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From: Bahamut Mighty Dragon Lord bahamut@**.com
Subject: Big Bag O' Questions(3)
Date: Thu, 15 Jul 1999 19:06:49 -0400
On Thursday, July 15, 1999 1:44 AM, Sebastian Wiers [SMTP:m0ng005e@*********.com] wrote:
>
> :1) A physad(SR2) with Armed Combat of 5, Improved Armed Combat of 2, and
> :wielding a force 1 weapon focus knife in one hand and a force 3 weapon
> :focus knife in the other attacks Joe Schmoe. What dice does the character
> :roll, ignoring combat pool?
>
> It would depend. Under the basic rules, they wopuld choose a wepon and
> attack with it, and only that wepon (focus) would add dice to the attack.
> In that case, the answer would be 10 dice (plus maybe 8 combat pool).
> That's 5+3 skill, plus 2 dice to the test for improved abitlty.
> If you were allowing some sort of two wepon attack, you migh count both
> foci, for 11 dice (plus maybe 9 combat pool). That's 5+3+1 skill, plus 2
> dice for improved abilty.
> :
> :2) When a character uses a datajack connection to operate a normal
> :computer, what exactly does she see/feel/hear/etc?
>
>
> Not much- there is no simsense (assist) converter in a regular computer.
> It would be like acessing a datasoft- youd "know" the information, as if
you
> were reading it.
>
> :3) Being that I don't like Physical Magicians as they are written (don't
> :like the spellcasting/conjuring and whatnot), what would be a good way to
> :increase the physad's natural abilities for Priority A in Magic? My gut
> :reaction is to give them two points worth of abilities for each magic
> :point. Would that be too powerful? Should it only be x1.5?
>
>
> I think FASA tried this and didn't like the results. Even 9 power
> points (at priority A) results in unbalancing characters. Remember, you are
> talking about giving them 120 karma (or 60 karma) worth of power points!
> You could maybe give them free astral perception, or let them be grade 1
> intiaites.
>
> :4) How much essence would an external cyber-smartlink cost? That is, using
> :normal cybernetic smartlink headware and connecting to the gun via a
> :datajack and fiberoptic cable instead of the standard palm-induction
> :thing. My best guess is 0.3 essence.
>
>
> That I can not answer.
>
> :5) I was making a metahuman physad (SR2) with a gear requirement of about
> :20,000 nuyen and got stuck. Priorities A and C are tied up in Race and
> :Magic respectively, however that leaves the only option for resources as
> :priority B with a whopping 400,000 nuyen. That's a bit excessive for a
> :character who only needs 20,000. I came up with the following compromise.
> :Instead of A-Race, B-Resources, C-Magic, D-Skills, and E-Attributes, I
> :created her with A-Race, C-Resources, C-Magic, C-Skills, and E-Attributes.
> :Technically that's against the rules but it seems fair to me and solves
> :the finances problem for the character. Did I miss anything that would
> :unbalance the character?
>
>

Switch to SR3 problem solved

> You basically were using the "sum to 10" sytem, which can be
unbalancing
> for non-mage / human characters. On the other hand, you were not using
> "more meta's", so the character isn't going to stomp much booty anyhow...
> You would do better with the old 100 point SR2 system, although it is
> set up for "more meta's".
>
> :6) What do other listmembers use for melee combat with two weapons?
>
>
> We used the FoF "two wepon combat" skill rule. You need a special
skill
> that ONLY covers a single type of wepon combo (such as "2 knives"). You
> roll dice equal to the total of your skill with each wepon, plus any bonus
> dice, plus combat pool equal to the special skill. Dmage and reach are
> averaged, always rounding down, for the two wepons. Its good to require one
> wepon to be smaller than the other, and the larger to have only 1 reach. I
> had a character using 2 clubs (an actual style, called "escrima") and the
> results were rather nasty for what was a fairly minimal karma invesment.
> The Cannon Companion will likely include an updated version of this
> rule, hopefully more balanced (this would kill in Sr3, because it lets you
> roll twice skill BEFORE combat pool is added). Sr3 does have a special rule
> that any attacker with cyber implant wepons on both hands adds 50% to
> strength (or is it attack power).
>
> Mongoose
>
>
>

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