Posted: Fri Nov 08, 2013 8:04 am
I guess they'll say anyone who wants to rig a sports car or bike should have their character killed off for being a dirty pwoergamer.
Want to really bake your noodle?Longes wrote:More SR5 fun!
When you jump into a vehicle, you add the Rating of your Control Rig to both the Handling and Speed of whatever vehicle you just jumped into. If you check page 202, you have a chart that converts the Speed ratings of vehicles into Walk and Run rates.
So let's say you have a Suzuki Mirage, which is Speed 6. That's a run rate of 320 meters per turn, which is about 400 km/h. Now that's a pretty fast bike. But then you jump into it with your Rating 3 Control Rig, and suddenly it's Speed 9. You now have a Run Rate of 2,560 meters per turn, which is something like 3300 km/h.
Simply by jumping into the vehicle, you have increased its top speed by 8 times and have exceeded speed of sound by three times.
EDIT: and if you add a spirit with Movement power, then you can break speed of light.
I don't need rules to know what happens when two objects collide at light speedTheFlatline wrote:Want to really bake your noodle?Longes wrote:More SR5 fun!
When you jump into a vehicle, you add the Rating of your Control Rig to both the Handling and Speed of whatever vehicle you just jumped into. If you check page 202, you have a chart that converts the Speed ratings of vehicles into Walk and Run rates.
So let's say you have a Suzuki Mirage, which is Speed 6. That's a run rate of 320 meters per turn, which is about 400 km/h. Now that's a pretty fast bike. But then you jump into it with your Rating 3 Control Rig, and suddenly it's Speed 9. You now have a Run Rate of 2,560 meters per turn, which is something like 3300 km/h.
Simply by jumping into the vehicle, you have increased its top speed by 8 times and have exceeded speed of sound by three times.
EDIT: and if you add a spirit with Movement power, then you can break speed of light.
Ram something with that vehicle. Check out the damage rules for collisions.
I don't play Shadowrun, so I'm going to make two guesses:TheFlatline wrote:Want to really bake your noodle?
Ram something with that vehicle. Check out the damage rules for collisions.
I had a GM a while back who when we tried to steal the van belonging to a group of people we'd just killed, arbitrarily decided that the van exploded.Longes wrote:Amusing thread of the day: Shadowrunners don't kill and don't loot because the MC might drop rocks on them
I get the idea that running out of a building with 15 assault rifles slung onto your back on top of your gear is a little asinine. We jokingly had a mule and a cart in D&D to carry the loot with us, and then a *trained* mule that could follow us into dungeons and pack out the 200 crossbows, swords, daggers, wall sconces, and everything else we could pry off the walls or salvage.Fuchs wrote:If the GM doesn't want runners to loot stuff he needs to make the loot worth less than the time lost looting - which means the payments for the runs should be far higher than the gear the guards use.
Don't want people killing guards? Tell them up front. Anything else is just a challenge for players.
Nothing to say that's not possible in Shadowrun.TheFlatline wrote:I get the idea that running out of a building with 15 assault rifles slung onto your back on top of your gear is a little asinine. We jokingly had a mule and a cart in D&D to carry the loot with us, and then a *trained* mule that could follow us into dungeons and pack out the 200 crossbows, swords, daggers, wall sconces, and everything else we could pry off the walls or salvage.Fuchs wrote:If the GM doesn't want runners to loot stuff he needs to make the loot worth less than the time lost looting - which means the payments for the runs should be far higher than the gear the guards use.
Don't want people killing guards? Tell them up front. Anything else is just a challenge for players.
Okay amendment: carry 15 ARs on your back and still be combat and/or stealth effective. If there's no resistance and you aren't in a hurry sure mule up. But that usually isn't the case.Seerow wrote:Nothing to say that's not possible in Shadowrun.TheFlatline wrote:I get the idea that running out of a building with 15 assault rifles slung onto your back on top of your gear is a little asinine. We jokingly had a mule and a cart in D&D to carry the loot with us, and then a *trained* mule that could follow us into dungeons and pack out the 200 crossbows, swords, daggers, wall sconces, and everything else we could pry off the walls or salvage.Fuchs wrote:If the GM doesn't want runners to loot stuff he needs to make the loot worth less than the time lost looting - which means the payments for the runs should be far higher than the gear the guards use.
