Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Captain Karzak

Pages: [1]
1
Other RPGs / Re: Shadowrun 3e and 4e - Share your experiences
« on: April 14, 2014, 11:09:32 PM »
I can only tell you about Shadowrun 4e.

The core mechanic calls for 3 kinds of tests:

(1) Success tests. You roll however many d6's you are entitled to, and count up the number of dice you rolled a 5 or 6. These tests are simple and they work alright. They resolve fairly quickly and you can work out your average expected hits very easily.

(2) Extended tests. You roll however many d6's you are entitled to, and you keep rolling them in sets until you get as many successes as you want, as long you are willing to devote more game to resolving the test. These tests are stupid and they are called for all over the place. They take a long time to resolve, and yet the outcome is rarely ever in doubt. There is an optional rule to decrease dice pool size by 1 each time you roll your pool again. This helps a little, but extended test are still pretty stupid.

(3) Opposed tests. 2 opposing characters roll their respective dice pools and the winner subtracts away the losers hits to calculate his net hits. This can be kind of time consuming with large dice pools, especially compared to how fast opposed checks in D20 are resolved,  but it not as bad as extended tests. Opposed tests are made frequently in combat.

Character creation:

Shadowrun character creation is VASTLY more complicated than building a level 1 D&D character. Like in D&D, there are tons and tons of trap options.

The biggest trap is that in chargen you buy everything with build points. Anything priced in build points is priced linearly, or almost completely linearly. This means that it doesn't matter if you are going from a 1 rating to a 2 rating in a skill or a 5 rating to a 6 rating. The cost is 4 build points either way.

After character creation, you buy everything in Karma. Karma is stupid. It has scaling costs. Going from a 1 to a 2 rating in a skill costs you four karma. Going from a 5 to a 6 rating costs you 12.

This means you should generally buy all your high numbers in chargen, and then round out your character during the campaign by expending karma. You want to start as a super-specialist, or you will suck forever. Because of this Build Point / Karma system, 2 characters with ALL identical dicepools can be built with enormously different amounts of karma. One guy in our campaign... I rebuilt his character to have all the same dicepools (but having bought high skills and attributes with BP and his low to medium skills and attributes with Karma... the difference was like 93 karma. That is fucking huge. It was like months and months worth of karma wasted.

The worst part of chargen is equipment. A street sam, and most non-magic archetypes are just normal dudes who came into a shit-tonne of cash and bought a bunch of gear and augmentations. They are nothing without their gear, although a fair amount of it is fused to their nervous system, and is thus hard to disarm.

If you like endless lists of gear, all of which require massive customization and modification to be really effective, then I have good news for you. Shadowrun is your new heroin.

The bad news is that it is a tremendous amount of work to generate NPC's who are not speedbumps. Huge amounts of custom equipment and augmentations are generally required to make an effective NPC. So expect a lot of work, unless your PC's are all very bad at their jobs. Then you can just use stock NPC's a fair amount of the time.

Shadowrun provides sample archetypes... the pre-built characters. NEVER use these. I doesn't matter which edition you are playing. Shadowrun is fucking infamous for the terribad quality of it's sample archetypes. For Shadowrun 4e, one prominent poster to the Official Forums compiled his own set of archetypes that are actually pretty dang good. His name was UmaroVI, I believe. His work is stickied somewhere on their forums, last I checked.

Combat:

Rounds last 3 seconds. Characters often take multiple initiative passes in each round, so the in-game clock crawls to a halt. Things like reinforcements and alarms are not really very relevant in combat time because, say that the police/security have a response time of 2 minutes, the players can each take around 120 simple actions within that time frame (assuming 3 IP's for each player... pretty reasonable assumption).

Everyone dies in 2 shots. You have be freaking amazing with firearms to drop anyone you would consider a threat in one hit, but you can punk almost anyone with a double-tap of most weapons if you are merely a competent runner.

