered to another
(remember, spells are attuned to a person's aura). So, the mage cannot
lend his increase body 4 spell to the sammy so he heal faster!

> > 4). What are modifications for the cyber ears? They're listed but not
> > described.
> >
> All I can say here is, if you have amplification, get the damper too; Has
> anyone ever thought what a concussion grenade would do to a chracter with
> enhanced hearing and no damper? I had to; it happened to me.
>
Good idea. Also, check on the perception modifier section. Although
hearing modifiers are less well defined than thermo and low=light vision,
they are still there.

> > 5). How can the game be more balanced for deckers and magic-users? They
> > both have problems with initiative compared to wired street sams. They
> > both access a world that the rest of the party cannot so everyone in
> > real-life gets bored and walks off at this stage.
> >

Simple, get magical adepts (no astral projection) and keep the decker
an NPC. :)

Seriously, deckers were limited to NPCs for a long time, before VR2 came
out. Now, it's less tme-consuming to be a decker, but still, we keep
decking to the absolute minimum. We never had problems with mages going
off into the astral, their scouting also always tokk WAY less time than
the average decker run.

----------------------------------------------------------------------------
--- |\_/| Still The One and Only Wolfbane! ---
--- |o o| " Hey! Why ya lookin' at me so weird? Ain't ya 'ver seen a ---
--- \ / decker witha horn ?" --- Scy, Troll decker with a CC ---
--- 0 Steve Menard menars@***.UMontreal.Ca ---
----------------------------------------------------------------------------
Message no. 4
From: Marty <s457033@*******.GU.EDU.AU>
Subject: Re: Multiple questions
Date: Sat, 19 Oct 1996 11:49:22 +1000
> > > 5). How can the game be more balanced for deckers and magic-users? They
> > > both have problems with initiative compared to wired street sams. They
> > > both access a world that the rest of the party cannot so everyone in
> > > real-life gets bored and walks off at this stage.
> > >
>
> Simple, get magical adepts (no astral projection) and keep the decker
> an NPC. :)
>
> Seriously, deckers were limited to NPCs for a long time, before VR2 came
> out. Now, it's less tme-consuming to be a decker, but still, we keep
> decking to the absolute minimum. We never had problems with mages going
> off into the astral, their scouting also always tokk WAY less time than
> the average decker run.
>
Just combine your non-magical charcters into two fields if that is the
case. Make Decker/Sammmies, or Decker/Riggers, Rigger/Sammies or
Decker/Rigger/Sammies.

It makes sure that the decker or rigger always has something to do in the
party. It also means that the character need to improve more skill to
make himself good in either, and this increases the karma costs.
Previously the biggest problem I have had with deckers is that they get
too good too quick, because they only really need three skills.

Personally i like doing decking runs, and with VR2 the resolution is a
lot simpler..... You can describe the results to the entire party to keep
them interested.
Message no. 5
From: "Robert Pendergrast (Tom)" <3011_3@***.EDU>
Subject: Re: Multiple questions
Date: Sat, 19 Oct 1996 13:06:30 -0700
> > > > 5). How can the game be more balanced for deckers and magic-users?
They
> > > > both have problems with initiative compared to wired street sams. They
> > > > both access a world that the rest of the party cannot so everyone in
> > > > real-life gets bored and walks off at this stage.

> > Simple, get magical adepts (no astral projection) and keep the decker
> > an NPC. :)

> It makes sure that the decker or rigger always has something to do in the
> party. It also means that the character need to improve more skill to
> make himself good in either, and this increases the karma costs.
> Previously the biggest problem I have had with deckers is that they get
> too good too quick, because they only really need three skills.

With our deckers (although we've really only had three), is we made sure
that they were capable in combat as well as decking; not to the degree of
a sammie of course, but enough to lend a hand. Zack, (my brother's
decker), had firearms, in addition to his decking skills. Later on in
the campaign, when he could afford it, he picked up a syn-accel-2.
Enough to make him useful in combat. With my otaku, I picked up armed
combat (monowhip), and got myself a syn-accel-2 (when it came out)...

