I'm a car guy. I love vehicles in Shadowrun. It always pained me in 3rd, and 4th Edition that most of my teams had an NPC rigger. Strictly from a mechanics, and flow perspective it wasn't feasible to have a PC rigger. Once the player had spent most of his money, and/or build points into a vehicle they had little incentive to get out of the vehicle. This meant that one player would usually sit out the run, until the group needed a quick getaway. This, to say the least, was no fun. Drone riggers fixed this to a point, but then the drones took over the scouting and combat roles, and other players who would usually be performing those roles ended up sitting twiddling their thumbs. In the end, most GMs, and most groups, abandoned the Rigger.
Even in 4th Edition, where the vehicle rules were better, few groups ran a PC rigger. When I picked up Shadowrun 5th Edition, I had low hopes for a lot of the mechanics. After reading through the Matrix rules, and wanting to build a Decker for the first time in a long while, I moved on to the vehicle rules. I fell in love with the amount of synergy between Riggers and Deckers. That was a master-stroke and one that has fundamentally altered the way I run, and plan, my games. You can no longer have a Rigger without a Decker. Opposing Deckers are now a massive threat to a NPC, or PC, Rigger.
This has prompted a shift in the metagame, the dynamic of the "Default" party. When I say default party I want you to think back to D&D, specifically early D&D. When you sat down to play D&D with your friends, as I often did, there was a default set of characters that had to be played, or the party never quite worked. You had the Fighter, the Mage, the Rogue, and the Cleric. Granted, some of these roles could be filled by other classes but the optimum build was always those four. Shadowrun, despite not having classes has an optimum build. In 3rd Edition you could do without a Decker, provided you had someone with good hardware skills. You needed a Face, but often times you could get away with another player taking some social skills, and a decent charisma. Usually, in my groups, that was your mage. There was no real call for a Rigger, in fact most of the time you only needed a car, and didn't even need the driving skill, 4th Edition was more or less the same. However, 5th Edition changed all that.
Let's look at the default build-point based 3rd Edition party.
- Street Samurai (Usually metahuman, Ork, Troll, etc.)
- Socialite (Elf, usually)
- Magician (Elf, or Human)
- Wildcard (Medic, Hardware guy, gun nut, decker, adept etc.)
The point being, with a Street Samurai, Social Character, and Magician, you had the game on lock. There was little you couldn't do with those three builds. The forth character was syntactic sugar, a nice to have, but not needed for the group to accomplish their objectives. The issue here is simple, you've reduced the game to a formula and whomever got stuck playing the forth man was in for a less than stellar experience.
With 5th Edition, things shifted. Sure, you can turn your network connectivity off, but the bonuses for wireless connectivity are huge. So, you leave your gear connected. Most characters won't even think about being hacked. As a GM, you let the following story play out. Runners get a job, they get hacked, badly, things go south, their gear goes haywire, guns won't fire, cyberware bricks, commlinks smoke and fail. Everything goes south. It's not hard to orchestrate, and it proves a point. So now you have to run a PC Decker, it's flat-out required. Now let's look at the default party again.
- Street Samurai
- Socialite
- Magician
- Decker
Still looks awfully formulaic. But, let's take it one step further. Why take a dedicated Socialiate? Your Magician, if they are a conjurer they will have a solid Charisma. So, your Magician becomes your Face. If not your magician, pick a character with a decent Charisma and tack on a Negotiation skill. It's not hard to imagine. So now we have an empty spot. What do we do? We take a Rigger. Why? Because noise forces them to be johnny on the spot, and drones are incredible. Plus, it's nice to not have to walk to the meet.
So now your baseline party looks like this:
- Street Samurai
- Magician (with Negotation)
- Decker (possible with Negotiation, if the Magician isn't a conjurer)
- Rigger
Everyone has a job to do, there's enough overlap to handle injuries, and nobody is left sitting out because they've done their part. 5th Edition solves the wildcard character problem, while promoting synergy within the team, and making your Rigger, and your Decker into best friends.
Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts
Wednesday, December 4, 2013
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.
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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