Magic is really good. It is so useful that it is a mystery why you would want to do Shadowruns instead of plying your trade legally and making mega bucks for all the super useful stuff you can do. Also, generally it takes magic to fight magic, so team without a magician, is extremely vulnerable to many forms of supernatural assault or harassment. Spirits are completely bad ass. Small spirits are only good for helping you pack or to clean the house. High force spirits are..... have ever seen BMX Bandit VS Angel Summoner?

Vehicles are kinda crazy. They have hardened armor which basically behaves like this: Either you can't scratch it with your weapon, or your split the vehicle open like a .50 cal anti-material round does to a watermelon. There's not a whole lot of in-between.

Matrix

The Matrix rules are complicated an terrible. No 2 GM's ever run them the same way. Most just ignore 80% of the rules and just wing it. As far as I know, every edition of Shadowrun has had terrible Matrix rules, this is by no means a flaw exclusive to 4e. However, I think 4e's wireless matrix is stupid given the lore of the Shadowrun setting, but I understand why the developers wanted to go that direction.

On the Gaming Den forums, there is a huge houserules document called the Ends of the Matrix. It is a coherent compilation of house rules to improve Shadowrun 4e. It was written by one of the authors of 4e. I highly recommend you take a look.

2
As your GM, I would say that both feats are excellent choices for any character in this campaign. However, I would suggest Imperial Military Training has a higher benefit right now.

It is likely that the longer the campaign goes, the more force users you will encounter. Early on, if you are affected by mind-affecting effects, they might be the result of abilities that are not force based. Many noble talents, and fair number of scoundrel talents (and a few soldier talents) do afflict targets with mind-affecting effects. Unstoppable force would be useless against such abilities, but Imperial Military Training will counteract them.

Also, if you do manage to get into hostile encounters with force users early in the campaign, your will defense won't be high enough, even with Unstoppable force, to guarantee that mind-affecting power will fail to affect you. Imperial Military Training on the other hand could prove its worth in such a situation. In an espionage campaign, you should fear the Mind Trick power above all others. Imperial Military Training is an excellent defense against this power.

Not all mind-affecting effects are worth bothering to negate via Imperial Military training. Some affects are a byproduct of an a standard action attack, or the result of a swift-action ability. These kind of effects may often be minor annoyances because they are essentially riders on an actual attack. You can conserve your use of this feat for a more serious instance. If someone dedicates a standard action or a full-round action to afflicting you with a mind-affecting effect, then that MA-E is probably serious enough that you want to activate your Imperial Military Training.

Also, there are 6 of you guys. It's not terribly likely a single player will be bombarded with multiple MA-E's over the course of an encounter while the rest of the party is ignored.

As for things going pearshaped for messing with the nature of "an encounter" I'd like you to back that up, Unbeliever. I have run Saga before and I am confident that almost nothing could be worse than running encounters via the RAW "definition."

I have told the players that a single encounter could span multiple combats and that they should evaluate abilities that last for an entire encounter more favorably, and evaluate 1/encounter abilities more harshly. Players can also gain additional uses of of 1/encounter abilities by spending a force point (we use the daily force points variant rule from JATM) and force powers no longer recover after 1 minute of meditation, they recover at the end of an encounter like any other encounter ability.

3
You know I was looking at that! But I don't know the core game and with all the house rules I can't just go read up on it. =-/

I can teach it to you. Many of my house rules make it easier to build a viable character. As a GM I need to be able to easily and rapidly construct NPCS's that don't suck. It is a very simple system. I have told other potential players if it turns out they hate some of my house rules, I'll try to make some accommodation. But mostly I've tried to make bad options much less bad, and ridiculously broken options much less broken. A lot of the changes affect force users - how easy it is to fall to the dark side, and what happens when you do.

I'd guess that the house rules for non-force users are about 4 pages in word, organized with big text headers between every bullet point. It's not very space efficient. Force users are admittedly more complicated and also have to deal with the other 4 pages of house rules. I don't know what constitutes "a lot of house rules". Most of the GM's I've met have like maybe 3 or 4 declared house rules, and then like dozens or hundreds of undocumented systematic deviations from the official rules that they don't know about, or don't bother to mention. I'm just trying to be upfront and explicit with my rule changes.

