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Land of Promise - now released!

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Critias

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« Reply #30 on: <09-10-12/1658:28> »
The rule (as I understand it) is "if there's more than one of them, give the GM the dice pools instead of skills," so that it's easier on a GM when he's trying to keep track of a half-dozen (or more!) bad guys in a swirling melee.  FWIW, for most mooks we also don't bother with listing every fiddly little skill they're likely to have.  I try to include a social pool (largely for defense) in almost every NPC, but other than that we heavily, heavily, focus on stuff that's likely to come up when the PCs try to kill them; perception, attacks, etc. 

But "If there's just one dude, format it as a normal character sheet write-up," so that Sting or Belial or whoever has full, detailed, stats.  Often those stats can have interesting plot hooks right there in 'em -- an NPCs knowledge skills can be used to flesh them out in role play, an NPCs qualities sometimes say interesting things about their background (like Rook's arm), etc, etc.

So the idea is -- and I'm not saying it's perfect, just that it's what we're shooting for -- that hordes of mooks get easy to read, to the point, "here's their die pool" stats, where full-on important, named, NPCs get the more detailed treatment.  I'm sorry for any confusion or lack of fun it causes, but it's the general idea I was working towards.

Critias

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« Reply #31 on: <09-17-12/1738:24> »
...and speaking of Missions adventures and all things Land of Promise...

Elven Blood is now out, in e-book format!  Anyone who got their appetite whetted by reading over LoP in the last week or two, go buy EB for even more fun.  You'll be getting five CMP adventures for $7, one dealing with Seattle's premier go-gang, the Ancients, and the rest quite directly entangled with Tir Tairngire politicians, criminal factions, critters, and danger. 

http://rpg.drivethrustuff.com/product/105890/Shadowrun%3A-Elven-Blood

Bull

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« Reply #32 on: <09-17-12/1746:54> »
the bit with Dice Pools vs Skill Ranks was an experiment we tried.  Some GMs loved it, others found it confusing and don't like it.

Generally the rules is that if they're a mook, a minion, a grunt, or a minor NPC who only appears in a single scene, they get a basic stat block and get the dice pool treatment.  If they're a major NPC who is important to the plot, who the PCs may interact with in an important (non-combat) way, and/or someone who appears multiple times in the adventure, they get a more complete write up and get full skill and ranking listings.

Simagal

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« Reply #33 on: <09-19-12/1543:53> »
Finally got Land of Promise, looks good. But I am annoyed with "Grimmy" because that is what I am known as at the FLGS.


As a gm I only care about how many dice I need, and how many boxes to mark off.
Andrew Grim

CanRay

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« Reply #34 on: <09-19-12/1601:56> »
But I am annoyed with "Grimmy" because that is what I am known as at the FLGS.
THERE HE IS!  GRAB A PITCHFORK AND FOLLOW ME!!!  ;D
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All4BigGuns

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« Reply #35 on: <09-19-12/1610:17> »
Well in the dice pool vs skill rank, chalk me up in the 'don't like', but mainly because I like taking an NPC stat block as a base for a character that in the past was one of what that stat block represents, so skill rank makes that easier.
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Wakshaani

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« Reply #36 on: <09-19-12/2041:20> »
But I am annoyed with "Grimmy" because that is what I am known as at the FLGS.
THERE HE IS!  GRAB A PITCHFORK AND FOLLOW ME!!!  ;D

[ChrisCrocker]
LEAVE! GRIMMY! ALONE!!!
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Mirikon

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« Reply #37 on: <09-19-12/2043:03> »
Skill rank is better, IMHO.
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WSN0W

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« Reply #38 on: <09-20-12/0719:41> »
I like the end pool totals and not sweating the 'where all the numbers come from for faceless mooks.' Whether they have a 2 in the skill and a +1 from a reflex recorder or a 3 in the skill, the end number is the same which is 'they roll 9 dice for X.' Heck, it could be +2 due to the drugs they are on.

If the mook becomes cool and the PC's show interest in turning Faceless Minion number 5 into a contact or ally (or he has Mook Stardom power and needs to be flushed out into a full on antagonist due to some cool moments and dice karma) can back fill as needed when giving a more serious touch up with a creator's brush.

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« Reply #39 on: <11-28-12/1320:06> »
I sometimes use dicepools myself when dealing with simple grunts etc. Stll, there is need to say what modifiers, like smartguns, are or are not included, since this can be important in case hacking cames to play...just for this example...

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« Reply #40 on: <12-11-12/0314:50> »
I sometimes use dicepools myself when dealing with simple grunts etc. Stll, there is need to say what modifiers, like smartguns, are or are not included, since this can be important in case hacking cames to play...just for this example...

Agreed, it needs to be clearer.  One of my projects right now is revamping the FAQ, the boilerplate text in the missions, and the stuff that goes on the website in preparation for Season 5 next year.  Stuff like this is on my To-Do list.

For now, assume that the Dice Pools incorporate Skill, Attributes, Augmentations, and any other gear that is generally always "on" (Such as a smartlink).  Stuff that's purely optional or situational (Such as vision or audio mods for Perception) are not pre-calculated.

 

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