If you read my previous post on spellcasting you'll know I'm not a fan of the magic rules in Shadowrun, and unfortunately 5th Edition hasn't done much to make me a fan. However, of all the magical abilities, I like spirits the most. I find the concept of spirits, and especially the various types of spirits to add a lot of flavor to a game, and to the universe as a whole. I've always enjoyed finding new ways to describe the various spirits when they use their powers, or manifest.
Conjuring is broken into three sections, summoning, binding, and banishing. I'll handle them separately beginning with summoning. Summoning is the act of compelling a spirit to serve you. One of the new features that I like, but haven't gotten to play with much is specifying optional powers. If you summon a spirit of Force 3 or above, you can specify an optional power for every three points of force. Force 3, one power, 6, two powers, etc. My only complaint is that it's harder to summon a low level spirit, then it is to summon a higher level one. The test for summoning is an opposed test: Summoning + Magic [Force] v. Force
This means that to summon a force one spirit, you only succeed if you roll a success and the spirit does not, as ties go to the defender. With a higher force spirit, there's a lower chance of all their dice (the limit) coming up as hits, so it gets easier the higher the spirit's force, as it raises the limit. Granted, the rules do let you raise the limit through use of magical reagents, but for such a low-level spirit it hardly seems worthwhile. Once the test has passed, or failed, you must resist drain, the same as with spellcasting. In this case the drain is twice the total hits the spirit rolled on the summoning test.
I really like conjuring for two reasons. First, it's flavorful. Spirits can have a personality, they are all different. A spirit of man (my favorite) can manifest as a stop sign, a pile of garbage, a dust devil, reminiscent of a subway train coming into the station, or a sentient tire. A spirit of water can be a puddle, or a quick micro-burst shower. Second, I love the fact that spirits are sentient in and of themselves, I like that they can break free, or on a glitch show up for a "chat" with the summoner. I like that mages can develop a relationship with spirits. Conjuring, as a discipline, is less flexible then spellcasting but in my mind, from a game play experience I'd much rather conjure, then spell cast.
Let's move on to binding. When you summon a spirit through conjuring the spirit/mage relationship is short-term. There's nothing holding the spirit to the mage past the next sunrise/sunset and there's nothing I like more as a GM then having a spirit dissipate, mid-service. Ah, the joys of being a GM. A bound spirit however, is around until their services are used up. This generally is reserved for a higher level spirit. I wouldn't recommend binding any spirit below force 6/your magic rating. Though your mileage may vary.
Once a spirit is summoned, and has enough services to be worth keeping around, or maybe you're lonely and simply want a friend, you need to bind them. In 5th Edition, the binding rules haven't really changed, and unlike spellcasting they are fairly straightforward. The only hitch is that you need a significant amount of reagants. Once you have them the test is fairly straightforward, if taking a fair amount of time.
Note: This is one of the reasons I give my players downtime between runs. I'll often let my players dictate how they spend their time between runs, this gives players the ability to fence stolen gear, find new gear, to summon, and bind spirits, to train, find an instructor, heal, or whatever they need to do. It also provides a great mechanism for me if every now and again the downtime gets broken up. A contact calls in a favor while you're busy binding a spirit, or before you've found that nice gun you're looking for. Do you say no, and risk alienating a potentially useful contact? Or, do you say yes and run somewhat under-prepared. It's a good way to, occasionally, up the dramatic tension in a group.
I'm going to skip over Banishing, and move on to why I really, really, like Spirits in Shadowrun 5th edition. In 3rd Edition which was the system I've played the most to date any spirit could do any task. There was no real limit on what a spirit could do. In 5th Edition however, spirits are limited in what they can do, and how useful they are, by their force. This gets around one of the most frustrating "tricks" in 3rd and 4th Editions, namely mages spawning force 1 spirits, having them do one task, and letting them go.
In games, from a GM perspective, I like that spirits are still useful, and can be a very flavorful part of the world, and I like even more that a mage has to risk drain when summoning. While the fact that a force 1 spirit is very hard to summon doesn't seem to mesh with my view on the game, I can respect the designers not wanting to break the system of Skill + Attribute [Limit] just for Conjuring. From a role play perspective, I like to make my spirits helpful, but a little surly. A spirit, in my mind, has a pilot rating equal to their force. Send a force 1, or 2, spirit to do a complex task and you may not like the results. This forces my players to think about their commands a bit more, and makes them leery to send spirits to do important things unsupervised. Let me give an example:
A low force spirit, single service, gets sent across a factory to "push the red button on that panel" the mage has line of sight to the panel, so can convey to the spirit the panel in question. If I'm feeling generous I have the spirit go, and push the button, and then consider it's service completed and leave. However, let's say the mage has a reputation, they have abused a spirit or two before, and word has gotten around. The spirit goes over and pushes the button, a lot. Not once, not twice, but a few dozen times. It's still within the scope of the request, and who knows what that button does. Or, if the mage uses a spirit of the earth, maybe he pushes the button really hard. There's so many things you can do as a GM to curtail a mages reliance of spirits. It's entirely up to you.