---Tom---
Message no. 6
From: Peter Bailey <pbailey@***.COM.AU>
Subject: Re: Multiple questions
Date: Tue, 22 Oct 1996 08:07:54 -0700
Hi Marty,

>> 1). Skill web - what happens if you have a concentration or
>> specialization? Isn't better to focus strongly on a particular stat/=
skill
>> and then use the web for closely related skills? If so, what's the p=
oint
>> of getting new skills, esp. when you have to start at such low skill
>> levels (unless you have karma to throw around)

This is one that only the individual can answer. If you are skill
webbing however, you don't get to use the concentration or
specialisation dice. You must use the general skill dice.

>> 2). Multiple guns - I know SR2 improved on SR1 and Fields of Fire fu=
rther
>> improved on it, but I'm still not quite sure about something. Does u=
sing
>> two guns split your combat die in any way? Do you suffer recoil on o=
ne
>> from the other gun? Can a person handle two smartgun links working
>> simultaneously?

You only have one combat pool. Use the remaining dice in it however
you wish. Yes you suffer the effects of uncompensated recoil on all
ranged attacks. Yes two smartguns at the same time are not strictly
forbidden by the rules, I would require that the character have
smartgun implanted twice however.....

>> 3). Magic - what precisely is the diff. between spell locks and anch=
oring
>> etc.

Spell locks are always rating 1. (Not the spell, the lock) Locks can
be turned on or off at the owner's whim. Locks can cost a LOT of
money for the job they do. Quickening makes a sustained spell
permanent and cost karma. Anchoring makes magical traps etc.
possible by use of a variety of links. Anchoring is VERY flexible in
it's application.

Spell locks are an "Astrally active physical object." This, in my
game at least, means that an area-effect spell can be grounded into
it from the astral and affect non-astrally active beings/objects. In
my game Quickened or Anchored spells are at best cast onto a physical
object. This does not permit the area-effect spell from astral space
trick.

>> 4). What are modifications for the cyber ears? They're listed but no=
t
>> described.

More specific question please. What exactly do you want to know about
the cyber ear modifications?

>> 5). How can the game be more balanced for deckers and magic-users? T=
hey
>> both have problems with initiative compared to wired street sams. Th=
ey
>> both access a world that the rest of the party cannot so everyone in
>> real-life gets bored and walks off at this stage.

Sammies, Merc's, Deckers (do yourself a favour and buy VR2.0 if you
want a decker.), Magic-users, Rockers, Riggers,... They all have
their inherent strengths and weaknesses. The trick is to get them all
working as a team and not as a group of individuals. The former has a
good chance of surviving, the latter does not. They are very
different and access different worlds because trying to have one
character do it all, and do it all well is impossible. A team
communicates constantly, in one form or another. Thus the players
have little chance to get bored.

--

Internet: pbailey@***.com.au Fidonet: 3:640/281.3

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Member Team AMIGA
Message no. 7
From: NightLife <habenir@******.SAN.UC.EDU>
Subject: Re: Multiple questions
Date: Mon, 21 Oct 1996 08:27:32 -0700
>>> 2). Multiple guns - I know SR2 improved on SR1 and Fields of Fire further
>>> improved on it, but I'm still not quite sure about something. Does using
>>> two guns split your combat die in any way? Do you suffer recoil on one
>>> from the other gun? Can a person handle two smartgun links working
>>> simultaneously?
>
>You only have one combat pool. Use the remaining dice in it however
>you wish. Yes you suffer the effects of uncompensated recoil on all
>ranged attacks. Yes two smartguns at the same time are not strictly
>forbidden by the rules, I would require that the character have
>smartgun implanted twice however.....

No. Check your main book using two weapons at the same time negates any
bonuses from Smartlinks or laser sights. What you can do is have one say in
your left for rifles and another for a pistol. This only works if your pc is
ambidexterious. Other wise your just wasting money and essesnce.


>>>>>>>>>>>>>>>>>>>>>>>>>>>
Nightlife Inc.
<<<<<<<<<<<<<<<<<<<<<<<<<<

If you have to ask then it's probably classified.
Which means that I have to follow protocol.
But if you ask nicely I might forget that you asked.
Then again maybe not.

>>>>>>>>>>>>>>>>>>>>>>>>>
Document Classified
<<<<<<<<<<<<<<<<<<<<<<<

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