Autor Thema: Smalltalk zur Shadowrun Edition 4  (Gelesen 241729 mal)

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Offline apple

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #500 am: 19.08.2005 | 12:03 »
Also heißt es, weiter abwarten, ob sich auf dem Gebiet Cyber/Bioware Entscheidendes getan hat.

Cyber/Bioware geht jetzt beides von Essenz ab, soll aber billiger geworden sein.

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Offline 8t88

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #501 am: 19.08.2005 | 12:07 »
Billiger in Essenz oder in Geld?
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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #502 am: 19.08.2005 | 12:17 »
Es sollte aber jeder können.
Das ist mal wirklich etwas, was man in der Schule lernt, und im täglichen (Rollenspiel-) Leben benutzen kann.
IMHO.

Offline 8t88

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #503 am: 19.08.2005 | 12:18 »
Jungs, zurück zum Topic!  d:)
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Offline Medizinmann

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #504 am: 19.08.2005 | 12:20 »
Wegen Würfel-Wahrscheinlichkeiten-Rechnen hab ich in der Schule in Mathe immer gute Noten gekriegt und weil's AD&D nur in Englisch gab(und Ich alle möglichen Filme auf Englisch guckte) war ich bester in Englisch ;D

OK Zurück zum Topic
zumindest Cyberware soll günstiger werden ¥-mäßig

HeyaHeyaHeya
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Offline Azzu

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #505 am: 19.08.2005 | 12:35 »
zumindest Cyberware soll günstiger werden ¥-mäßig

Worauf ich besonders hoffe, ist eine verhältnismäßige Neugewichtung der Kosten (sowohl in Geld, als auch in Essenz) der Implantate untereinander. Und zwar anhand ihrer Effektivität im Spiel. Bisher waren viele stylische, aber recht nutzlose Implantate so immens teuer, dass man einen richtigen vercyberten Punk kaum bauen konnte, ohne dass seine Effektivität als Runner total zur Hölle gefahren wäre.

Noch lieber wäre mir ja ein punktebasiertes System für Implantate... aber das wäre nicht mehr Shadowrun.  ;)

OT: Ich kann rechnen. Aber egal, ob Kopfrechnen, Addition auf dem Papier oder mit Hilfe des Taschenrechners - ich verwende ungern mehrere Stunden auf den Kauf von Ausrüstung für einen Charakter.
« Letzte Änderung: 19.08.2005 | 12:40 von Azzurayelos »

Offline 8t88

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #506 am: 19.08.2005 | 12:41 »
Ich würde SR ja weniger mikromanagement und mehr Fluff empfehlen.
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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #507 am: 19.08.2005 | 12:46 »
Da gibt es ja wiedermal zwei Ansätze:

Den realistischen:
Ineffektive Gimmicks werden nur in geringer Stückzahl gefertigt und verkauft, und sind daher sau teuer

Den vom Spiel her wünschenswerten:
Ineffektive Gimmicks sind ineffektiv, und daher dürfen die nicht viel kosten, weil die sonst niemand nimmt.

Beide Fraktionen haben viele Befürworter, und ich kann beide verstehen.
Und egal für welche Variante man sich entscheidet, beschwert sich die andere Fraktion.

Allerdings ist eine Senkung der Kosten für alle teuren Ausrüstungsgegenstände unabhängig davon stark wünschenswert.
So wie es derzeit ist schmeißen Samurais und Decker bei Upgrades ihrer Hardware mit solch großen Summen um sich, dass man sich echt berechtigt fragen muss, warum sie nicht lieber ein Leben lang davon in Freuden leben.  :gaga:

Wenn die Summen, und Zeitgleich die Verdienste der Runner, empfindlich sinken würden, fände ich das dem Spiel recht zuträglich.

Offline 8t88

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #508 am: 19.08.2005 | 12:49 »
Du hast recht...
Ich finde auch, wenn Cyberware günstiger wäre, wäre es realistischer...
Wovon sich einer einen Refelxbooster Kauft, lebt ein anderer 10 Jahre (oder so).
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Offline Azzu

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #509 am: 19.08.2005 | 13:05 »
Den vom Spiel her wünschenswerten:
Ineffektive Gimmicks sind ineffektiv, und daher dürfen die nicht viel kosten, weil die sonst niemand nimmt.

Bei SR3 trieb es aber schon seltsame Blüten.

Ein sich bewegendes Leuchttattoo? Bei CP 2020 so billig, dass du deinen Charakter problemlos damit zutapezieren kannst. Bei SR3 Nanotech, gibt's nicht für Startcharaktere und kostet Unsummen...

Offline Medizinmann

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #510 am: 19.08.2005 | 13:22 »
Bei SR3 trieb es aber schon seltsame Blüten.

Ein sich bewegendes Leuchttattoo? Bei CP 2020 so billig, dass du deinen Charakter problemlos damit zutapezieren kannst. Bei SR3 Nanotech, gibt's nicht für Startcharaktere und kostet Unsummen...