In a later post I'll talk a bit about magical security, and physical security, and using mages in security teams.
Showing posts with label Game Mechanics. Show all posts
Showing posts with label Game Mechanics. Show all posts
Tuesday, November 26, 2013
Friday, November 22, 2013
Magic in the Shadows: Spellcasting
I want to go out on a limb, and voice what I'm sure is an unpopular opinion. I hate the magic rules in Shadowrun. In three editions now, 3rd, 4th, and 5th, I've yet to see a mage that wasn't balance-breaking. I've played mages, and run magic heavy games, and even did a stint with a group where magic didn't exist. The last was the most enjoyable.
While I don't have significant experience with magic in Shadowrun 5th Edition, I have read through the bulk of the core rules, and have formulated a number of opinions. First, let's look at the two traditions in the core rules. Hermetic Mages, and Shamans are given as your two default choices. This is in line with previous editions, and I don't find fault here. Descriptions for both are fairly clear, and explain the difference adequately. The rules go on to cover Magical Lodges, and this is where my first complaint arises.
I understand the need to tie a mage to a physical location. I get that. I think the concept of a lodge grew up out of the need for a "spellbook" concept. If you look at a mage in a traditional D20 setting, they are hamstrung by their spellbook. Get rid of a mage's spell book and you've effectively rendered them impotent. However, lodges don't really accomplish that. As most players won't craft foci, or cast ritual spells you only need a lodge for learning new spells. As that's not exactly a common occurrence what's to keep a mage from simply not buying a lodge till one's needed? Buy the materials, sure, but keep them in boxes in storage, when you need them, pull them out, learn a spell, and put them back away. A mage in Shadowrun isn't tied to their lodge, or limited by their lodge in any way. This means that a mage, especially in low threat settings is simply better than the rest of the team.
Let's look at the changes in spellcasting now. I want to start by saying I like that they kept casting multiple spells fairly simple. Take your pool, divide, roll, I like that. They kept the need for touch, or actual line of sight, again, I like that. I allows some very simple tactics to keep a team safe from magical over watch. Smoke is your friend. However, force, is where I start to have problems. It's not so much that I don't like how they determine if drain is physical, or stun, it's that the wording is terribly obtuse. What I *think* they are trying to say is that the hits you get on your spellcasting test determine if drain is physical or stun. Which just doesn't make sense. Sure, it's not a bad rule, but think this through. Magic rating 5, I cast a force 10 spell, and get one hit on my spellcasting test. It's still a force 10 spell, and I only take stun drain. They should have stuck with the force > magic rating = physical drain. I can't think why the would have changed it.
Then, to make things even more confusing they go on to reiterate the drain rules in the Cast Spell section, using slightly different wording. Given that the limit for the spell is the force, why would you ever, for example, light off a force 1 spell? It's very confusingly worded, and desperately needs a few concrete examples. If these rules make sense to you, feel free to comment, as I certainly could use some clarity.
Unfortunately, the rules continue to be clear as mud. We'll skip over Determine Effect, and move onto Resist Drain. They should have left this as "The Drain Value for a spell is given in it's description, and cannot be lower than 2" given that each spell description includes an F, for force, I don't see why they chose to include that it's based on force in the determine drain section. Also, why not print Force, instead of F? I understand ink's not cheap, but it took me a few reads through the chapter to connect F - 6 to Force - 6 (min 2) It's just shoddy. Also, while we're on the subject of Drain, a little reminder sidebar that resisting drain depends on your tradition would have been incredible. Given the high quality of the Matrix, and Combat, sections the Magic section comes off sloppy, and half-baked.
I don't mind the Spell Characteristics section, it's not great, and like the rest of the chapter it's needlessly cluttered, but it's not terrible. Once you tear the section apart, and re-write it with the appropriate tests, and limits in place of the page references it becomes usable, but I shouldn't have to re-write rules to make them make sense, and in this case that's exactly what is required.
Spell categories, are just as cluttered as the rest of the section Instead of a wall of text, a few good examples would have been incredible here. For example:
Combat Spells: Direct: When you cast a direct combat spell it inflicts a number of boxes of damage on the target, equal to your net hits. When casting a direct spell use on of the following tests. For physical spells, those with a Type P, the test is Spellcasting + Magic [Force] v. Body + Counterspelling. (if any) For mental spells, those with a Type M, the test is Spellcasting + Magic [Force] v. Willpower + Counterspelling (if any) Spell damage, once applied, cannot be resisted by any other means.
It's not a huge rewrite, but it follows the format of calling out tests directly like every other chapter does. It eliminates a lot of the waffling, and the parenthesis, for me at least it seems cleaner. Personal opinion maybe, but the whole chapter screams out for a rewrite in my mind. I won't even go over Indirect spells, that section makes my head hurt.
What kills me though, is when we get to the next section for Detection Spells, they go back to the format I used above, the tests are spelled out using the normal form. While it's still opaque, it's better. They have an example, it's a good one, it's game-relevant, and it helps to cover why you'd use a detection spell. Unfortunately it covers Passive detection spells, not active, which in my mind need the example more. Why burn the page space for an example here when the combat spells need one so desperately?
