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Garrzira

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« Reply #30 on: <09-30-15/2347:47> »
That makes perfect sense... I totally forgot about cred sticks. Now all I gotta do is finish a couple npc runners then design the actual mission

Beta

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« Reply #31 on: <10-01-15/0902:14> »
A couple more thoughts around payment:

- not every job has to have exactly the 'correct' payment in terms of nuyen.  You can balance things over missions a bit.  Perhaps a fairly easy job guarding a simsense production for a few days pays really well, helping to balance out the modest pay of the previous run where there was an unexpected thing that bled hydraulic fluid more than blood.

- some runs may have a variable payment option.  Always hard to assess from the Johnson's side and runners may not trust on a fair rate, but if it is not the first time the Johnson has hired the runners you could end up with "Based on the data available, this should be fairly straightforward, and the pay is 10k each.  If security is significantly tougher than projected I'll cover another 2.5k in extra danger pay."

- some runs may offer some not purely monetary rewards that happen to scale with risk sometimes -- like medical costs, or use of a spiffy new prototype weapon or armour.

- note that an odd effect of both the nuyen and karma charts is that a group that manages to come up with an incredibly clever plan to bypass most of the opposition should, in theory, get less karma and nuyen.  I always figure that if they come up with something that clever, it shouldn't lower their reward.  Likewise if they make it extra hard due to not thinking, I don't up the reward.

Darzil

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« Reply #32 on: <10-01-15/1109:18> »
- note that an odd effect of both the nuyen and karma charts is that a group that manages to come up with an incredibly clever plan to bypass most of the opposition should, in theory, get less karma and nuyen.  I always figure that if they come up with something that clever, it shouldn't lower their reward.  Likewise if they make it extra hard due to not thinking, I don't up the reward.
My approach (for the one run I've GMd so far) is to work out what I expect them to meet and have to deal with, and base the payment on that. If I up the challenge later I can give bonuses, but if they screw up and face more they don't get them, and if they do well and avoid trouble they won't get less.

Garrzira

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« Reply #33 on: <10-02-15/1055:29> »
So i just found that the player going to play the samurai/get away driver has elected to go with no cyberware, and from my understanding cyberware is kind of a feature of the samurai, is this viable ? Or should I convince him to get some ?

Beta

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« Reply #34 on: <10-02-15/1149:21> »
So i just found that the player going to play the samurai/get away driver has elected to go with no cyberware, and from my understanding cyberware is kind of a feature of the samurai, is this viable ? Or should I convince him to get some ?

Well, he wouldn’t be a samurai as most people understand it.  One of the defining features of the samurai is their high initiative – they move before most other people get a chance to do anything, and hopefully pack more actions in to a given period of time.  This is a real part of what makes them so deadly.  Run Faster did add a quality (for 20 karma) that gives +1+1d6 to initiative, which could help a little bit, but still falls short of what a more hard-core samurai may be running.

A samurai will also typically have extra soak dice, extra strength and agility, a smark-link to their guns for more attack dice, various sense upgrades, etc.

Now, if what he wants to play is a tough guy doing his best to keep up without cyberware, that is cool – so long as he understands that he is giving himself a real disadvantage in the process.  (edit to add: of course, by not spending all those resources on cyberware, he can prioritize other things, which has its own advantages -- I was just talking about advantage in actual combat)
« Last Edit: <10-02-15/1309:24> by Beta »

brasso

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« Reply #35 on: <10-02-15/1150:51> »
Although there's nothing wrong with no cyberware, it's going to put them at a disadvantage. Some cyberware, like wired reflexes, etc. are going to give the advantage to the chromed up guys.

If he's wanting 'no cyberware' then maybe he'd prefer an adept? Their powers can easily be the equivalent of cyberware.

At the end of the day, it's up to the player.
The system we learn says we're equal under law
But the streets are reality, the weak and poor will fall

All4BigGuns

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« Reply #36 on: <10-02-15/1152:34> »
Currently playing one right now with no implants, and he's actually doing very well.

