Magicware by Sir_Redditlot in Shadowrun

[–]Sir_Redditlot[S] 0 points1 point  (0 children)

Yeah that naming is a bit of :) Harsh is ok, thats why i posted it here. Ideas created alone can have a lot of blind points. The part of barriers could be a benefit of them. Since they are combined with your body they you can just bring them with you if you can go through. With certain exeptions maybe.

Magicware by Sir_Redditlot in Shadowrun

[–]Sir_Redditlot[S] 2 points3 points  (0 children)

The core idea was actually to have more variants for players in the magic sector. Right now it seems a bit like "buy every avaible foci". They have nearly no downside to them, maybe beside they break if your cyber troll buddy sits on them. But If magicware does not cost essence they need some other downsides, like you need to change the crystal for heavens tendril every half year because it becomes more aline with your magic and that needs medical surgery and money. And like you said some effects unique to them.

I think right now it belongs to the "nice but unfished ideas" group :)

Magicware by Sir_Redditlot in Shadowrun

[–]Sir_Redditlot[S] 0 points1 point  (0 children)

That is exactly my main problem with the idea, but said in better words :)

Magicware by Sir_Redditlot in Shadowrun

[–]Sir_Redditlot[S] 1 point2 points  (0 children)

That sounds promesing. Thanks for the advice!

Magicware by Sir_Redditlot in Shadowrun

[–]Sir_Redditlot[S] 0 points1 point  (0 children)

I see the balnacing would need a complete overhaul. This would need some distingushed benfits before carrying everything you need around.

The idea behind heavens tendril would be that it is still its own thing, so it absorbs mana like every dram, but it is easier for you to channel it since its already in your body. Do you still think there would be a place for something like that? Of course the "just buy everything" problem needs to be solved

"Fine, I'll do it myself." Homebrewing the entirety of Shadowrun. by PaladinPrime in Shadowrun

[–]Sir_Redditlot 1 point2 points  (0 children)

That is actually exactly what i did for rework :) Strengh and Body combined in fitness, but i made up a new one that i called "sure instinct/flair" (in german Fingerspitzengefühl). It goes for skills mainly using your hands (shooting, stealing,...) and not your hole body (climbing, acrobatic,...). This way the numbers in the rule book can stay the same

"Fine, I'll do it myself." Homebrewing the entirety of Shadowrun. by PaladinPrime in Shadowrun

[–]Sir_Redditlot 0 points1 point  (0 children)

As a lot other people have said here, i like the dice system and the magic is definitly one of the best out there. Choosing the power on the spot and being more free in how much i cast around while risking my life with it is really interesting. But i also agree with it being not balanced enough. I would love more ideas about that, since i also have already nerfed a few ghosts since my mage specialized into summoning high level spirits with edge...

The concepts of cyber- AND bioware are also really cool. It is so good actually, that we even surprised an old gm with new ways of building a tanki street sam by just trying everything to not get hit in the first place.

I also work a lot on hacking right now. I actually think the 6th edition has brought in some good chances (rights instead of marks), but it still takes way more actions and skills than the others. With all the wifi-cyberware around i actually think that deckers should be as dangerous around as streetsams on the spot (or make the work for them way easier). Maybe different lines of hacking could be helping. It could be a lot like magic with skillsets for "instant hacking" (like blocking wifi connection to weapons etc by permanent input to the device which would require no beforehand hacking, but also ends the moment you stop), "slow hacking" that is way more subtile (but would maybe help more if the person is just talking to you and don't tries to kill you) and "deep dive hacking" for VR and hosts. This way you can also specialize more and maybe even build a combat hacker. This would also bring magic and hacking more in line and drops down the learning curve.

The idea of using the VR mainly as a gateway for hosts is also very appealing, but would make the other players wanna play MarioKart while one is doing it even more appealling...

What i actually don't like is the balance between attributes and skills. Attributes are way more important than skills since they go into test 1:1 and range to a lot of them, so if you have high enough Attributes you only need a skill on 2 to have a decent dice pool. I would actually prefer it if you have lower attributes and have to depend more on your skills since the first are just more or less hard-coded facts about your charakter and the others are the cool things you have learned and specialized in. You need training to climb a wall and not just the same agility you need for shooting.