4
lol. It was an old group that I used to game with in person. They were terribad at scheduling and starting on time. It was just easier for me to Skype into the session, and then go do something else if the GM was hour late. Plus no time wasted driving! And that group had members who lived across the country, so they were already running Skype even before I decided not to attend in person.

5
Hello, for the past few days I've been scouring the net for players, with minimal success, to join a campaign that I wish to run via Skype. I was wondering if you guys could give me some pointers on how to better find Skype gamers. [Also, while I've Skyped into games, I've never run one over Skype - so if you have any advice on that account, please feel free to mention it].

Generally I've been posting my campaign pitch to the play-by-post sub-boards of whatever forum I'm advertising on. The thing is, I'm not sure that's the right audience.

I enjoy Skyping into games, but I find the very idea of play-by-post to be baffling, and I would never really think to look for a game that occurs in real-time in play-by-post section of a website. Conversely, play-by-post gamers usually have a busy schedule, and are looking for games where they can hop in whenever they have a small chunk of time available - which is totally different from the logistics of a Skype game. Still, PbP is usually the only part of a website dedicated to finding and recruiting gamers, right?

Anyway I feel that I need to augment my recruiting efforts by going to some real-life RPG meetup groups in my area. There's a meeting tonight and a bigger one on Saturday. Do you have any advice on how to pitch the campaign that would be different from how I'm pitching it in writing?

http://www.minmaxboards.com/index.php?topic=13099.new#new

Thanks for your help! You don't have to address all my questions, if you have anything to say about anything I've asked, please leave a response.

6
Loyal citizens of the Empire,
I am recruiting 4 to 5 players for a Star Wars Saga Edition campaign set during, or near, the timeline of the original movie trilogy.

Duration and Frequency:

4 to 6 hours 1/week via Skype. Day of Week TBD by group availability. Monday evenings, Friday evenings and anytime on the weekends are times that work for me (all Pacific Std Time). Please be sure to tell me what times you are available. Ideally, I'd like to start sometime the week of April 7th, but honestly, I have no idea how long it will take me to gather together 5 players. If you are new to the system and need help with character creation, we can get together via Skype and I can walk you through it.

Campaign Pitch:

The players will take on the role of experienced Imperial Intelligence agents who are up for selection into the elite ranks of the Bureau of Adjustments. To determine if you guys have the “right stuff” your team must endure a crucible: Your mission, if you choose to accept it, (and by joining this campaign you are accepting it) is to help stabilize an entire Sector of the Empire.

Aparo sector, in the Outer rim along the Hydian Way, lies adjacent to the Corporate Sector. You are to fortify Imperial control of this sector by displacing unfavorable local regimes, reigning in Imperial authorities who are prejudicing the stability of the region, rooting out militant movements, neutralizing criminal syndicates, thwarting Mega-corporate ambitions, and where possible cultivating and training system cells of Imperial Agents from the local populace to bolster Imperial Intelligence’s presence on important worlds throughout the sector.

The Bureau of Operations and the Aparo Sector branch of the Intelligence Bureau will suggest particular objectives that will serve as waypoints for your team to navigate your course through this very broad and long-duration assignment. It will be up the players how ruthlessly, mercifully, and ethically you wish to behave in accomplishing your mission. For instance if you are told that the Agency believes that a local regent should be “neutralized”, your team can choose to assassinate him, overthrow him, co-opt him and turn him loyal, blackmail him into behaving better, induce constitutional reforms that leave him as a figurehead, etc. As long as you get the job done without causing massive unwanted repercussions, Imperial Intelligence will view your actions in a favorable light.

Upon completion of this crucible (successfully or not depending on the quality of your efforts), the PC’s will surely have drawn the attention of many powerful organizations. The second stage of this campaign will involve conspiracies on the galactic level, with power plays being made whose impact will echo throughout history. Much of Star Wars canon goes out the window at this stage and together we will be authoring a new destiny for the Galaxy Far, Far Away.