Das fällt unter Nanotech?
Nicht bei uns !(wir sind da recht Flexible,wenns Style ist wirdsCyberpunk-günstig !)
und es gibt auch Offiziell Biosculpting(0,1 Bioindex Kosten .....?1-2000¥ ?)für wechselne Haarfarbe z.B.
SR4 wird im Bereich Equipment mehr Fluff haben kein Commlink St 4 mehr sondern ein Yamatetsu Airwave # 4 bitte
mir gefällt dieser Punkt. die anderen will ich mir anschauen wenns ein 2 Print gibt.(Ich hab keine Lust mir ein Regelwerk voller Druckfehler zu holen)

mit Felerlosem Tanz ;)
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Dafür war der Smiley da  ;) ;D

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #511 am: 19.08.2005 | 13:45 »
Zitat
Wovon sich einer einen Refelxbooster Kauft, lebt ein anderer 10 Jahre (oder so).

Reflexbooster 2 = 165.000 Nuyen
permanenter Lebensstil in der Unterschicht = 100.000 Nuyen

Zitat
Ein sich bewegendes Leuchttattoo? Bei CP 2020 so billig, dass du deinen Charakter problemlos damit zutapezieren kannst. Bei SR3 Nanotech, gibt's nicht für Startcharaktere und kostet Unsummen...

Dazu gab es mal zur 2. Edition halboffizielle Regeln wo das mit einer paar tausen Nuyen und 0,1 - 0,2 Essenz gegessen war.
Aber sowas können sie ruhig erheblich billiger machen.
So im Rahmen von 1.000 bis 5.000 Nuyen oder so, und gerne auch ohne Essenzkosten.
Das ist ja wirklich reiner Fluff, ohne Spielnutzen.

Zitat
mit Felerlosem Tanz

Ganz so fehlerlos war der Tanz wohl doch nicht.  >;D

Offline 8t88

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #512 am: 19.08.2005 | 13:49 »
Reflexbooster 2 = 165.000 Nuyen
permanenter Lebensstil in der Unterschicht = 100.000 Nuyen
Danke, ich werte das als Zustimmung ;)
Ich hab die Regeln halt nicht zur Hand, aber ich lag da ja nich tfalsch mit...

Also Niedrigere Preise für Cyberware halte ich in der Welt von SR für "stimmiger".
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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #513 am: 19.08.2005 | 14:00 »
War als Zustimmung und Beispiel gemeint.

Offline apple

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #514 am: 20.08.2005 | 00:00 »
Aus verschiedenen Beiträgen auf dumpshock.com

Race BP cost: Human 0 (+1 edge), dwarf 25, ork 20, elf 30, troll 40.

Attributes: Physical, mental, Magic, Resonance - 10 per point except the max point which is 25 BP.

Knowledge skills: 1/2 active price.

Positive Qualities are 5-20 points. Negative are 5 - 30.

Resources are 5000 per BP max 50 BP, but looks like a lot of stuff is reduced in price.

Spells 3 BP per spell, 5 karma during play.
[Oh ha ... das wird meinen Magier und seinen Fetisch für 1er Sprüche aber gar nicht freuen.]


Contacts: 1 BP per rating point.

t costs 10 points per attribute point, with the first point free and the final 6th point costing 25.

Maximum points allocated to attributes is capped at 50% of total points.

Edge is bought like other attributes.

 Cyberlimb cost went down but still 1 point of essence. [Anmerkung: ARG! NEIN!]

Commlinks: 9 different models that have different Response and Signal ratings and costs. Evidently, any electronic device can have IC. They all leave trails (Please note this info is from quickly skimming 3 different sections.)

Btw, the first piece of fiction uses fuck, fuck, fuck and asshole instead of frag or other expletives like hoophead. So much for garnering that younger audience if parents skim that part, or the topless chick on page 44 wearing a couple band-aids across her nipples.

No jump at 6, but max at 6 without an exceptional quality, then 7. Start with only one skill6 with the rest 4 or lower, or two at 5 with the rest 4 or lower. No starting with a 5 and a 6. Maximum group rating at chargen is 4.

250,000 nuyen max

[Schamanen]
It costs more to play them with a totem. A mage can do almost exactly the same thing, fire spirits look a bit more useful than beast spirits. The variety and numerical difference of spirits is gone. Have not looked to see about the shamanic mask, if it only applies if the shaman has a totem.

Magic in general got screwed compared to any other skill type set. They combined other peoples needed skills while making the magicians need more skills to do the same. Making magicians a bigger karma sink.

Compared to adepts, who seem to benefit from all the rule changes.

All full magicians can conjure earth, air, water, and spirits of man. That's 4. Hermetic can conjure fire spirits while shamen can conjure spirits of beasts.

It costs to be magically active, then it costs some more to have a totem.

Magicians have the first Magic point for free.

Magician (15 BPs) gives you Magic 1. Raising it to 5 takes another 40 points. Ten spells are an additional 30. That's 85 points for what looks to be a good magician at game start.