Then we get to Health spells. Good gravy! It's clean, the description makes sense, they explain Essence penalties in a way that works immediately. There's no confusion here. Whomever wrote this description, have them re-write the others. This is the best description section for the spells, and some of the best writing for the chapter to this point. Fortunately this spat of good writing continues through Illusions, a section that in 3rd Edition was murky to the point of being unusable.
The section on Manipulation spells is decently written, but I feel that they should have broken the manipulation spells up into sections based on their sub-type. For example, handle Damaging spells apart from Mental, or Environmental, or Physical. If the spell requires a different mechanic, then you need to handle them separately.
Next, we get to Counterspelling. I like the mechanic, and I like the way it's written. However, I really think they should have talked about counterspelling before the spell list. You need to understand the value of counterspelling before you slog through pages of spells. I have to say, I love that you can designate multiple friendlies, and they each get the full dice pool. In 4th Edition, or maybe it was 3rd, you had to split your pool, and you usually ended up with a die, or two, per friendly, and that never seemed to matter. In 5th Edition counterspelling matters.
I'd like to go over Ritual Spellcasting, but I'm going to borrow a saying used by my U.S. History teacher when covering the Vietnam war: "I didn't support it, and I won't teach it, you can read it yourself." I feel the same way about Ritual Spellcasting. It's a terrible mechanic, it doesn't fit with the rest of the world terribly well, and it's seriously game breaking if you're not prepared for it. Why did the designers think to burn three and a half pages on it? This is perfect material for an advanced sourcebook later, this isn't something you put in the core rules. So, want to know more? Read it yourself.
Next, tacked on seemingly as an afterthought, is the Learning Spells section. This is well written, but feels out of place for me. This belongs in the character improvement section, not tacked on to the end of the Spellcasting section. I like that they call out the benefit of Instruction, and they also call out that you need a lodge, but don't say that it needs to be your lodge. So, again, why pay for a lodge? I can totally see a Rent-A-Lodge concept.
Whew, that was a lot of Spellcasting hate, sorry. What I would have liked to see is a clear set of examples walking the player through casting a spell of each of the types, from start to finish, including tests, and attributes for the mage, and targets. Take out Ritual Spellcasting, and you'd have plenty of page space to do just that. Do that, and re-write the most confusing sections, add in a spell reference table, and I'd be much happier with spellcasting.
I'll touch on Conjuring in my next update!
While I don't have significant experience with magic in Shadowrun 5th Edition, I have read through the bulk of the core rules, and have formulated a number of opinions. First, let's look at the two traditions in the core rules. Hermetic Mages, and Shamans are given as your two default choices. This is in line with previous editions, and I don't find fault here. Descriptions for both are fairly clear, and explain the difference adequately. The rules go on to cover Magical Lodges, and this is where my first complaint arises.
I understand the need to tie a mage to a physical location. I get that. I think the concept of a lodge grew up out of the need for a "spellbook" concept. If you look at a mage in a traditional D20 setting, they are hamstrung by their spellbook. Get rid of a mage's spell book and you've effectively rendered them impotent. However, lodges don't really accomplish that. As most players won't craft foci, or cast ritual spells you only need a lodge for learning new spells. As that's not exactly a common occurrence what's to keep a mage from simply not buying a lodge till one's needed? Buy the materials, sure, but keep them in boxes in storage, when you need them, pull them out, learn a spell, and put them back away. A mage in Shadowrun isn't tied to their lodge, or limited by their lodge in any way. This means that a mage, especially in low threat settings is simply better than the rest of the team.
Let's look at the changes in spellcasting now. I want to start by saying I like that they kept casting multiple spells fairly simple. Take your pool, divide, roll, I like that. They kept the need for touch, or actual line of sight, again, I like that. I allows some very simple tactics to keep a team safe from magical over watch. Smoke is your friend. However, force, is where I start to have problems. It's not so much that I don't like how they determine if drain is physical, or stun, it's that the wording is terribly obtuse. What I *think* they are trying to say is that the hits you get on your spellcasting test determine if drain is physical or stun. Which just doesn't make sense. Sure, it's not a bad rule, but think this through. Magic rating 5, I cast a force 10 spell, and get one hit on my spellcasting test. It's still a force 10 spell, and I only take stun drain. They should have stuck with the force > magic rating = physical drain. I can't think why the would have changed it.
Then, to make things even more confusing they go on to reiterate the drain rules in the Cast Spell section, using slightly different wording. Given that the limit for the spell is the force, why would you ever, for example, light off a force 1 spell? It's very confusingly worded, and desperately needs a few concrete examples. If these rules make sense to you, feel free to comment, as I certainly could use some clarity.