Don't want people killing guards? Tell them up front. Anything else is just a challenge for players.
In a different campaign where loot did not explode, I actually had a rigger who bought a big truck that was modded out to include a large drone rack. This large drone rack was loaded with basically a mini-crane/fork lift, that was used to pick up any large salvage (small vehicles, med/large drones, etc) that we created and pull it back into the truck. Didn't bring it everywhere, but generally had it somewhere close by as a backup. Best use of it was when we nailed one of the little one-man planes and I brought it around to pick up the salvage from that.
I was going to make fun of Longes for only just now arriving to a party that started back in July, but since Shadowrun threads are my favorite, I just don't have the heart. And given his postcount, I don't know if he's new to TGD, or has been here for a while but just lurks (like me). So assuming he's new, welcome, and here's some some proposed fixes/commentary:Longes wrote: Problems I see with SR5:
1. Matrix rules are still bad.
2. Wireless bonuses don't make Matrix rules any better.
3. Technomancers are nerfed into oblivion. I don't see any way to use Puppeteer complex form, for example.
4. Mystic Adepts are Magicians+ or Adepts+, depending on how you build them. Even with the hotfixed "5 Karma per PP".
5. Spirits are still OP, and still have their bullshit Immunity.
6. Bioware + Cyberware don't give you discount on Essence.
7. 'ware seems to be not very good.
8. Essence affects your Social limit.
9. The only social modifier is Tailored Pheromones, which explicitly make you full of yourself. CYBERNETICS EAT YOUR SOUL!!!!!1ONE
10. Technomancers are nerfed into oblivion.
11. Sample Characters aren't even legal. Street Samurai has 220k more money spent than he should.
12. Drones are made of paper.
13. Priority system.
14. Priority system enforcing classes archetypes. I liked SR4's homogenization of character archetypes.
15. Editing of the goddamn book.
16. TECHNOMANCERS BEING NERFED INTO OBLIVION.
I've lurked here before, but I only registered now.JesterZero wrote:I'll stand by my previous claim: there is no good reason to move from SR4 to SR5, and many good reasons not to.
I say use them as written and don't use adepts, magicians, or aspected magicians.JesterZero wrote:
- Yes they are. Don't use them as SR5 has written.
Different strokes for different folks but SR needs a better resource management mini-game. As a player I hated dealing with nickle-and-dime salvage antics that slowed the game down and it's not terribly fun as a GM.Seerow wrote:Nothing to say that's not possible in Shadowrun.TheFlatline wrote:I get the idea that running out of a building with 15 assault rifles slung onto your back on top of your gear is a little asinine. We jokingly had a mule and a cart in D&D to carry the loot with us, and then a *trained* mule that could follow us into dungeons and pack out the 200 crossbows, swords, daggers, wall sconces, and everything else we could pry off the walls or salvage.Fuchs wrote:If the GM doesn't want runners to loot stuff he needs to make the loot worth less than the time lost looting - which means the payments for the runs should be far higher than the gear the guards use.
Don't want people killing guards? Tell them up front. Anything else is just a challenge for players.
In a different campaign where loot did not explode, I actually had a rigger who bought a big truck that was modded out to include a large drone rack. This large drone rack was loaded with basically a mini-crane/fork lift, that was used to pick up any large salvage (small vehicles, med/large drones, etc) that we created and pull it back into the truck. Didn't bring it everywhere, but generally had it somewhere close by as a backup. Best use of it was when we nailed one of the little one-man planes and I brought it around to pick up the salvage from that.
