NEWS

[OOC] The Road to Redmond

  • 915 Replies
  • 346059 Views

inca1980

  • *
  • Ace Runner
  • ****
  • Posts: 2294
« Reply #45 on: <09-08-10/1428:22> »
Ya, i'm just assuming you guys have worked together before.  Otherwise i'd have to figure out how all your other fixers or contacts know about the job to give it to you....and that wouldn't make much sense since most johnson's want things to be on the DL.  So in general, it makes more sense to have one fixer give out the job to his shadowrunner, and then the shadowrunner forms the team from people who he knows and trusts....to the extent that anyone can be "trusted" in the shadows.  The other alternative is that you all have the same fixer...and you're all part of his "stable"...but then that's basically a waste of a contact for everyone but the guy whose fixer got the job. 

Kontact

  • *
  • Prime Runner
  • *****
  • Posts: 3147
  • You called?
« Reply #46 on: <09-08-10/1501:33> »
Getting jobs is boring.  Doing jobs is wiz.  8)

+1 in the "know each other" camp.

inca1980

  • *
  • Ace Runner
  • ****
  • Posts: 2294
« Reply #47 on: <09-08-10/1509:42> »
@Team
Ok so the dice-rolling is going to be with Invisible castle.  The idea is to keep the story going and not have things slow to a crawl.  PbP is fundamentally different then us sitting around a table with pizza and mountain dew....so the idea is to make the SR rules, which are written for table top, work in a PbP setting.  Here are some rules which I think should make things faster:

Perception tests or using other skills (i.e. just a single straight success test with threshold number)
--If you are initiating the test,  simply [OOC:] ask if you can make the test...(do this all in the IC thread).  You calculate the DP putting in all modifiers you think should apply to your DP.   Then I'll approve the modified DP or adjust it depending on my ruling, and then I'll make the roll against the target number I have decided on and post it with Invisible Castle.  This means tests can be accomplished in only two posts.  
--If i'm initiating it then without even consulting you I'll just grab the DP off your character sheet and do the whole thing myself and i'll post the results.  This makes things like random perception tests just take one single post on my part, and also integrates it more into the story.
--We'll handle single opposed tests using the same system.

Extended tests outside of initiative:
--If RAW rules already give threshold and interval, you just keep rolling your dice pool (up to a max of the actual value of your dicepool) until your total hits exceed the threshold.  Then I will look back at how long it took and either say you completed the task in the time your rolls say it took or you got interrupted and couldn't finish (i.e. like in the case of hacking on the fly where it's like two racing extended tests going on simultaneously)
--If the threshold and interval depend on me, then i'll do the roll for you.

Once we've entered initiative:
--I'll call for an iniative test and I'll roll it myself and put it up all in one post.  Then you'll know your order and you post accordingly.
--aside form initiative, it can become a lot of work if i'm having to do all the rolling.  In this case I would like you to make all the rolls to resolve the combat action your character has decided to make.  So I will give you the needed stats for most enemies once i ask for an initiative roll.  i.e. when you attack a ganger, you roll your hit roll, enemy's reaction roll, damage resistance roll.  You will also see the enemy's damage meter.  In PnP this would never fly because it's too much of a give-away....but in PbP it makes it so that I don't have to weigh in at every single step with un-needed posts....and you can also use more team work (i.e. i'll hit the big wounded troll and you hit the unscathed dwarf!).  Now any modifiers which you added which I think are inappropriate, or if you simply calculated something wrong etc...will mean I will re-roll for you and we will simply go with my roll.  So if a ganger gets killed because you gave him a -4 defense modifier which I think should have been -2....then I will post a re-roll and the ganger simply just won't be dead yet.  That means that if you guys know the rules and are making reasonable decisions on modifiers that don't make me feel too uncomfortable, then combat could go pretty quickly.  If there's time I'll also weigh in in-between your guys action posts and narrate the blood shed you guys are inflicting..or to handle glitches...but I don't want you guys posting qualitative description about the effects of the rolls you guys have been making....(i.e. "He critical glitches on his damage resistance test....I lop his head right off!!".....I'll decide who's head is on or off)
--I really want you to stick to the 1 free+2 simple/2 free+1 simple/1 free+1complex action guidelines.  No midair exposes on battle tactics, ok....saying "Woofer hit the floor!" is a free action.  Saying "Woofer hit the floor, when i'm up over the fence then you cut the power!" is a simple action....etc.  Remember combat in SR has elements of abstraction....some things which by the rules occur in a certain order are interpreted to literally occur simultaneously....that should help when trying to visualize the whole "1 combat turn = approximately 3 seconds" thing.....I tend to visualize the whole Matrix Movie combat scenes "slow cam".....especially when visualizing wired reflexes and other such speed boosters.  Movies butcher the mechanics of space-time, so it's natural that rpg's will too.  As long as we're not reaching Michael Bay levels of action sequence time distortion i'm not gonna get too bent out of shape.