-----------------------------------------------------------

How does armor work? Does it really just convert lethal damage into stun?    

Armor value combines with Body to resist damage. If the modified power, DV, of an attack causing physical damage does not exceed the AP modified armor rating (sounds streamlined huh? HA ha ha) then the attack will cause stun instead. Armor rating is reduced by the attacks AP, armor penetration, value.

Weapon pictures!  Ares Predator IV AP -1, Damage is 5P, avail 4R, cost 350.
Slivergun still exists.
Lined Coat is 6/4 Ballistic/Impact, avail 2, 700.

----------------------

What are the metahuman stat modifers now?   


Metatype abilities look unchanged (vision, etc.)
Human: +1Edge
Ork: +3B, +2S, -1C, _1L
Dwarf: +1B, -1R, +2S, +1W, -1Initiative
Elf: +1A, +2C
Troll: +4B, -1A, +4S, -2C, -1I, -1L, -1Initiative

--------------------

Can you give a few examples of what the new ranged combat modifiers look like? (like for cover, or dim light, and so on)   


They look similar to current modifiers except they modify the dice pool not the TN, espec9ally the visibilty mods based on light, smoke.

Partial cover -2, good cover -4, blind fire -6, smartlink +2, normal vision in partial light is -2.

------------------------------------------------------------

How does the new Dodge work?   


Buy as skill. Linked to Reaction. Can use Full Dodge. Says Reaction + Dodge for ranged. Reaction + Dodge + Dodge for melee or Reaction + melee combat skill + Dodge in melee. Also a Full Parry, and a Gynastics Dodge.

------------------------------------------------------------------

Do technomancers need an electronic device of some sort to access the matrix, or do they just use their minds?   

QUOTE    
Technomancers can access and manipulate the Matrix through their own sheer force of will.   
For a whole 5 BP and foregoing any type of magical ability.

-------------------------------------------------------------

Initiation costs 10 + (grade*3) karma.

---------------------------------------------------------------

what does initiation give you?    

Increased Magic (add grade to Attribute), metaplanar access one metamagic.


QUOTE (Patrick Goodman)   
Where do you get that it costs more to play a magician with a totem? That doesn't jibe with the final drafts I have (comp copies haven't arrived as yet).    


The Mentor Spirit costs 5 BP. Totems appear to be called Mentor spirits now. Like Bear, Dog, Mountain, etc..


QUOTE (blakkie)   
Nothing about reduction in cost with groups?   


Nada, it does mention what used to be ordeals as standard fare for intiating - as in no discount for ordeal.

--------------------------------------------------------------------------

kay, next question. What is the general guideline for Karma awards at the end of the run?    

They looked the same as third edition.

-----------------------------------------------------------------------

QUOTE (blakkie)   
You still get effectively an attribute increase plus the metamagic?    
No, you get to add grade to magic attribute, not that plus +1 to magic attribute.


QUOTE (hobgoblin)   
can one play a magical adept directly out of the BBB?    


Yes, they have a list of powers, including some from SotA64.

---------------------------------------------------------------------

mproving an attribute is done one point at a time at a cost of 3*new rating.

Improving skill group is 5*new rating.

Improving an active skill is 2* new rating.

New active skill is 4 karma.

New active group is 10 karma.

New Quality is 2*BP.

-------------------------------------------------------------------------------

Active Skills: 4 points per skill, 10 points for a skill group, 2 points for a specialization.

----------------------------------------------------------------------------

Found the info on Technomancers, page 232. They need no cyber or electronics at all. [um in die Matrix zu kommen ... was ich nicht besonders prickeldn finde. Zumindest eine Datenbuchse wäre sinnvoll gewesen.]

No Rating - unaware
Rating 0 - untrained
1 - beginner
2 - novice
3 - Professional - college athlete, firearms as beat cop, tech as college grad, social as Mr Johnson, vehicle as cabbie, knowledge as 2 year degree (Kind of conflicts with college grad)
4 - Veteran - minor league ball player, marine or airborne, tech as 4 year experience, social as diplomat, vehicle as NASCAR driver, bachelors degree (again I see this conflicting)
5 - Expert - pro athlete, SWAT team member, top scientist, VP, vehicle as Ancients go-ganger(wtf?), master's degree
6 - Elite - Athletic superstar, superstar among elite forces, The Wright Brothers, President, Blue Angel stunt pilot, doctorate degree
7 - Legendary - Athletic legend Babe Ruth, Wild Bill Hickock, Edison, Fastjack, Reagan, Damien Knight, Red Baron, Einstein, Dr. Raven

-------------------------------------------------------------------------

Cybereyes can be purchased with variable capacities, 4-16, .2-.5 essence. Ears follow suit.

Yes, there are still datajacks, as well as much of the cyberware.

Bonelacing essence is .5, 1, 1.5 for original 3 types. Increases power still. Adds to B and armor like it did.

Availability ratings have changed and max at chargen is now 12. So cyberarm gyromounts are available at chargen. Cyber skulls are not.