The big problem with this in SR5, is that certain items used by certain archetypes (foci and cyberdecks) cost tons of money (cyberdecks start at 50k, and go up into triple digits). So, either all enemy deckers have their cyberdecks implanted, or PCs loot cyberdecks and get tons of unintended money. It's like hacker car stealing, but easier and run related.Concise Locket wrote:Different strokes for different folks but SR needs a better resource management mini-game. As a player I hated dealing with nickle-and-dime salvage antics that slowed the game down and it's not terribly fun as a GM.
In the real world, people don't normally run around stealing hub caps and lumbering under the weight of a sack full of stripped copper. When people win a fist fight, they rarely take the loser's phone, let alone jackets and pens. Quite simply: it simply isn't worth the time for an average person to loot stuff to try to pawn it later. There are people who make their living stealing stuff, but they rarely make a particularly good living. The resale value on stolen goods is shit, and the time it takes to turn that shit into money is considerable. There's a reason why most professional thieves are junkies and hobos rather than fire fighters and investment bankers.Longes wrote:The big problem with this in SR5, is that certain items used by certain archetypes (foci and cyberdecks) cost tons of money (cyberdecks start at 50k, and go up into triple digits). So, either all enemy deckers have their cyberdecks implanted, or PCs loot cyberdecks and get tons of unintended money. It's like hacker car stealing, but easier and run related.Concise Locket wrote:Different strokes for different folks but SR needs a better resource management mini-game. As a player I hated dealing with nickle-and-dime salvage antics that slowed the game down and it's not terribly fun as a GM.
If I was a shadowrunner (hacker) with a fixer/fence I can trust, then yeah, I wouldn't mind looting the equialent of Vertu from the enemy decker. I mean, the good cyberdeck costs about 200.000 nuyen. Even getting 10% after fencing it, I still get more than the beginner level run pays.In the real world, people don't normally run around stealing hub caps and lumbering under the weight of a sack full of stripped copper
I'm thinking some kind of 'legal' notoriety system done at the end of each run, using roughly the same mechanics as SR4's general notoriety; the authorities use X resources to track down the runners, directly tied to how big of a score they accrue in the mission. Selling loot either increases the notoriety score or lowers the difficulty for the resources used to track down the runners.FrankTrollman wrote:What should happen is that there should be an actual formalized post-mission activities system like Ars Magica, and an actual formalized amount of heat that characters have on them at the end of a mission. Fencing stolen goods would explicitly use up time you could spend improving your car or researching spells, and draw the Eye of Sauron Lonestar, in exchange for a small amount of money. Then, most characters would not loot fallen enemy gang bangers because - like in the real world - it isn't worth the time or the risk for people who have skills to pay the bills.
See, that's the problem. The whole idea that you get 10% for fencing loot is just D&D thinking. It's patently absurd to think that the world would work like that now, and it's more ridiculous to assert that it might work like that in the future. People do not normally buy expensive stolen things "on spec." Assassins don't normally try to augment their income by stealing their victim's Mercedes, because that doesn't work very well.Longes wrote:If I was a shadowrunner (hacker) with a fixer/fence I can trust, then yeah, I wouldn't mind looting the equialent of Vertu from the enemy decker. I mean, the good cyberdeck costs about 200.000 nuyen. Even getting 10% after fencing it, I still get more than the beginner level run pays.In the real world, people don't normally run around stealing hub caps and lumbering under the weight of a sack full of stripped copper
Or worst case scenario, you take the shit to use it yourself.Longes wrote:In SR5 there is a mechanic for changing Ownership of devices you stole - Logic + Hardware (24, 1 day). So, after I killed the decker, took his deck, brought it home, changed ownership - it is now my deck. Legaly mine. Matrix recognises me as the rightful owner. I now go, and sell this second-hand deck.
The important thing here though, is that I don't need to steal high-end decks. Every hacker in the world, who is not a technomancer, has a cyberdeck, and those cyberdecks cost 50.000+ nuyen. Even if you are, for Buddha knows what reason, playing a Street Level Game, you either don't meet deckers, or they have those expensive Vertus on them. I wouldn't bother stealing someone's Ares Predator, or Lamborgini - those things are either cheap or unique. But gear like cyberdecks and foci are common to their professions, while being expensive.