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Like a Virgin

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The Wyrm Ouroboros

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« Reply #15 on: <04-28-16/2244:05> »
"Be smart, and survive.  Don't be smart, and die."

... is what it boils down to.
Pananagutan & End/Line

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New Wyrm!! Now with Twice the Bastard!!

Laés is ... I forget. -PiXeL01
Play the game. Don't try to win it.

Tarislar

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« Reply #16 on: <04-30-16/0040:14> »
As with any new system, I had been planning on devoting a session to character creation.  Is there anything specific I should be watching out for in CC? 

Quote
In shadowrun the sneak attack is king.  He who has the initiative is most of the time the one that walks away.

This makes the system sound broken, was that the intent?  Someone else told me that character death is very common in SR, should I be expecting a large body count and if so, what tips do you have for players to maintain the longevity of their characters?  Aside from "play smart" which I always expect from them.

If the system is broken, is there a good list of house rules which fix this?

Thanks everyone, so far, for your input.

Its less "broken" & more that it can resemble Real Life, where you don't have 100 HP to get stabbed all day with that Broad Sword & keep on trucking.

If you aren't wearing body armor & even a Light Pistol connects with you then you are likely going to be hurting.

If you ARE wearing Body Armor & a Sniper Rifle Connects with you then you are likely going to be hurting, if its a surprise shot from a hidden blind & you weren't expecting it, your probably dead.

A couple things to remember
Boosting Stats/Skills by 1 point will be a very minor change in a fight compared to say, adding an extra gunman or upgrading the gear they have.
The more targets there are the less you can dodge them.  Gangers with Pistols is worlds different then Gangers with AK's.

3 Average Gangers with Pistols & Vests is probably a pushover for a serious PC-Samurai with a Decker & Face backing him up.
5 Trained Terrorists with AK's & Jackets on the other hand could leave the same group dead in about 30 seconds of "IC" time.

One thing I would suggest is after everyone has created their characters,  pull out some generic NPCs for combat.
Run a couple dice offs as Mock combat before the actual starting session.
Get a feel for how combat works, but also how #'s & stats affect things.

Glyph

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« Reply #17 on: <04-30-16/0710:02> »
Also, "shadowrunner" is a pretty catch-all term.  Look more specifically at your group's power level.  They might be less "Ocean's Eleven" and more "Snatch".


The game can be lethal, but there are some mitigating factors.  You roll two Attributes for passive dodging, and have several options for more active defense.  Also, penalties to ranged attacks are more common than penalties to dodging them.  If you do get hit, you roll to resist the damage.  Armor helps with this, but more importantly, decent armor can turn physical damage into stun damage, which is a lot easier to recover from.  If you do get hit, mundane first aid with a first aid kit adding dice, followed by magical healing, can get you back on your feet again.  And finally, using Edge can get you out of some scrapes.

Dice pools in Shadowrun can get high, but keep in mind that dice penalties are supposed to be a major factor.  Sure, 18 dice for pistols is a lot, but that's only for optimal conditions - such as facing off with a ganger at high noon and point blank range.  When a character is mildly wounded, mildly fatigued, at medium range, firing at a target behind partial cover with rain providing a negative visibility modifier - then that character will be rolling a lot less than 18 dice.  Negative modifiers can keep combat from being something where the entire party dies in the first round.

Herr Brackhaus

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« Reply #18 on: <04-30-16/0800:30> »
Minor nitpick, Glyph; cover provides a dice pool bonus for the defending character, not a penalty to the attacking character :)