Character Creation Rules:

30 Point Buy, Level 6, Maximized Hit Points. Maximum attainable level of 16. Leveling progression will be slow, with levels gained at GM discretion. Destiny optional rules are NOT being used. Use all official WotC books except Scavanger’s Guide and Threats of the Galaxy. You do not have to play a human character, but please no droid characters (traumatic experience from previous campaign). Force users are okay if played discretely (dashing about while hitting people with a shiny stick is the opposite of discrete, comprende?).

Just to be crystal clear: This is NOT a Rebel campaign. You do NOT secretly work for the Rebel Alliance (or any organization that has an agenda that is virtually identical to that of the Rebel Alliance). The intended focus of this campaign is Imperial vs Imperial.

Saga does not use alignment. But this reference may help: this campaign is best suited to characters of the Neutral persuasion: Lawful Neutral, True Neutral, and maybe Chaotic Neutral (assuming there actually exist players who understand the difference between Chaotic Neutral and Chaotic Evil). Lawful Evil and Neutral Evil will probably work just fine too. Please don't be a chaotic evil dickhead.

Good-aligned characters are welcome too, as long as you are clever, and you understand that this is not a rebel campaign! You will be in a position to influence real political power, so you may be able to change some things for the better, if you care to try.

House rules: You will need to tolerate quite a lot of house rules. Will post a document later. Some rules include:
(1)   All classes (including Prestige Classes and even the non-heroic class) have full Base Attack Bonus progression (like the soldier class)
(2)   Any class can have any skill as a trained skill (ignore the class skill lists). Choosing Use the Force as a trained skill obviously still requires you to have taken the Force Sensitivity feat.
(3)   Various small changes have been made to the hit dice, number of trained skills, and the starting feats of some of the classes to account for the game balance shifts caused by the previous 2 rules [I tried to make scoundrels not suck, and soldiers still worth choosing now that everyone has full BAB]
(4)   All skill focus feats grant a scaling competency bonus of +1 per 2 character levels, rounded up, to a maximum of +5 by level 9 [so by level 6, any skill focus feats you've picked up will be granting a +3 competency bonus]
(5)   All characters attacks deal bonus damage equal to their full heroic level (instead of 1/2 their heroic level per standard rules). This also applies to force powers that deal damage. If a force-sensitive character has dark side score of >0, then they must add their full dark side score (instead of their level) to damage dealt with force powers.
(6)   Characters who fall to the dark side are not confiscated by the GM. You can continue to play them and the GM will occasionally mess with your character's head to represent the madness of the dark side. Wisdom checks (Wisdom mod + d20) with a DC ranging from 5 to 15 will be used to resist these dark side episodes.

Thank you for reading this far. I hope you can join me in this campaign!

Contact Me:


Feel free to hop on over to the Star Wars Saga boards at
http://thesagacontinues.createaforum...ng-5-players)/

Or you can reply in this thread, or PM me. I .. uh am not good at paying attention to PM's but I'll try really hard to keep an eye on them for the next couple of weeks.

You can also find me on Skype: Mr.Starspawn

7
Gaming Advice / Re: [3.5] Do Druids Suck?
« on: March 14, 2012, 03:08:01 PM »

This just seems a lot more work to me than "use magic items" while Shapeshifted.  Perhaps with the hands limitation provided above, perhaps not.  I just think there a whole lot easier ways to balance things than the way you are going for.


Yeah that's true. I'll probably just do what Robbypants suggested and save myself a bunch of work.

I have another question though:

When you guys allow all or most sourcebooks, are you still able to use the monster manuals as the main source of serious opposition for the PC's? Or do you find that the only thing that can challenge the PC's ends up being custom-built NPC's who exploit all the same spells and equipment as the PC's?

8
Gaming Advice / Re: [3.5] Do Druids Suck?
« on: March 14, 2012, 08:46:07 AM »

So is your (T1 caster, T3 melee, T4 pet) Druid weaker than your T3 fighters? Nope... might he shapechange without wilding clasp and get save or died or destroyed? Possibly without the compendiums.
Is he viable? I would worry more about the blackguard.

