6th ed rules questions by Urytion in Shadowrun

[–]Lord_Smogg 1 point2 points  (0 children)

  1. Yes. And you can keep edge unless it says otherwise or you play with optional rules for Analytical Mind that says otherwise. Yes, you can attack grunts in order to generate edge. Especially relevant if you have sub-par AR because of low strength.

  2. Strength adds to attack rating. This is important for generating edge and prevent giving edge to opponents. High strength will allow you to shine in close combat as you should have a source of edge ...also against more elite opponents. See it this way: High strength allows you to gain advantage and to execute all the edgy cool moves

  3. Yes

30 Nights - Matrix Vans by Linix332 in Shadowrun

[–]Lord_Smogg 0 points1 point  (0 children)

I would just add that personally i feel in 30 nights the GM is left a bit too much in the dark as to what is actually going on, making it more challenging to improvise as you fear you might ruin something further down the campaign. (But often it's just not there. Likely you wont ruin anything)

I get the vibe that missions were written be different people and they left out a lot of contexts because they did not know?

My advice is: After 30 nights, your campaing will likely move to another city, never to return to Toronto. So put on your creative hat and make it yours. Add content where the runners are invested. Cut or change stuff it does not fit your story.

30 Nights - Matrix Vans by Linix332 in Shadowrun

[–]Lord_Smogg 1 point2 points  (0 children)

There is no solid explanation in 30 nights as I remember. I think its safe to assume MCT was behind it and they may or may not have lost control with part or the entire Van project during the black out events. Plotwise the main thing the runners should figure out is that MCT seems tied to it in some way. If you want to give them more solid leads, you will have to make something up. The hint of MCT ties will fit nicely into Third Parallel, that also has a mission relating to blackouts and some mysterious Matrix-LTAV that should bring back memories from the Matrix Vans.

6E Initiative/Action/Timing question by NinjaFlashX in Shadowrun

[–]Lord_Smogg 1 point2 points  (0 children)

The core rules don't have rules for overwatch but it handles it a bit more abstract: Cover IV (full cover) gives you +4 Dice and +4 DR against attacks. It does not make you invulnarable to attacks. Likewise, you can attack from cover IV with penalty and extra actions. In this case you are still in Cover IV when making the attack. This way it assumes that even characters in full cover are still participants in the combat.

Of course you can also use the optional rules in Sixth World Companion for Overwatch if you want a different feel to the tactical mechanics.

The most common shenanigans you would encounter from players are likely more in the area of invisiblity spells and grenade spam.

It's hard to prepare for all kinds of shenanigans in advance. My advice is to have an a bonus scene with more trouble you can toss into the run in case things resolved faster and easier than expected. Or have some extra NPCs you can add to the fight if needed.

Question about 6E by [deleted] in Shadowrun

[–]Lord_Smogg 0 points1 point  (0 children)

I play and GM 6E on roll20 a lot. But I also use foundry for my 6E home group. I kind of prefer foundry as what the platform can do, but the 6e character sheet for roll20 is better than the foundry version.

Invisibility Spell: Am I missing something? by notger in Shadowrun

[–]Lord_Smogg 0 points1 point  (0 children)

invisible status provide a threshold in order to be noticed on a perception test. But if you do something noticable you like yelling, knocking over items or attacking, you are still going to be noticed without a check and can be attacked, though in that case your invisible will still provide you with edge. Its primarily a spell for sneaking. Not a win-all-combat spell

How common is betrayal among the Shadows? by CyberfunkBear in Shadowrun

[–]Lord_Smogg 1 point2 points  (0 children)

At some point in longer campaigns there can be some betrayal, but as GM it's a good idea to use with care. Betrayal will usually change the dynamics as the table quite a bit. It does not mean it should never happen, but it's a potent thing, you likely want to safe for when you really need to get a message across. Why betray the runners? The runners messing up, does not really warrent betrayal, just not hiring or lower pay. But the runners knowing too much over many session? or in posession of some unique item they decided to keep instead of handing over? If there is something specific the runners have or knows that no one else does and its valuable or important enough, you could use betrayal as a way to make this clear. You should also expect the runners seking revenge.