Unfortunately, the rules continue to be clear as mud. We'll skip over Determine Effect, and move onto Resist Drain. They should have left this as "The Drain Value for a spell is given in it's description, and cannot be lower than 2" given that each spell description includes an F, for force, I don't see why they chose to include that it's based on force in the determine drain section. Also, why not print Force, instead of F? I understand ink's not cheap, but it took me a few reads through the chapter to connect F - 6 to Force - 6 (min 2) It's just shoddy. Also, while we're on the subject of Drain, a little reminder sidebar that resisting drain depends on your tradition would have been incredible. Given the high quality of the Matrix, and Combat, sections the Magic section comes off sloppy, and half-baked.
I don't mind the Spell Characteristics section, it's not great, and like the rest of the chapter it's needlessly cluttered, but it's not terrible. Once you tear the section apart, and re-write it with the appropriate tests, and limits in place of the page references it becomes usable, but I shouldn't have to re-write rules to make them make sense, and in this case that's exactly what is required.
Spell categories, are just as cluttered as the rest of the section Instead of a wall of text, a few good examples would have been incredible here. For example:
Combat Spells: Direct: When you cast a direct combat spell it inflicts a number of boxes of damage on the target, equal to your net hits. When casting a direct spell use on of the following tests. For physical spells, those with a Type P, the test is Spellcasting + Magic [Force] v. Body + Counterspelling. (if any) For mental spells, those with a Type M, the test is Spellcasting + Magic [Force] v. Willpower + Counterspelling (if any) Spell damage, once applied, cannot be resisted by any other means.
It's not a huge rewrite, but it follows the format of calling out tests directly like every other chapter does. It eliminates a lot of the waffling, and the parenthesis, for me at least it seems cleaner. Personal opinion maybe, but the whole chapter screams out for a rewrite in my mind. I won't even go over Indirect spells, that section makes my head hurt.
What kills me though, is when we get to the next section for Detection Spells, they go back to the format I used above, the tests are spelled out using the normal form. While it's still opaque, it's better. They have an example, it's a good one, it's game-relevant, and it helps to cover why you'd use a detection spell. Unfortunately it covers Passive detection spells, not active, which in my mind need the example more. Why burn the page space for an example here when the combat spells need one so desperately?
Then we get to Health spells. Good gravy! It's clean, the description makes sense, they explain Essence penalties in a way that works immediately. There's no confusion here. Whomever wrote this description, have them re-write the others. This is the best description section for the spells, and some of the best writing for the chapter to this point. Fortunately this spat of good writing continues through Illusions, a section that in 3rd Edition was murky to the point of being unusable.
The section on Manipulation spells is decently written, but I feel that they should have broken the manipulation spells up into sections based on their sub-type. For example, handle Damaging spells apart from Mental, or Environmental, or Physical. If the spell requires a different mechanic, then you need to handle them separately.
Next, we get to Counterspelling. I like the mechanic, and I like the way it's written. However, I really think they should have talked about counterspelling before the spell list. You need to understand the value of counterspelling before you slog through pages of spells. I have to say, I love that you can designate multiple friendlies, and they each get the full dice pool. In 4th Edition, or maybe it was 3rd, you had to split your pool, and you usually ended up with a die, or two, per friendly, and that never seemed to matter. In 5th Edition counterspelling matters.
I'd like to go over Ritual Spellcasting, but I'm going to borrow a saying used by my U.S. History teacher when covering the Vietnam war: "I didn't support it, and I won't teach it, you can read it yourself." I feel the same way about Ritual Spellcasting. It's a terrible mechanic, it doesn't fit with the rest of the world terribly well, and it's seriously game breaking if you're not prepared for it. Why did the designers think to burn three and a half pages on it? This is perfect material for an advanced sourcebook later, this isn't something you put in the core rules. So, want to know more? Read it yourself.
Next, tacked on seemingly as an afterthought, is the Learning Spells section. This is well written, but feels out of place for me. This belongs in the character improvement section, not tacked on to the end of the Spellcasting section. I like that they call out the benefit of Instruction, and they also call out that you need a lodge, but don't say that it needs to be your lodge. So, again, why pay for a lodge? I can totally see a Rent-A-Lodge concept.
Whew, that was a lot of Spellcasting hate, sorry. What I would have liked to see is a clear set of examples walking the player through casting a spell of each of the types, from start to finish, including tests, and attributes for the mage, and targets. Take out Ritual Spellcasting, and you'd have plenty of page space to do just that. Do that, and re-write the most confusing sections, add in a spell reference table, and I'd be much happier with spellcasting.
I'll touch on Conjuring in my next update!
Monday, November 11, 2013
Tactics, Recoil, and Single-Shot Guns
I sat on this post for a good long while, mostly because I wanted to try and find a way to explain what I was seeing, and thinking, with the 5th Edition rules changes around combat without having to go back and explain 4th Edition combat to readers who haven't played 4th Edition.
In the end, I gave up, and simply wrote the post below with the understanding that I would have to preface the discussion with a lesson on 4th Edition mechanics, before I could go on to talk about the new mechanics in Shadowrun 5th Edition.