I do reserve the right to rewind or change anything at anytime though....ok!

Well those guidelines should help....I'll guide you guys along while we're doing it.  If we hit any bumps along the way we'll just improvise.

« Last Edit: <09-08-10/1551:24> by inca1980 »

Walks Through Walls

  • *
  • Ace Runner
  • ****
  • Posts: 1033
« Reply #48 on: <09-08-10/1939:52> »
Ok I just signed up for an invisible castles account.

It looks pretty easy, but how do I set up the die roll so it will show successes and # of 1s?

Inca do you need my account name or how will you get the information?

Thanks
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

FastJack

  • *
  • Administrator
  • Prime Runner
  • *****
  • Posts: 6422
  • Kids these days...
« Reply #49 on: <09-08-10/2047:42> »
If you type in xd6.hits(5), it will give you the number of dice of x that were greater than five. You'd have to eyeball 1's for glitches/critical glitches.

An Example:
5d6.hits(5)=1

Walks Through Walls

  • *
  • Ace Runner
  • ****
  • Posts: 1033
« Reply #50 on: <09-08-10/2120:25> »
So in your example it would be rolling 5 dice and then it would tell me the number of successes and the number of 1s correct?
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

FastJack

  • *
  • Administrator
  • Prime Runner
  • *****
  • Posts: 6422
  • Kids these days...
« Reply #51 on: <09-08-10/2204:39> »
It only tells you the number of successes. You'd have to manually count the glitches.

Kontact

  • *
  • Prime Runner
  • *****
  • Posts: 3147
  • You called?
« Reply #52 on: <09-08-10/2325:25> »
As something to consider, since Invisible Castle gives you all the dice rolled, e.g.(12d6.hits(5) → [6,4,4,6,4,4,1,3,2,1,6,1] = (3), it can sometimes be faster to roll the full hand and then subtract the negative modifiers from the back end of the roll.  Like applying a -4 penalty to the above roll would change it to 8d6.hits(5) → [6,4,4,6,4,4,1,3] = (2), but we still have the pure roll to draw from in case of numbers dispute.

So, in your example with the ganger, I wouldn't assume any negative modifier, when making the roll, but would then subtract the last 2 or 4 dice based on ruling.  Sometimes, like above, -2 or -4 doesn't even matter since it's 2 hits either way. 
This way, you don't have to reroll as much, and all that would change after the fact is the agreed-upon DV.  Time saved.  :)

Even with something like Edge rerolls, which shouldn't be too common, and you can just do the same "subtract of the back-end" thing again, just applied to each roll.

Speaking of edge, here's the exploding 6 form.  12d6.hitsopen(5,6) → [2,5,4,4,[6, 4],1,1,[6, 5],5,2,1,4] = (5)
You'll notice it boxes off 6s and pairs them with their exploding reroll.

inca1980

  • *
  • Ace Runner
  • ****
  • Posts: 2294
« Reply #53 on: <09-09-10/0539:48> »
That's actually not a bad idea, because you're randomly pulling the dice out of the end roll so it works out the same.  Let's do it that way.  If I disagree with your modifiers, i'll just lop of the tail end of the dice you rolled.  Lol, doesn't work in table top because there's not a good random way of taking dice away from a roll that's already been made without knocking the dice around and messing up the roll.  The only way i could think of is that you make sure all the dice you rolled are of the same color, and then you replace the dice that were hits with dice of a different color, and then you put them all in a bag or something, shake it up, and then remove some dice....then see how many colored ones you're left with. 