[spoiler=No Implant 'Street Sam']
Snake
METATYPE: HUMAN
B 5, A 6, R 5, S 3, W 3, L 4, I 5, C 3, ESS 6, EDG 5
Condition Monitor (P/S): 11 / 10
Armor: 11
Limits: Physical 6, Mental 6, Social 5
Physical Initiative: 10/11+2D6
Active Skills: Armorer 4, Athletics Group 5, Blades 4, Etiquette 1, First Aid 2, Longarms (Sniper Rifles +2) 6, Perception 4, Pilot Ground Craft (Wheeled +2) 1, Pistols (Semi-Automatics +2) 6, Sneaking 5
Knowledge Skills: Club Music 2, Firearm Design 3, History 1, Military 4, Police Procedures 3
Languages: English N, Japanese 3, Spanish 3
Qualities: Lightning Reflexes, Phobia, Uncommon (Mild): Insects, Prejudiced, Specific (Biased): Spell Casters, Sensitive System, SINner (National SIN): CAS
Vehicles:
   Harley-Davidson Scorpion [Handling 4/3, Speed 4, Accel 2, Body 8, Armor 9, Pilot 1, Sensor 2, Seats 1]
Gear:
   Actioneer Business Clothes
   Allen Drake w/ Fake License: Colt Govt and Ammunition (4), Fake License: Defiance T-250 and Ammunition (4), Fake License: Remington 950 and Ammunition (4), Fake SIN (4), (6 months) Middle Lifestyle
   AR Gloves
   Autopicker (6)
   Climbing Gear
   Contacts (3) w/ Flare Compensation, Image Link, Smartlink
   Flashlight
   Lined Coat w/ Chemical Protection (4), Gel Packs, Nonconductivity (5)
   Medkit (6)
   Rapelling Gloves
   Renraku Sensei
   Respirator (6)
   Shop, Armorer
   Subvocal Microphone
   Survival Kit
Weapons:
   Colt Government 2066 [Heavy Pistol, Acc 7, DV 7P, AP -1, SA, 14 (c)] w/ (70x) APDS, Laser Sight, (70x) Regular Ammo, Silencer/Suppressor, (15x) Spare Clips, (70x) Stick-n-Shock
   Defiance T-250 [Shotgun, Acc 4, DV 10P, AP -1, SS/SA, 5 (m)] w/ (40x) Regular Ammo, (40x) Stick-n-Shock
   Remington 950 [Sniper Rifle, Acc 9, DV 12P, AP -8, SS, 5 (m)] w/ (30x) APDS, Imaging Scope, (30x) Regular Ammo, Smartgun System, External
   Survival Knife [Blade, Acc 5, DV 5P, AP -1]
Contacts:
Fixer (Connection 5, Loyalty 1)
Zack Barna (Connection 3, Loyalty 4)
[/spoiler]
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Garrzira

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« Reply #37 on: <10-03-15/2157:47> »
I have another question. I'm reading through combat and recoil. Is the damage from a firearm per bullet ? Do I need to roll for each bullet, or lets say I fire fully automatic using 10 bullets...is it one roll and add damage ten times ? Or is it roll 10 times ? Or am I totally missing the point here ?

All4BigGuns

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« Reply #38 on: <10-04-15/0048:29> »
I have another question. I'm reading through combat and recoil. Is the damage from a firearm per bullet ? Do I need to roll for each bullet, or lets say I fire fully automatic using 10 bullets...is it one roll and add damage ten times ? Or is it roll 10 times ? Or am I totally missing the point here ?

This is a case where you just need to read the rules. Burst Fire and Full Auto are just penalties to their defense (the penalty is listed in the appropriate section of the combat chapter for Short Burst, Long Burst and Full Burst).
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

ScytheKnight

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« Reply #39 on: <10-04-15/0223:08> »
Yeah that tipped me up for a while. Basically each bullet after the first lowers the defense roll of the target.

And before you ask about the bullets from two (or more) guns... look up the rules section, it's been discussed, quite thoroughly, already and never really been sorted out 100%.
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