Let me start by going over how combat worked in 4th Edition, and why it was, frankly, terrible. Combat in Shadowrun is usually a matter of putting as much lead down range as possible. In 4th Edition this meant a few very simple things. First, you never took a single shot rifle. It just didn't make any sense. With the exception of the miniguns, and why they are single shot, we have no idea. Anyway, there was simply no reason to take a single shot gun when you could take a semi-automatic gun, and have two shots in the combat turn verses one. The same was true on the other end of the spectrum, you never saw a character with a fully automatic rifle, as the recoil penalty simply got out of hand. Fully automatic weapons were used, in my games, for supressive fire, and that was it. This meant, for my players, and for myself that you only ever saw semi-auto, and burst fire guns, with a lot of gear strapped on to overcome the recoil penalties. While this was "legal" it certainly wasn't much fun. There were whole swaths of guns that nobody ever took, as their were cheaper, easy to fire, and more accurate options.
Now, we move to 5th Edition where several rules changes have turned the formula for ranged combat on it's ear. First, let's look at Progressive Recoil. This is a very simple rules change with massive repercussions. Progressive recoil states that recoil carries over from combat turn, to combat turn. This, if you think about it, makes sense. If you've ever fired a rifle, or pistol, as fast as you can eventually the gun gets away from you. That's what progressive recoil means, and we love it. In 4th Edition it was as if everyone stopped to take a breather between combat turns. There was no sense that combat flowed from one turn to the next, now, there is.
Right on the heels of Progressive Recoil comes another small, but catastrophic change to combat. You may take one attack action per round. One. That means, your single-shot rifle fires once per round, or your semi-automatic pistol fires once as a simple action (making it the same as a single-shot gun) or you can fire three times as a complex action. This is great, you get more bullets that you did in 4th Edition, but with the progressive recoil rules your three-round burst recoil carries over to your next turn. Fire another three-round burst and you have to contend with six bullets worth of recoil, out of a semi-automatic gun! That's nuts! Burst fire is even more insane, regular three-round bursts are a simple action, but you can fire TWO three round bursts as a complex action, however you're now carrying six bullets worth of recoil into your next turn. Full auto guns fire 6 rounds as a simple action, and a whopping ten rounds full auto!
What does this all mean, from a tactical perspective? Well, quite simply you cannot stand behind cover and spray bullets down range and expect to hit things turn after turn, after turn. You must take time to pause, adjust, aim, and at the very least break the flow of bullets to minimize the Progressive Recoil. Large characters, and guns mounted on tripods, or in fixed positions will still allow you to fire numerous rounds before incurring penalties, and that's as it should be, but for the average Runner the player now needs to weight the options, do I fire a burst this turn, and accept that I may have recoil to contend with next turn, or do I fire a single round and then move to a better position? Do I use a Take Aim action, and break the flow of recoil, before firing another round? All of these things were included in 4th Edition, but rarely used as it was simply easier to fire, and to keep firing.
Catalyst, good job. Seriously, good job.
After I published this, several of the comments brought to my attention two additional points. First, single-shot guns do not suffer from Progressive Recoil, they are immune. This makes single-shot guns, especially rifles, very useful.
Second, all characters start with one free point of recoil compensation, and then get strength/3 (round up) points of additional recoil compensation before any other equipment is added in. This means a troll, with a very high strength can handle Progressive Recoil much more readily then a human, or other less bulky character.
In the end, I gave up, and simply wrote the post below with the understanding that I would have to preface the discussion with a lesson on 4th Edition mechanics, before I could go on to talk about the new mechanics in Shadowrun 5th Edition.
Let me start by going over how combat worked in 4th Edition, and why it was, frankly, terrible. Combat in Shadowrun is usually a matter of putting as much lead down range as possible. In 4th Edition this meant a few very simple things. First, you never took a single shot rifle. It just didn't make any sense. With the exception of the miniguns, and why they are single shot, we have no idea. Anyway, there was simply no reason to take a single shot gun when you could take a semi-automatic gun, and have two shots in the combat turn verses one. The same was true on the other end of the spectrum, you never saw a character with a fully automatic rifle, as the recoil penalty simply got out of hand. Fully automatic weapons were used, in my games, for supressive fire, and that was it. This meant, for my players, and for myself that you only ever saw semi-auto, and burst fire guns, with a lot of gear strapped on to overcome the recoil penalties. While this was "legal" it certainly wasn't much fun. There were whole swaths of guns that nobody ever took, as their were cheaper, easy to fire, and more accurate options.
Now, we move to 5th Edition where several rules changes have turned the formula for ranged combat on it's ear. First, let's look at Progressive Recoil. This is a very simple rules change with massive repercussions. Progressive recoil states that recoil carries over from combat turn, to combat turn. This, if you think about it, makes sense. If you've ever fired a rifle, or pistol, as fast as you can eventually the gun gets away from you. That's what progressive recoil means, and we love it. In 4th Edition it was as if everyone stopped to take a breather between combat turns. There was no sense that combat flowed from one turn to the next, now, there is.