Kontact

  • *
  • Prime Runner
  • *****
  • Posts: 3147
  • You called?
« Reply #54 on: <09-09-10/0949:23> »
Naturally stuff that's not up for interpretation, like armor penetration, can come off the dice pool before the roll.
It's just useful for those up in the air situations, like social modifiers and whatnot.



On another note, for extended tests, do you want to do full dice pools or diminishing dice pools?
Diminishing is doable, but more of a pain.  Makes the game considerably tougher when you realize that only the SR4a core book had them in mind when setting up thresholds.  Good luck hitting an Unwired target number with diminishing dice  :-\

this is an uncharacteristically bad example of doing an 8x8d6 extended test.  I wouldn't let it cloud your choice too much.

So, this is full pool.
8d6.hits(5) → [6,1,2,1,3,2,4,1] = (1)
8d6.hits(5) → [1,1,2,4,4,1,5,3] = (1)
8d6.hits(5) → [6,3,1,6,1,1,3,3] = (2)
8d6.hits(5) → [5,3,3,1,4,5,4,3] = (2)
8d6.hits(5) → [3,4,4,1,3,2,4,4] = (0)
8d6.hits(5) → [3,6,1,1,1,1,6,6] = (3) Glitch: roll 1d6 and subtract # from hits so far.
8d6.hits(5) → [6,5,4,3,5,5,1,6] = (5)
8d6.hits(5) → [4,1,4,5,4,6,2,1] = (2)
If this was a Data Search, the player with an 8 dice pool would have been able to find publicly available information about a common, popular topic with 4 minutes of searching, and probably had unpublicized information after 8 minutes.  Hidden and actively erased info would have still eluded him.  Again, these were some garbage rolls.

and this is diminishing
8d6.hits(5) → [6,1,2,1,3,2,4,1] = (1)
8d6.hits(5) → [1,1,2,4,4,1,5] = (1)
8d6.hits(5) → [6,3,1,6,1,1] = (2) Glitch: roll 1d6 and subtract # from hits so far.
8d6.hits(5) → [5,3,3,1,4] = (1)
8d6.hits(5) → [3,4,4,1] = (0)
8d6.hits(5) → [3,6,1] = (1)
8d6.hits(5) → [6,5] = (2)
8d6.hits(5) → [4] = (0)

If this was a Data Search, the player with an 8 dice pool would have been unable to find publicly available information about a common, popular topic with 8 minutes of searching.  Zilch.

inca1980

  • *
  • Ace Runner
  • ****
  • Posts: 2294
« Reply #55 on: <09-10-10/1832:17> »
@Sludig:  I just noticed that you only spent 1800 for a rating 4 Fake SIN an 2 liscences.  A fake SIN is ratingx1000Y ...so they're all at rating 4 then the total would be 4800Y....but that puts you over the BP limit for gear....so just swap out gear to compensate for this, you choose what gear.

Sludig

  • *
  • Chummer
  • **
  • Posts: 240
« Reply #56 on: <09-10-10/1930:51> »
I didn't notice either *sigh* I dumped the hacking program

Walks Through Walls

  • *
  • Ace Runner
  • ****
  • Posts: 1033
« Reply #57 on: <09-10-10/1950:54> »
She who walks through walls has a SIN, but he probably wouldn't be happy if I started broadcasting it. (I didn't know elves could turn such a light shade of grey)  ;D

Well first on the to do list with some of my cut is new fake SIN and license. ( I knew I forgot something)
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

Kontact

  • *
  • Prime Runner
  • *****
  • Posts: 3147
  • You called?
« Reply #58 on: <09-10-10/2212:55> »
I didn't notice either *sigh* I dumped the hacking program

I was sort of curious about that anyway.  Was that meant to be Exploit?  If it was, it wouldn't have done you any good without a Stealth program anyway.  :-X

Sludig

  • *
  • Chummer
  • **
  • Posts: 240
« Reply #59 on: <09-11-10/0813:32> »
Well, no, it's the pocket hacker in the main book, before you had made your hacker we didn't have one. :D

 

SMF spam blocked by CleanTalk