Cyberlimbs now have Body rating too. Body, Strength and Agility come with rating 3, need torso too raise above 3. Do not see the old essence cost to increase them and the most expensive looks to be 250 nuyen per rating point. Probably limited by ECU (besides cap of 7).
[Was? Um einen Cyberarm mit Stärke 4 zu haben , brauche ich einen Cybertorso?]

Enhanced Articulation is .3 ess. and +1 die for any task with a linked physical attribute.

Bone Density acts like bone lacing, only less essence.

Mnemonic enhancer gives no karma reduction.

Pain Editor avail 18, no trauma damper listed.

Reflex recorders for skill groups. Athletics group has 4 skills, Biotech - 3, Close Combat - 3, Conjuring - 3, Cracking - 3, Electronics - 4, Firearms - 3, Influence - 4, Mechanic - 4, Outdoors - 3, Sorcery - 3, Stealth - 4, Tasking -3. If you raise a skill within a group seperately, you can no longer raise the group.

[Kommt mir da snur so vor, oder werden dann Mundane ein ganz enormes Problem haben, sich massiv zu vercybern, wenn die Essenzkosten ähnlich sind, aber Bioindex und Essenz zusammengelegt worden sind?]

-------------------------------------------------------------------------

What's a Skill Group? I see them listed on the sample archetypes at srrpg.com.    

Example:

Sorcery consists of Counterspelling, Ritual Spellcasting and Spellcasting.

Firearms is Automatics, Longarms, Pistols.

----------------------------------------------------------------------------------

My understanding is that there will be no more aspect magician...
There will be magician that will spend a lot of BP in magical skills etc.
And some that will just specialise in one area of practice....

aspected magicians are still there, IIRC. You take a negative Quality to become one (in addition to taking the Magician positive Quality).

---------------------------------------------------------------------------------

If negative modifiers reduce the dice pool to 0 or less, Edge dice can be rolled and explode on a 6. A threshold of 4 is the highest listed as "extreme" difficulty.

Edge renews as GM sees fit, suggested every session.

--------------------------------------------------------------------

Human Attribute Ratings

1 - weak
2 - underdeveloped
3 - typical
4 - improved
5 - superior
6 - maximum unmodified human

---------------------------------------------------------------------------

dd Edge up to all edge dice to a roll. All dice explode.

After a roll, may use edge dice to roll for added successes, only edge dice explode.

Spend a point of edge and re-roll all failures.

Just saw a footnote that the rule of 6 does not apply to the longshot test in previous post. They do not explode.

Spend a point and go first in an initiative pass. If multiple people spend edge they go according to initiative score.

Spend a point and gain 1 extra initiative pass for the combat turn.

Negate one glitch or critical glitch.

Invoke dead man's trigger rule (iirc involves acting after full condition monitor.)

-----------------------------------------------------------------------

Ares, Aztechnology, Evo Corp, Horizon, Mitsuhama, NeoNet, Renraku, Saeder-Krupp, Shiawase, Wuxing
[Die neuen/alten Megas]

-------------------------------------------------------------

Suppose an average Agility 3 and Pistols 3. Human, so above average Edge (4)

Smartlink (+2)
Specialization (+2)
Take Aim (+1)

That's 15 dice off the top of my head, plus Rule of Six. Make him a pro and it gets better. Add explosive or EX explosive ammo, of course.

----------------------------------------------------------------------

Declare attack, apply situational modifiers, make opposed test, Compare armor, damage resistance test, apply damage.

Ranged combat summary:
attacker rolls Agility + combat skill +/- modifiers
defender rolls reaction +/- modifiers
(defender using full defense rolls Reaction + Dodge +/- modifiers)
DV modifiers: net hits, ammunition, autofire
Armor used: ballistic or impact
Condition monitor used Physical or Stun----

---------------------------------------------------------------------------

How are shot rounds for shotguns treated?

~J    

They have 3 different spreads, narrow, medium, and wide. They can shoot only 1, 2, or 3 targets within a meter of each other respectively. Damage code gets modified for each, defense roll gets different modifier for each, harder to dodge wider spread.

-----------------------------------------------------------------------


Can you give people stats for a standard piece cyberware? (say, the much beloved Wired Reflexes 2)   


Wired 2, essence 3, capacity - n/a, availability 16R (not avialable under standard chargen rules of availability 12), 32,000 nuyen

[Ich glaube,, jetzt sind Cyber/Biouser wirklich gefickt. Hallo? Beides geht vom Essenbetrag runter. Oder irre ich mich da mit diesem Eindruck?]

------------------------------------------------------------------------

 Do the modificators for bad vision still differ for natural, cybernetic or external vision enhancers?    

No, modifiers apply equally. (I was thinking between different types of vision.)
[Fehler von mir oben]

------------------------------------------------------------------------

How does initiative work now ?    

