From: | Marty <s457033@*******.GU.EDU.AU> |
---|---|
Subject: | Multiple questions |
Date: | Fri, 18 Oct 1996 22:38:27 +1000 |
>
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