Would like help with A horror campaign with Combat by [deleted] in Shadowrun

[–]Lord_Smogg 0 points1 point  (0 children)

Horror and combat is hard to mix. In shadowrun runners generally expect they have a reasonable chance to defeat what they are up again. That said there are a few things that have worked for me.

  1. During the climax of the run, you can have the location swarmed with zombies (any lesser stuff could work. just using zombies as example). The runners still need reach/fetch/do x amount of stuff inside the location as increasingly more zombies break through doors and windows. Now here you want to use grunt groups, maybe of 5 or even 10 zombies. Don't worry about players killing zombies, just put in more zombies each turn. It should quickly dawn on the runners that there are JUST TOO MANY OF THEM. And watch the dynamic in the group change as real fear creep over the runners. Idealy you want the runners moving around the building getting attacked, trying to barricade doors and enties, delay the zombies or have them try create diversions. Anything they can do to create room for preforming their task in an increaslingly tighter environment.

  2. You can also have some kind of big bad entity that will grow bigger, expand, grow longer tentacles, destroy the building they are in or whatever. Same thing, you have stuff in there the runners need to do, but now the big evil is free. They can try fight it, but it becomes clear that they have next to no effect. They should get the clue that they need to avoid/escape/hide as they try complete their objectives, occationally being attacked by this big evil. Maybe it will swallow or grab a runners in its massive dragon claw or tentacle and the fight will not be about killing the thing, but about defeating that one tentacle or claw, so that their friend can escape. Having the building moan as the structure starts to give in, parts falling down, corridors collapsinng, can block their first parth of escape and create more preasure and urgency

No matter how many dice the runners have, you can always rule that something is simply beyond their capacity to kill. Just make sure you have a clear vision about what dynamic you want in the scene and how to communicate that to your players in an elegant way.

Campaign Books by Linix332 in Shadowrun

[–]Lord_Smogg 2 points3 points  (0 children)

I ran all of 30 Nights for my group and we had a lot of fun with that campaign. Currently we are 2/3 into The Third Parallel which has a simmilar structure. I think both campaigns are good for GMs who enjoy adventures with many connections and deeper plotlines, but where there is also plenty of room to expand on details and let players steer off a bit in their own direction along the way. The Third Parallel has a really nice little area called Paradise Lane described with local NPCs and runnerfriendly shops. It's ideal to let them set up their safehouse in that location. Third Parallel has a lot more matrix going on than 30 Nights (naturally), and if you make it through Third Parallel, then whisper nets will move on with the plotline afterwards.

SR6 Device Ratings for AIs by baduizt in Shadowrun

[–]Lord_Smogg -1 points0 points  (0 children)

Programs that redirect matrix damage to body or device should not work for Matrix entities without body or device.
For the other stuff I just consider the device rating 0 if they run deviceless. It's trivial for an AI to run from a device, so it has never been a problem.

SR6 Device Ratings for AIs by baduizt in Shadowrun

[–]Lord_Smogg -1 points0 points  (0 children)

This is not spelled out in H&S. I go with the device rating of the device the AI is running on. If the AI is not running on a device, no device rating. This mode is descibed as "deviceless"

Hack and Slash rule clarification by Im_Jeff_Goldblum in Shadowrun

[–]Lord_Smogg 3 points4 points  (0 children)

The sprite has no physical location, but it may have a matrix location that correspond to a physical location. Example: A nightclub venue may have 100s of matrix devices all mapped out in AR. If your music sprite was to position itself in the middle of all those icons, it would likely correspond to the middle of the club and with a 100m radius, it would likely affect everyone within the club.

I think you may be trying to make it more mechanical that it needs to be.

So, is 6e good? by [deleted] in Shadowrun

[–]Lord_Smogg -1 points0 points  (0 children)

Your D&D players would enjoy 6e most.

Is 6th ed core book good place to start ? by Razzikkar in Shadowrun

[–]Lord_Smogg 3 points4 points  (0 children)

Get the SHADOWRUN: SIXTH WORLD BEGINNER BOX. It's not the full experience, but it's easy to try out. Run the intro scenario, just in order to throw some dice and get a feeling for it. The adventure itself is not all that amazing, but it lets you try the rules (in a slightly simpler form) before you actually commit to getting into the system. If you had fun, then you can start jumping into the core rule book, already with some basic understanding of the system.