Right on the heels of Progressive Recoil comes another small, but catastrophic change to combat. You may take one attack action per round. One. That means, your single-shot rifle fires once per round, or your semi-automatic pistol fires once as a simple action (making it the same as a single-shot gun) or you can fire three times as a complex action. This is great, you get more bullets that you did in 4th Edition, but with the progressive recoil rules your three-round burst recoil carries over to your next turn. Fire another three-round burst and you have to contend with six bullets worth of recoil, out of a semi-automatic gun! That's nuts! Burst fire is even more insane, regular three-round bursts are a simple action, but you can fire TWO three round bursts as a complex action, however you're now carrying six bullets worth of recoil into your next turn. Full auto guns fire 6 rounds as a simple action, and a whopping ten rounds full auto!
What does this all mean, from a tactical perspective? Well, quite simply you cannot stand behind cover and spray bullets down range and expect to hit things turn after turn, after turn. You must take time to pause, adjust, aim, and at the very least break the flow of bullets to minimize the Progressive Recoil. Large characters, and guns mounted on tripods, or in fixed positions will still allow you to fire numerous rounds before incurring penalties, and that's as it should be, but for the average Runner the player now needs to weight the options, do I fire a burst this turn, and accept that I may have recoil to contend with next turn, or do I fire a single round and then move to a better position? Do I use a Take Aim action, and break the flow of recoil, before firing another round? All of these things were included in 4th Edition, but rarely used as it was simply easier to fire, and to keep firing.
Catalyst, good job. Seriously, good job.
After I published this, several of the comments brought to my attention two additional points. First, single-shot guns do not suffer from Progressive Recoil, they are immune. This makes single-shot guns, especially rifles, very useful.
Second, all characters start with one free point of recoil compensation, and then get strength/3 (round up) points of additional recoil compensation before any other equipment is added in. This means a troll, with a very high strength can handle Progressive Recoil much more readily then a human, or other less bulky character.
Thursday, October 31, 2013
Gear Review: Hold-Outs
One of the thing I love about role playing games, of all stripes, is the gear. Players develop a love affair with their equipment. I've seen players go to great lengths for a piece of equipment. With D&D and Pathfinder, artifacts and magic items make some sense. We all love our +2 long sword of troll slaying. However, in Shadowrun I have found no less love for the inanimate objects of our world. I'm going to take the time to go over the gear section, in no particular order, to point out the things I love, the good, the bad, the ugly. Today, it's the drop gun. You don't buy extra clips for them, and you most likely will never fire them, but every runner worth his salt has one, or two, or ten. They are cheap, disposable, concealable, and cheap, did I say cheap? They are, the hold-outs.
In Shadowrun 5th Edition you're presented with three hold-outs in the core rules. Three, it's a shame I tell you, but it's a shame that I hope they will rectify when the gun source book comes out. You hear me Catalyst! I want hold-outs by the dozen! Why do I love hold-outs? Let's look at the bargain basement one, the Streetline Special.
Acc: 4
Damage: 6P
AP: -
Mode: SA
RC: -
Ammo: 6(c)
Avail: 4R
Cost: 120¥
Want to spot this little beauty? That's a Perception + Intuition [Mental] test. Drop 4 dice, because it's a hold-out, might as well put it in a concealable holster, though it'll cost you more then the gun, that's another -1. If you read my "Let's Build" for the Decker a few weeks back you'd know that every runner worth his salt has a lined coat. That's another -2. So, you're walking down the street, it's a lovely day in Seattle (yes they happen) and you pass by a beat cop. He gives you the eye. Let's assume he's the canned grunt from the core rules, Perception 3, Intuition 3. He gets 6 - 6 dice, that's a big fat 0. You can walk through town with a gun and know for sure, that you're safe. That, friends, is a comforting thought. Add to that the fact that MAD Scanners take a -2 dice hit to detect it, and I won't leave home without one.
Now, let's look at the gun itself. I love the Streetline. At 120¥ it's disposable, and I mean really disposable. This is the snubby .38 of the Shadowrun world. You don't reload it, you drop it and quick draw another. Why? Because you have multiple, and what's the harm? The biggest drawback of all the hold-outs is the low accuracy, 4 for the Walther, and Streetline, 5 for the Fichetti. However, this isn't a service pistol. You're not going to stand at 50 yards and empty a clip John Woo style. You're going to be in the bathroom, with your opponent at arms length, and you're going to pull the trigger till the gun runs dry, jams, or both, and then you drop it, and you run. This is the ankle gun, the small of the back gun, the taped behind the toilet gun and for that, it is incredible.
If you plan to go to war, you don't bring a hold-out alone. However, if you're going to go to war, what's the harm in having a little friend as backup?
Let's take a look at the other two hold-outs that you can chose in the core rules. First, we have the Walther Palm Pistol, think derringer. Two shots, break action, can fire both barrels. Not a bad little piece, but given that it's 60¥ more than the Streetline, I worry about what, if anything, you're going to get for your money. Long story short, you get one higher damage, and the ability to fire in SS or BF mode, however the burst is one bullet short, and requires that you reload the gun. If you're going to be burst firing with a pistol, you might as well go with the Streetline, and go for a Semi-Auto burst. Our advice, pass on the Walther.