Initiative Attribute is Reaction + Intuition. Make an initiative roll, edge may be used. (Does this mean all dice explode?) Add hits to Initiative Attribute, this is initiative score. Act high to low, ties go at same time. If imperitive to break ties compare edge, initiative, reaction attributes in that order.

----------------------------------------------------------------------------

Some Defense modifiers.

Defender unaware of attack, no defense possible
Defender wounded - wound mods
Defender defended against previous attack, -1 modifier cumulative for each additional defense roll
Defender prone, -2 pool mod limited to melee and ranged combat within 5m.
Defender running, +2 moDefender in melee combat, -3 pool modifier vs ranged attacks
Attacker firing burst or shotgun, -2mod vs wide bursts, -5 vs long wide bursts, -9 vs full auto wide bursts, -2 vs shotgun on medium spread, -4 against wide spread.

------------------------------------------------------------------------------

What cyber grades are listed, and do they operate the same way as they did in SR3?    

Alpha, -20% ess., cost*2
Beta, -30% ess., cost*4
Delta, -50% ess., cost*10

-------------------------------------------------------------------------------

Can specializations exceed the skill cap of 6? As in Firearms Skill Group 6 (spec:Pistols +2) for 8 dice?    

Specialization is a modifier to the dice pool, not an increase in skill, or that's the way it looks. Your example is wrong about the skill group, but is on target if applied to Pistols 6, specialization semi-automatics for 8 dice + Agility as base dice pool.

---------------------------------------------------------------------

Flux looks like it is now signal. Technomancer signal is Resonance/2 (round up).

Signal 0 - 3m
Signal 1 - 40m
Signal 2 - 100m
Signal 3 - 400m
Signal 4 - 1km
...
Signal 9 - 400km

-----------------------------------------------------------------------

Who's President of the UCAS?   

Angela Colloton

[Was? Die Merkel? Oh Gott!]

----------------------------------------------------------------------------

What happened to Cross ?    

Lucien Cross died in a plane crash the very day of Crash 2.0. Damien Knight bought up Cross assets while Horizon group went after its Corp Court seat.

---------------------------------------------------------------------
« Letzte Änderung: 20.08.2005 | 09:52 von apple »
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Offline Monkey McPants

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #515 am: 20.08.2005 | 00:25 »
Hmmm, klingt interessant.

M
Ich praktiziere leidenschaftlich 4enfreude.

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Offline Skyrock

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #516 am: 20.08.2005 | 02:28 »
Na toll, weiterhin lineare Kosten für Attribute. Auch SR4 wird nichts an der Min-Max-Mentalität bei diesem Punkt ändern.

Maximal noch 250k? Hm... Ich hoffe damit ist eine massive Verbilligung von Gadgets verbunden.

Cybergliedmaßen fressen immer noch einen Essenzpunkt? Wieder eine Hoffnung weniger bei mir...

Die neue Skillregelung sieht von der Grundidee her nicht schlecht aus.

Böse Wörter statt kindgerechtem Straßensprech wie "Drek"? Sahne :D

---
Wirklich heiß machen mich neuen Chargenregeln nicht - es sieht insgesamt mehr so aus als hätte man den alten faulen Kompromiss zwischen Freunden des SGGs und den Optimierern genommen und verkompliziert.

Die Quickstartregeln werden entscheiden müssen ob ich bei SR4 zugreife oder wieder weiter an einer Konvertierung auf Interlock oder Wushu schraube.
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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #517 am: 20.08.2005 | 08:46 »
Die Charaktererschaffungsregeln klingen genau so beschissen wie die zur 3. Edition.
Wie Skyrock schon schrieb, ändern sie überhaupt garnichts am Min-Max-Problem bei Shadowrun.

Das einzige wo es vielleicht etwas besser durch wird, sind die teureren 6er-Werte bei den Attributen, und die Beschränkung auf 1-2 tolle Fertigkeiten.

Dafür klingt der Rest noch Min-Max-gefährdeter als früher irgendwie.

Also dem Teil würde ich schon mal alle sinnvolle Innovation absprechen wollen.

Bleibt die Frage wie gut der Rest der Regeln wird.
Die Charaktererschaffung kann man sich ja zur Not noch selber umstricken.

Offline Azzu

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #518 am: 20.08.2005 | 10:03 »
IMHO läd ein auf einem Punktepool basierendes Charaktererschaffungssystem immer zum MinMaxen ein. Da kann man kaum etwas dagegen unternehmen, ohne das System unnötig kompliziert und schwerfällig zu gestalten.

Dass Attribute erst ab Stufe 6 gedeckelt werden, finde ich aber auch problematisch. Nicht wegen MinMaxing, sondern weil mit allen wichtigen Attributen auf 5 und lauter Fertigkeiten auf Stufe 4 die Würfelpools schon wieder so groß werden, wie bei SR2 und SR3.

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #519 am: 20.08.2005 | 10:32 »
Bulls SR4 Demo-Erklärung (dumpshock)

Done this a dozen times in two days, I have my "speech" down pretty good, so here's a text version of it. It's very stream of consciousness, and very much how I was speaking during the demo's. And you may note I was mostly just following the "list of changes" checklist and expanding and explaining the items in it.