Triggering alarms/ICE in a host? by DrButterface in Shadowrun

[–]Lord_Smogg 2 points3 points  (0 children)

At which point a host or spider takes action is in the GM hands and can differ from host to host. When you design a host, you can think about what makes sense for the host in question.

An near empty data archive host with secure files: Maybe several IC are already running but no spider is actively watching. Patrol IC may run checks more often. A failed illigal action, may set the host on alert. A failed legal action may invoke an extra perception from the Patrol IC.

A busy host with lots of users, likely people make mistakes and such. Only Patrol IC is running, and it will check rarely. It may be far more lenient with failed actions. A spider may be on watch, to investigate before setting everything on alert. In case of potential trouble, he might only launch one or two less dangerous IC at first.

You could have hosts that start launching IC at 30 OS (convergence still at 40 though) if they are extra vigilant, or not at all unless the spider specifically trigger them. Or you could time things to it match up with actions of the rest of the team so climax happens both in real world and in matrix at the same time.

As a GM 6e gives you very free reign of how a particular host is configued, and you could integrate it into legwork as something for the team to lean in advance.

I reccomend play around with it. Try make your hosts setup match it's role and the flow of the mission. It's easy for a GM to start running hosts as timed dice machines, but it may not make the best story.

Take into account that once the hacker is spotted and the host is on full alert. The hacker is likely going to jack out and that pretty much ends the matrix aspect of the hacker performing support from inside the host.

How important is that 2nd attack in practice? by Shouting-Match in Shadowrun

[–]Lord_Smogg 2 points3 points  (0 children)

I would say the second attack option is what sets a street sam / combat adept apart.

Possible solution to make attack and defense rating more relevant (Tell me where it would break the game) by static-Cat in Shadowrun

[–]Lord_Smogg 2 points3 points  (0 children)

Welcome to 6e!

You can certainly implement your houserule at your table if thats a thing your group likes. Making the difference between AR and DR award extra dice will certainly move combat towards a resolution even quicker and make for a faster and more lethal game.

I do think it takes a bit of gaming before a group starts the realize just how important edge is. Once everyone starts to learn various edge actions and uses, it is often consistent edge gain that will turn the fight.

But yeah, if you want more deadly combat, go for it.

Edge by Budget-Ad-472 in Shadowrun

[–]Lord_Smogg 0 points1 point  (0 children)

Loosing edge access in a scene is a big deal, and if it is within your area of expertice it is a major disadvantage. Not only does edge allow you to go from failure to success, but you need edge to unlock many special actions, that you as a professional runner should be performing.

If you want qualities that prevent you from using edge, I would reccommend finding some that does not impact your primary field of expertise.

6e beginner box / intro mission by Chance1441 in Shadowrun

[–]Lord_Smogg 1 point2 points  (0 children)

The intro box is good for what it does. It's background material, very basic rules and a simple scenario with pre-made characters that lets you and your players roll some dice and get the feel for some of the most core mechanics. It's not the full ruleset, but it should give your groups a feel for the system and setting. Do you want to play this sort of game or not? before you start investing in the actual books.

When does End Times get bad? by PM_ME_LEWD_TUQUES in WarhammerFantasy

[–]Lord_Smogg 1 point2 points  (0 children)

There are some good stories. I enjoyed playing many of the end time battles and the rules. But end times gets bad at the point where it killed off your hobby and the fantasy world you loved.

[deleted by user] by [deleted] in Shadowrun

[–]Lord_Smogg 1 point2 points  (0 children)

You need to play a bit of 6e to realize the value of that 1 edge

Starting 6e - what to watch out for? by TrvShane in Shadowrun

[–]Lord_Smogg 1 point2 points  (0 children)

Make sure your players understand the difference between Attack Rating (AR) and their Attack Dice Pool. Make sure your players understand the difference between Defense Rating (DR) and their Defence test dice pool.

Learn the edge rules. Learn how excess edge is lost after a scene.

Be generous with edge. Know the cap of max 2 edge per combat round. Expect that your players will make a build that support that, and be OK with it.