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I need cheatsheets

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Poindexter

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« on: <04-24-14/1137:50> »
I'm gonna lay it all on the line here, ok?
I read the hell out of the 1st edition book when it came out, but never managed to get a group to play the freakin game until now.We're playing 5th ed and none of the players have ever played or read shadowrun before now. I've read the book over and over again, but the more i learn, the more im certain i don't know. I'm afraid the first scene that gets more complicated than a simple slugfest is gonna devolve into tons and tons of lookin up rules.

In short, i'm afraid this is gonna be a colossal disaster.

I've looked online for cheatsheets, but there are tons and tons and most of them have more info than i need.
What i want are more player specific cheatsheets, 1 for the decker, 1 for the rigger, 1 for the mage, 1 for everyone, that kinda shit, y'know?

do any of yall have solid recommendations for such things?
I could REALLY use em about now!
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Kincaid

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« Reply #1 on: <04-24-14/1144:24> »
I can't recommend one sheet over another, but I can recommend that you don't sweat it.  The game police aren't going to kick down your door if you screw up the size of a dice pool.  I've played Shadowrun for a long long time and there's almost always a +/- 2 dice handwave at some point.  If you miss something, no biggie, just remember it for next time.  Don't let calculations get in the way of telling a good story.

Now, having said that, GMs and players should have easy access to the pools/limits for skills they can reasonably expect to use (Hack on the Fly, Pistols, Sneaking, etc.)  As the GM, have the modifier tables handy so you can tell them how many dice to take out for xyz reason.
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Poindexter

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« Reply #2 on: <04-24-14/1146:35> »
i aint worried bout the game police. I'm worried bout my group having a shitty time with their first experience with shadowrun and then not being in the mood to play it again.
If star wars episode 4 had sucked, most of us would not know what the hell a wookie was. This needs to start with a bang. get em hooked in, y'know?
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WellsIDidIt

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« Reply #3 on: <04-24-14/1155:14> »
You can get some nice cheat sheets here:
Hayek's Sheets

There are Cheat Sheets for different action types (Combat, Spells, etc.), Player Aids to help players keep track of things (I find that printing them on a Heavy Weight Paper and making a folder for each player tend to be best, and even character sheets for each character type.


Tenlaar

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« Reply #4 on: <04-24-14/1204:58> »
I've been making my own cheat sheets.  Right now I'm going through the core book and noting all the listed uses for all the skills.  It takes some time but I've found that it's helping me get a better idea of the scope of different skills and committing things to memory.  Here is Hardware, for example:

Hardware:
--Repair Matrix damage- Hardware + Logic[Mental](1 hour), requires toolkit. Hits used to remove one box of damage OR cut time in half (1st die 30 min, 2nd die 15 min). Device is off-line & unusable during repair process. Critical glitch = device permanently bricked. Glitch = device can be restored but becomes glitchy.
--Illegally change device ownership- Hardware + Logic[Mental](24,1 hour), requires toolkit. Glitch = item sends report to authorities.
--Transponder-embedded keys- Hardware + Logic[Mental](Rating,1 minute), requires electronics kit. If same character picking lock and calibrating electrical feed, –2 dice both tests.
--Subvert switches- Hardware + Logic[Mental](5, 1 Combat Turn).
--Disarm closed circuit alarm- Hardware + Logic[Mental](5, 1 minute), depending on design may be more difficult.
--Disable BTL self-erase- Hardware + Logic(10, 1 hour).
--Make device a throwback- Hardware + Logic[Mental](8, 10 minutes).
--Remove Headjammer from someone- Hardware + Logic[Mental](8, 1 Complex Action).
--Keycard copier: Hardware + Logic[Mental](2), requires hardware kit.
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