Hi, I'm Bull, and I'll be your GM this evening. First things first... Are you all familiar with the basic Shadowrun setting? Good, this makes my life a lot easier, as it saves me an hour long "This is the world of Shadowrun" spiel. Ok, i'll start things off by going over the major changes to the system.

First off, dice pools as you knew them are gone. Combat, Astral, Hacking, Rigging, Karma Pools, all gone. The core mechanic now is skill plus attribute, plus or minus any modifiers in dice, and that is now referred to as your dice pool for the test.

Your target number is always 5, and this is called a Hit. Modifers add or subtract dice from your dice pool rather than modifying your target number.

The Rule of One is triggered more frequently now. I don't know about you guys, but I've been playing Shadowrun for umpteen years now, and the Rule of One has come up a grand total of three times in all the games I've run or played in, and one of those three was because the player was only rolling two dice to start with. Since we're evil and like to screw with the players, we decided that the rule of one should come up more often.

So the Rule of One is now called a Glitch. If at least half your are ones, that's a glitch. there are two types of glitches. If you glitch but still roll any hits, it's a minor glitch, and some minor negative thing happens. It's a setback, but not a major negative thing, and you can still succeed at whatever test you were rolling. For example, if I was shooting at someone and rolling 8 dice, and I got four 1's and 3 hits, I could still hit my target and wound or kill him, but something happens to me, like I stumble and have a point or two penalty to my next action.

If you gitch and get no successes, that's called a Critical Glitch, and something major catestrophic bad happens. The exact nature of both types of glitch are up to the GM, so bribe you GM well and keep him happy. Candy, Caffeine, Pizza, or Beer work well for this.

The rule of Six no longer applies to your dice rolls, except in a couple situations which I'll get to in a bit. Since you have a set target number of 5, you don't need the open ended dice to get higher target numbers.

Open tests no longer exist. These were tests like with stealth, where you'd roll and your highest die roll would become the opponents target number. This type of test was always more than a little wonky and could be extremely random, and we hated it, so we chuked it.

There are now three types of tests: Opposed Tests, Threshold tests, and Extended tests.

Opposed tests are your standard My Dice vs Their Dice tests, with you wanting to get more hits than your oppoenent or whatever is resisting you.

Threshold tests are generally unopposed type of tests where you're simply trying to succeed at an action. Things like climbing would be a Threshold test. The GM will give you a threshold of hits that you need to meet or beat to succeed at your test. A threshold of 1-2 is relatively easy, while a threshold of 4-5 is pretty difficult. It's GM fiat as to how difficult a lot of thresholds are, so again, bribes work wonders.

The maximum for skills and attributes before possible metahuman modifiers is 6. There is no longer the Racial Modified Limit of 1.5 your starting max, so 6 is generally as high as they get. It is possible to get a 7 using the Exceptional Attribute or Aptitude Positive Qualities (What used to be Edges). And of course it's possible to exceed these maximums through cyberware, bioware, magic, and the like.

Intelligence has been divided into 2 attributes, Intuition and Logic. This was done primarily because in the past, Perception has always been based on your Intelligence, which just didn't make sense. You can be incredibly smart, but oblivious to your surrounding, and conversely you can be very aware and perceptive, but just not that bright.

Quickness was broken up into two new attributes as well, Agility and Reaction. Agility is your hand-eye coordination, while reaction is your speed.

Initiative is now a derived attribute, Reaction + Intuition, similar to what eaction was in older editions.

Characters no longer have a random number of initiative passes, or actions, per turn. Instead they have a fixed number based on any cyber, gear, or active magic. Normal unmodified metahumans have a single initiative pass, while things like wire reflexes will give an extra initaitive pass or three. So someone with wired reflexes 2 will get 2 additional passes, and will have three actions every turn.

Two new attributes have been added: Edge and Resonance.

Side Step a moment... ***I take a tangent to talk about the Crash 2.0 and the upgraded matrix and a bit about Augmented Reality, hackers, and the new wireless world and how every connects to it*** So something happens with the crash that effectivly "unlocks" Otaku. They are now a little more common, and are no longer the one in a million, urban legand that they once were, they can now grow up and become "real boys", so they no longer lose their powers as they age. They're now called Technomancers, and they have an attribute called Resonance, which is similar to the Magic Rating for a mage or an adept.

Technomancers are neat in that they can hack without the use of hardware, if they need to. their brain is configured to detect Augmented Reality and to connect to other systems wirelessly. They would still use a commlink to store data and the link, but they don't need it for programs or anything.

Technomancers have the ability to create Sprites, whicha re basically temporary matrix constructs that can perform services for them. they're similar to the spirits Shaman's could summon in that they would last forX services or X amount of time before decomiling back into loose code. They are use their Forms like a mage would spells, and suffer temporary Fading when using forms, the way a mage suffers drain from spells.

