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Jack_Spade

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« Reply #15 on: <06-22-16/1710:49> »
I can assure you, that there are not many other ways to deal with a high rating spirit if you don't have access to magic damage. (The only other effective way is to have a small pile of grenades detonate at the same time)

It's usually only relevant against hardened armor if you consider that for the same penalty you can make a vitals shot for two more damage. That is equivalent to neutralizing 6 armor dice. Bull's Eye won't become more effective unless you have a gun with a base AP of -4 or less (there are only about 4 guns that have that and are able to fire a semi-auto burst)
Only against hardened or vehicle armor bull's eye is more effective due to the higher effectiveness of the armor.
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Shamie

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« Reply #16 on: <07-10-16/1623:24> »
I will second on the karma system.

Is not bad persay but it was made on the assumption you would play a campaign for 5+ years. Which it seems a very common thing in shadowrun games (extremely long campaigns or exporting characters)

Also be aware of Adepts. There are builds for silly things like "adept of rigging" or "adept of decking" which is basically a super decker/rigger. If you dont mind that, never mind. Otherwise check what the players buy with their points. Example i give a way of the adept for free to adepts but i houserule that they dont pull stuff like that on me.

Spirits can be a tad to powerful against non-magical enemies. Something i did is remove the automatic success on their soak.

BTW i never considered using double tap for spirits, my next game im gonna try it out (maybe houserule that it only applies to spirits).

The best advice i can give you is to just DM the game and start putting out fires when they appear. Unfortunately this editions is plagued with small problems that keep pilling up like snow on a roof until it collapses so my advice is to just play with the core and if the game gets going start adding source books.


Glyph

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« Reply #17 on: <07-11-16/0207:21> »
Spirits can be overpowered.  They gave them a number of auto-successes to compensate for immunity to normal weapons being the same "rating" while damage codes have all gone up - but it can be a bit of an overcompensation, especially at higher Force ratings.  And they might not even need the boost, because I don't think the designers considered one thing - the Reaction plus Intuition passive dodging test, combined with how spirit Attributes are determined, give high Force spirits a large dice pool to dodge attacks completely, since Reaction is usually equal to Force plus a bonus, and Intuition is usually equal to Force.  A Force: 6 air elemental rolls 16 dice to dodge attacks, so any attacks that get through are not likely to have a lot of net hits.  And then you subtract 6 points of damage.  And then you add 12 dice to the soak roll (minus AP).