Thirdly, you have the Fichetti Tiffani Needler, one higher accuracy, two higher damage, 8P(f), with a whopping +5 AP modifier, and a smaller clip, with only 4 rounds. Add to that a 1,000¥ price tag, and even the fact that it changes color doesn't really impress me. This is a gun for dealing quietly with soft targets. Want to off a man in his night shirt, go for the Needler. Want to carry a backup piece that might just save your hide against that angry ganger? Carry the Streetline.
Our final thoughts: Buy a Streetline, or if you're an up and coming fashionista, buy a Streetline, and a Needler. Keep them close, pay the extra for a concealable holster, and go forth into the shadows knowing that, at the very least, you have your hold-out.
In Shadowrun 5th Edition you're presented with three hold-outs in the core rules. Three, it's a shame I tell you, but it's a shame that I hope they will rectify when the gun source book comes out. You hear me Catalyst! I want hold-outs by the dozen! Why do I love hold-outs? Let's look at the bargain basement one, the Streetline Special.
Acc: 4
Damage: 6P
AP: -
Mode: SA
RC: -
Ammo: 6(c)
Avail: 4R
Cost: 120¥
Want to spot this little beauty? That's a Perception + Intuition [Mental] test. Drop 4 dice, because it's a hold-out, might as well put it in a concealable holster, though it'll cost you more then the gun, that's another -1. If you read my "Let's Build" for the Decker a few weeks back you'd know that every runner worth his salt has a lined coat. That's another -2. So, you're walking down the street, it's a lovely day in Seattle (yes they happen) and you pass by a beat cop. He gives you the eye. Let's assume he's the canned grunt from the core rules, Perception 3, Intuition 3. He gets 6 - 6 dice, that's a big fat 0. You can walk through town with a gun and know for sure, that you're safe. That, friends, is a comforting thought. Add to that the fact that MAD Scanners take a -2 dice hit to detect it, and I won't leave home without one.
Now, let's look at the gun itself. I love the Streetline. At 120¥ it's disposable, and I mean really disposable. This is the snubby .38 of the Shadowrun world. You don't reload it, you drop it and quick draw another. Why? Because you have multiple, and what's the harm? The biggest drawback of all the hold-outs is the low accuracy, 4 for the Walther, and Streetline, 5 for the Fichetti. However, this isn't a service pistol. You're not going to stand at 50 yards and empty a clip John Woo style. You're going to be in the bathroom, with your opponent at arms length, and you're going to pull the trigger till the gun runs dry, jams, or both, and then you drop it, and you run. This is the ankle gun, the small of the back gun, the taped behind the toilet gun and for that, it is incredible.
If you plan to go to war, you don't bring a hold-out alone. However, if you're going to go to war, what's the harm in having a little friend as backup?
Let's take a look at the other two hold-outs that you can chose in the core rules. First, we have the Walther Palm Pistol, think derringer. Two shots, break action, can fire both barrels. Not a bad little piece, but given that it's 60¥ more than the Streetline, I worry about what, if anything, you're going to get for your money. Long story short, you get one higher damage, and the ability to fire in SS or BF mode, however the burst is one bullet short, and requires that you reload the gun. If you're going to be burst firing with a pistol, you might as well go with the Streetline, and go for a Semi-Auto burst. Our advice, pass on the Walther.
Thirdly, you have the Fichetti Tiffani Needler, one higher accuracy, two higher damage, 8P(f), with a whopping +5 AP modifier, and a smaller clip, with only 4 rounds. Add to that a 1,000¥ price tag, and even the fact that it changes color doesn't really impress me. This is a gun for dealing quietly with soft targets. Want to off a man in his night shirt, go for the Needler. Want to carry a backup piece that might just save your hide against that angry ganger? Carry the Streetline.
Our final thoughts: Buy a Streetline, or if you're an up and coming fashionista, buy a Streetline, and a Needler. Keep them close, pay the extra for a concealable holster, and go forth into the shadows knowing that, at the very least, you have your hold-out.
Tuesday, October 15, 2013
Dumpstats, Gear & Limits
I wanted to touch on Limits, one of the new game mechanics in Shadowrun 5th Edition. Limits are used for every test in Shadowrun. They provide a hard limit for the number of successes that can be applied to a test. For example, in 4th Edition, if a player wanted to fire a pistol they would roll their Reaction + Pistols, and would apply the hits they rolled to the damage of the pistol. This works great, but it allows a few strange scenarios.
Let's look at an example. With a Agility of 6, and a Pistols of 6, the player is rolling 12 dice. Assuming one third hit, that's 4 successes. That's enough to take a hold-out pistol up into one shot, one kill range. Which, makes sense for a highly skilled user, even if it is a little off putting. Now, as I'm sure anyone who's ever rolled dice knows statistics mean little in the real world. Let's take that same test, and assume the player rolls really well, with 8 successes that same hold-out pistol has now shot up into combat rifle damage. That just doesn't make sense. This is where limits come in, and really shine.