The other new attribute is Edge, and Edge effectively replaces Karma Pool, though it's a good deal more flexible than Karma Pool was. There was some confusion in earlier demo's, so I should explain that you have both an Edge Attribute and an Edge Pool. WHile your Edge Pool decreases as you spend Edge, your attribute doesn't change, so even if you've spent three Edge points this game session, your Edge Attribute is still 4. There are a bunch of things you can do with Edge.

You can spend a point of edge before you roll to add your edge attribute to the dice pool for the test, If you do, all your dice for the test are Open Ended.

You can spend an edge after you've rolled to roll just your edge dice and add any hits you get to this test. Only these edge dice are open ended, so any original sixes you rolled do not get rerolled. This is useful if you were one hit short of success, or if you find out after the fact you didn't quite have enough dice to succeed at a test.

You can spend a point to reroll all your failures, like you could spend karma pool for under 3rd ed.

If your dice pool is reduced to zero or more due to modifiers, you may make a long shot test, which allows you to roll just your edge dice. These dice are open ended.

You may spend a point of edge to automatically go first in an intiative round. If more than one character spends edge to go first, you then compare initative scores.

You may spend a point of edge to buy an additional initiative pass for the current combat turn.

You may negate the effects of a glitch with a point of edge.

Edge can be extremely powerful, and it now makes it possible for a non cyybered, non magical character to compete with his cyber and magic buddies, if he maxes out his edge attribute.

Edge refreshes like karma pool did, between game sessions or at the end of each adventure. There are also some suggestions for ways to earn edge pool points during play, through things like dazzling the GM with a brilliant move or terrific roleplay, or achieving a major storyline goal. It's GM fiat on these, so again, bribe your GM with fabulous prizes. (I usually got smiles with the GM bribe jokes, which was fun.0

Magic no longer starts at 6. Instead, it's bought up just like any other attribute. You buy a Positive Quality to become a mage or an adept or whatever, and then purchase it up like you would the rest of your attributes. Resonance works the same way.

because the game is more lower powered, bringing mages magic ratings down was one way to keep them in line with the rest of the characters. However, they still have options at their disposal to be pretty nasty in play.\, which I'll cover in a bit. Plus, there have been a couple fiction stories and novels that used the idea of a character "awakening" or discovering that he's magically active after his running career has already started. Because before you automatically got a full load of magic rating adn spell points when you made a mage, you coudlnlt really emulate this

Now you can simply buy the magician quality without buying up the magic attribute or purchasing any spells. Your character has that "spark of magic", but doesn't know he has it. , and can later through game plkay and roleplay "discover" his magical talent and start nurturiing it through karma expenditure and the like.

Bioware and Cyberware both cost essence now, but the lesser of the two counts for half. So if you have 4 points of Bioware, and 2 points of Cyber, it costs you 5 essence total.

Exclusive actions no longer exist.

There are now Skill Groups. There have been a bunch of new skills added to the overall skill list, and many of the more widley used skills were lumped up into Skill groups. Not every skill, hoever, falls into a skill group. Starting active skills are limited to a single 6 *or* two skills at 5, and everything else 4 or less. Skill groups cannot be rasied above 4 at chargen. You cannot buy an individual skill within a skill group up past the Group attribute at chargen, and you can't specialize any skill within the Skill group.

Later on with karma you can break up a skill group and raise an individual skill up. Hoever, once you do you can no longer increase them through karma as a single Skill Group. You have to raise all the lower skills in the group up to the level of the highest individual skill before you can Group them up again.

The condition monitor is no longer fixed at 10 boxes of damage. It is now 8 + 1/2 your Body or WIllpower, for Physical and Stun damage tracks, rounded up. Wound levels, such as Light, Moderate, and Serious, are gone. instead every three boxes of damage gives you a -1 modifier. that's every three full boxes, so the first 2 boxes of damage don't effect you.

All types of combat are now opposed tests.

For melee, the attacker rolls his weapon or unarmed combat skill, plus the appropriate attribute. For defense, you have three options. If you have a weapon and the weapon skill, you can try to parry. If you have unarmed combat, you can try to block, though there may be instances wher ethe GM doesn't allow this. When a troll swings a mono sword at you, blocking with your forearm seems like a bad idea. And finally you can try to dodge the attack. And yes, this means Dodge is now an active skill.

For bullets, it's a little nastier becuase it's hard to didge bullets, espeically if you aren't paying full attention to them. So you don't normally get your didge against ranged combat, though you always get your Reaction dice to resist with, On your turn you can choose to dodge, which allows you to roll Dodge + Reaction for the rest of the turn. A character can also declare a dodge when it's not his turn, though this uses up his next action.

With wound levels gone, weaqpons no longer have a damage level associated with them. An example weapon is the Ares Predator 4, which has a stat line of 5P(-1). What this means is that the weapon has a base Damage Value of 5, the letter is either a P or s, for physical or stun, and the nmber in parenthasis is an armor penetration modifier. The Damage Value of a weapon is the base number of boxes of damage it will do before modifiers.