At least that's how I see it.

Yeah that was my goal - Top grade spontaneous spellcasting stacked with middling melee capability (including the pet's contribution). I want something that achieves vastly less power than the typical Wildshaped + Natural spell druid, while still being "viable."

The compromise we've been using so far is that any stat-boosting items continue to function while Shapeshifted, and all shapeshift forms provide a flat resistance bonus on all saves of +1/3 druid levels. This would be in place of any of the small, piecemeal save bonuses (usually only to Fort) listed in the description of each form.



The blackguard is just a mechanical experiment. It's still only 10 levels long over which it gains full BAB, d10 HD, 6 skillpoints per level, charisma to saves, some useless smite good attempts, 4 sneak attack dice, 4 levels of spells,  casts spontaneously and automatically knows all spells on the meager list provided in it's DMG entry, and casts all spells that normally have a casting time of a standard action or less as a swift action. There's also a rage mechanic at higher levels to boost meleeing when spells are running low. It's far more powerful than the PHB Paladin. So far results have been comparable to the Swordsage.

9
Gaming Advice / Re: [3.5] Do Druids Suck?
« on: March 14, 2012, 12:24:02 AM »
I wouldn't say he's complaining.

He is worried about the long-term viability of a class that cannot make use of stat-boosting items or cloaks of resistance in a game that does not allow all of the crazy spells that allow you to make saves on any roll of a 2 or higher and does not allow most of the items that allow you to keep re-rolling until you get that 2+.

I do intend to be fairly liberal with handing out Inherent stat bonuses because there is a (heavily house-ruled) Wish Economy. That won't be happening until levels 11+ though.

10
Gaming Advice / Re: [3.5] Do Druids Suck?
« on: March 13, 2012, 11:57:02 PM »
Some clarifications.

I don't use the Spell Compendium. So no Bite of the Were-X spells. No Resistance spells. No Conviction, etc.

I allow druids to cast spontaneously off of the entire PHB druid spell list. They also know a single additional spell per caster level that they can select from the following sourcebooks:

PHB-II
It's Cold Outside
It's Hot Outside
It's Wet Outside

Although the PHB-II requires Shapeshift druids to give up their animal companion, I allowed them to have one at 1/2 progression (like a Ranger).

The other two party members are a Swordsage and a Blackguard. They are all level 5. I re-wrote the blackguard into a base class, well sort of.

Offensively I've allowed advised the druid's player to abuse the hell out of Evards Menacing Tentacles and Produce Flame. Combined with Shapeshifting into Predator Form, and his natural abilities as Shifter with Razorclaw shifting, he can pump out 5 attacks per round (including Razorclaw claw attacks) which carry a damage bonus of 1d6 + 5 fire (produce flame) backed by a 20 strength (14 base + 4 from Predator Form + 2 from Razorclaw shifting). So his offence isn't ass. At least not against things that lack fire resistance.

11
Gaming Advice / [3.5] Do Druids Suck?
« on: March 13, 2012, 10:20:04 PM »
ahem. To clarify I was wondering if PHB-II variant Druids who use Shapeshift instead of wildshape are bad? [PHB II, p. 39-41]

I am the DM for a game, and I decreed that all druids in my game had to use Shapeshift. My druid player has put forth some reasonable concerns about the long-term viability of the class due to the Shapeshift rules. I though I might ask the knowledgeable readership of these boards for their assessment.

His chief concern is that he will have piss-poor saves, low hp, and low physical attributes (excepting strength).

If you find these concerns to be valid and serious enough to affect viability, what mechanical remedies do you suggest. Like how should I re-write the Shapeshift ability?

12
Introduce Yourself / Hello Good Citizen
« on: March 13, 2012, 10:05:55 PM »
My name is Batman. You could be my assistant.

Would you like that? Would like to ride with Batman?

Pages: [1]