Every test, every piece of gear, has a limit. For firearms it's accuracy, for active skill checks it's a calculated limit using your attributes. In our hold-out example above the accuracy of the firearm is a 4, or 5, depending on the model, that means that the player can use at most 4, or 5, hits. Granted there are ways to get around this using Edge, another game mechanic that we'll go into later, but for most tests you're stuck with your limit.
For gear this enforces a sort of "state of the art" mentality, as your character improves, you'll find you're losing more and more hits to your gears limits. This encourages players to update their gear, to purchase equipment, and cyberware to push those limits even higher, or to simply accept that the amount of damage they can do with their bargain basement Street Sweeper shotgun is sadly, limited.
Limits also effect skills, in fact limts apply to nearly every skill test. Skill tests in Shadowrun 5th Edition are limited by a calculated maximum based on a players attributes. Let's look at an example I've seen time, and time, again. Take your average magic user. Nearly every player I've seen builds a mage, and uses the physical stats as their dump stats. Body, I don't need no stinking Body! In 4th Edition this was safe, you could get away with having a few dump stats, without too much pain. But, in 5th Edition, with limits, these dump stats hurt, a lot.
Let's assume the following spread: Body 2, Reaction 4, Strength 1. Our mage knows that he might have to move, and needs to be able to react, but he's not terribly worried about his body, or strength, he has hulking Street Samurai to absorb bullets, and spirits to do the heavy lifting. How does this effect his Physical Limit? It's a 3 folks. That means, for any physical test he can apply no more than three successes. Want to climb a rope? Want to scale a wall? Want to simply run away? Hope you don't need to swim.
Limits don't prevent you from performing a skill, they simply prevent you from performing a skill well. Our mage above, with a Climbing skill of 12, and a Strength attribute of 1, the player is rolling 13 dice. Regardless of the number of successes they can use at most 3 hits. So, he can climb, but he's not climbing quickly, or with any grace.
Limits provide an effective method of limiting end-game power, veteran characters become more and more reliable, able to pull of dangerous, or highly technical actions reliably, yet they can't simply walk through a platoon of enemy guards, even with all the dice in the world, they are still limited by their own bodies, and the quality of their gear. As a GM, this opens up a much longer campaign view.
Let's look at an example. With a Agility of 6, and a Pistols of 6, the player is rolling 12 dice. Assuming one third hit, that's 4 successes. That's enough to take a hold-out pistol up into one shot, one kill range. Which, makes sense for a highly skilled user, even if it is a little off putting. Now, as I'm sure anyone who's ever rolled dice knows statistics mean little in the real world. Let's take that same test, and assume the player rolls really well, with 8 successes that same hold-out pistol has now shot up into combat rifle damage. That just doesn't make sense. This is where limits come in, and really shine.
Every test, every piece of gear, has a limit. For firearms it's accuracy, for active skill checks it's a calculated limit using your attributes. In our hold-out example above the accuracy of the firearm is a 4, or 5, depending on the model, that means that the player can use at most 4, or 5, hits. Granted there are ways to get around this using Edge, another game mechanic that we'll go into later, but for most tests you're stuck with your limit.
For gear this enforces a sort of "state of the art" mentality, as your character improves, you'll find you're losing more and more hits to your gears limits. This encourages players to update their gear, to purchase equipment, and cyberware to push those limits even higher, or to simply accept that the amount of damage they can do with their bargain basement Street Sweeper shotgun is sadly, limited.
Limits also effect skills, in fact limts apply to nearly every skill test. Skill tests in Shadowrun 5th Edition are limited by a calculated maximum based on a players attributes. Let's look at an example I've seen time, and time, again. Take your average magic user. Nearly every player I've seen builds a mage, and uses the physical stats as their dump stats. Body, I don't need no stinking Body! In 4th Edition this was safe, you could get away with having a few dump stats, without too much pain. But, in 5th Edition, with limits, these dump stats hurt, a lot.
Let's assume the following spread: Body 2, Reaction 4, Strength 1. Our mage knows that he might have to move, and needs to be able to react, but he's not terribly worried about his body, or strength, he has hulking Street Samurai to absorb bullets, and spirits to do the heavy lifting. How does this effect his Physical Limit? It's a 3 folks. That means, for any physical test he can apply no more than three successes. Want to climb a rope? Want to scale a wall? Want to simply run away? Hope you don't need to swim.
Limits don't prevent you from performing a skill, they simply prevent you from performing a skill well. Our mage above, with a Climbing skill of 12, and a Strength attribute of 1, the player is rolling 13 dice. Regardless of the number of successes they can use at most 3 hits. So, he can climb, but he's not climbing quickly, or with any grace.
Limits provide an effective method of limiting end-game power, veteran characters become more and more reliable, able to pull of dangerous, or highly technical actions reliably, yet they can't simply walk through a platoon of enemy guards, even with all the dice in the world, they are still limited by their own bodies, and the quality of their gear. As a GM, this opens up a much longer campaign view.
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