So an example combat would run like this. I have an Ares predator 4, you have an armor jacket with an armor rating of 8/6I go to shoot you, and I have 4 pistols, and 4 agiility, so I get 8 dice. You defend with just your reaction because you weren't dodge, and roll 3 dice. I get 2 hits you get one, so my shot hits you with one net hit. I add my net hits to my Danage Value to give mea modified Damage Value of 6. My armor penetration of -1 applies to your armor, giving you 7 armor. And this is probably my favorite rules change of 4th ed...

Because my modified DV doesn't beat your modified Armor, the bullet doesn't penetgrate and do physical damage. instead the bullets impacts off the armor and causes bruising damage, possibly a fracted ribs. You still have to resist the full amount of damage, and wound modifiers are just as useful regardless of whether they're phsyical or stun. And an unconscious mook is just as out of the fight as a dead one, so this doesn't make combat less effective.

So anyways, I shoot you for 6 DV. You then get to resist damage using your body plus your modified armor. So say 4 Body + 7 Armor. you get 4 hits, so you reduce the damage down to 2 boxes.

Damage spells work much the same way. Plus you can Overcast magic. Basically, spells don't have a set force anymore when you learn them, instead you simply learn the spell, and when you cast it, youc an choose the force up to double your magic rating. Anything over your magic though will be physical drain rather than stun.

There was one big change to magic, and it's that the lines between the traditions has blurred a bit. At some point in the last 5 years, either due to new techniques or a rising mana level, the two core traditions have learned a few of each others tricks. the net effect of this is that both Hermetics and Shamans can now summon Bound Spirits (What the mage used to summon) and Unbound Spirits (what Shaman;s summoned). You can still only have one unbound spirit at a time, and bound spirikts are limited to i think your Charisma.

However, magicians with Bound Spirits do have a limitation on them. It takes a bit of mental control on the part of the magician for each bound spirit he's controlling to keep them in line. So for each Bound Spirit that he has active (called up and actually being used, not just on reserve),. he suffers a -2 penalty to all tests.

That was about the gist of it, but I'm not exceedingly tired and still slightly buzzed, so while I may have missed a few points, I'm going to bed. If this is informative or helpful, cool, if not, whatever.

Bull
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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #520 am: 20.08.2005 | 10:47 »
Zitat
IMHO läd ein auf einem Punktepool basierendes Charaktererschaffungssystem immer zum MinMaxen ein. Da kann man kaum etwas dagegen unternehmen, ohne das System unnötig kompliziert und schwerfällig zu gestalten.

Falsch.
Man kann sehr einfach die Aufbaupunktekosten und die Karmakosten im Spiel angleichen, so das man keinen Vorteil dadurch gewinnt zu minimaxen.
Und wirklich kompliziert wird es dadurch nicht.

Offline Medizinmann

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #521 am: 20.08.2005 | 11:03 »
Danke  fürs Posten,Apple
...oO(ich finds gut,das Ich in mehreren Foren bin  :D )

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Offline Azzu

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #522 am: 20.08.2005 | 11:14 »
Und wirklich kompliziert wird es dadurch nicht.

Ich bin da wahrscheinlich traumatisiert durch die sehr zähen Charaktererschaffungsregeln von SLA Industries, wo die Kosten für alles schon ab Rang 1 gestaffelt sind.  ;)
« Letzte Änderung: 20.08.2005 | 11:20 von Azzurayelos »

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #523 am: 20.08.2005 | 11:18 »
Naja, am besten gibt man den Spielern eh gleich ein paar Hundert Karmapunkte, und lässt sie zu den Kosten aus dem Spiel steigern.
Das ist nicht komplizierter als die derzeitige Charaktererschaffung mit Aufbaupunkten.
Und Minimaxen ist dann vorbei.

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Re: Smalltalk zur Shadowrun Edition 4
« Antwort #524 am: 20.08.2005 | 11:21 »
Wenn "Einladung zum MinMaxen" bedeutet, dass die meisten Spieler ihre Charaktere auf bestimmte Gebiete spezialisieren, finde ich diesen Effekt gar nicht so übel - ich hasse als SL nichts mehr, als ein Team von Allroundern, in dem jeder irgendwie alles kann, aber nichts richtig. SR3 hatte leider so wenige spielrelevante Werte, dass die Punkte ausreichten, um auf allen für einen Charakter irgendwie relevanten Gebieten Spitzenwerte zu haben. Ich bin zwar etwas skeptisch, was die hohe Anzahl der Attribute bei SR4 angeht, aber dieses Problem könnte dadurch etwas gemildert worden sein.

EDIT:

Die neuen Rüstungsregeln haben was. Aber ein Verteidigungswurf UND ein Schadenswiderstandswurf? Geht's vielleicht noch langsamer? Und zwar noch langsamer als SR3! Was soll daran denn "streamlined" sein?
« Letzte Änderung: 20.08.2005 | 11:40 von Azzurayelos »