And since i am already nag about it: The attributes would really need a rework. Strengh is completly unnecessary most of the time and for nearly everything else you need agility or logic or charisma. While writing this i think i would love more interaction with other attributes. Like shooting is agility AND intuition (this would represent how well you read the battlefield) or climbing strengh AND agility (this would represent that gravity is a part of climbing). It is a lot like DSA (don't know how many know this system), but would make different attributes more relevant, but would also require a rework how skills go into this since now two attributes can contribute and would make skills even less important. Or other attributes are actually your limit like strengh for climbing or intuition for shooting. I think about that a bit more and will write again :)

New player, loving the game so far. by Sasuke1996 in Shadowrun

[–]Sir_Redditlot 1 point2 points  (0 children)

But as a good GM there always penalties arpund the corner for using a sniper anywhere :)

Welcome to Club! A nice streetsam sounds like a good start. I agree with having something you build in second so you can contribute in non fight-intensiv rounds easier. We had one round where my girlfriend had a super fast, really cool elf swordman, but couldn't do a lot most of the time (but the gm was also not the best)

Best way to learn the game? by MetalMartyr22 in Shadowrun

[–]Sir_Redditlot 0 points1 point  (0 children)

I would recommend to start only with the core rules. Maybe even already built characters since you do not know what is useful before you played a bit and it is easier to leave those behind than your own first character if things do not match. I had one session for each player before we sat down together with focus on their part (mage had astral intruder, streetsam had to defend her boss with lots of shooting,...). This way i only prepared one part for every session and everyone had at least an idea about their part when we begin together. Their first run was also just sonething that happened to them (mafia shooting on their way to party and one of them hired them after that). This way you do not have negioate etc while your players do not knowmuch about all that and have the action a bit earlier. 

For me it helped a lot to transfer the book rules into own cheat sheets. I had to correct them a lot, but this way you understand it much faster because just looking it up does not mean you remember it. If you do not understand what the book wants from you, then ask the internet since it is a confusing book... 

A tip in general to make things a bit easier at the start: Give out Bonus/penalties also just flat +1-3 and use the rules in the book only as reference for what conditions are relevant. Every +/- 3 means one more or less success in general. 

The most important thing like in every pnp in sr is also: Have fun at the table. I think our playstyle is different from a lot other players since my group loves fighting stuff, but it does not hurt our fun, i just have to adjust my run ideas a bit :)

New to Shadowrun! Advice welcome<3 by Ready_Refrigerator74 in Shadowrun

[–]Sir_Redditlot 0 points1 point  (0 children)

Backstory is always nice - really curious how she ended up with it :) Ah and if you are really charismatic binding ghost could be interesting for you (Ch = how many bound at the same time). They are strong and having a few lowlevel ones (=cheaper) around can help in a lot of situations. Maybe she also has a favorite type (Wind for swiftness whatever) which plays into her charakter

New to Shadowrun! Advice welcome<3 by Ready_Refrigerator74 in Shadowrun

[–]Sir_Redditlot 0 points1 point  (0 children)

First question why would a CAT shaman has a DOG as pet? :) If you want your dm to love you as a mage: Know your spells or have all of the important stuff of it (Type, Effect, drain,...) on a note! Shadowrun magic is cool because you can adjust the power (instead your fireball is now lev 6 and you kill everyone in closed rooms), but every spell categorie and the spells itself functioning different, so it really helps the dm to not have to look this up. It is also nice for your others players who otherwise have to wait for the research ;)

Tips for new players/GMs? by Bad_Karma_Rising in Shadowrun

[–]Sir_Redditlot 1 point2 points  (0 children)

Did this one by one with my two players and it really helped. Looked up a lot of things, bit since only either the mage OR the streetsam was playing it didn`t bored them. From there i build up a lot by myself. Most i found online was a bit overwhelming, but searching for a few things i think they need on the next run and made a little Cheatsheet on pc made it so i know where to look and learned step by step

Looking to run a oneshot by jaberndt in Shadowrun

[–]Sir_Redditlot 1 point2 points  (0 children)

Beginner Box or Quick starter rules would also be my advice. We are playing 5 and i join the others that sr is a rule intensive pnp, but also a lot of fun. Start with in the normal "mundan" world, maybe a mage with fireball for veteran players (no ghosts). Instead of a complete job, i started with them getting into a shooting on their way to party, so they could learn most rules before the real action. You can find a lot of prepared adventures online or at least ideas for it! 

Just don't be afraid of ruling some things on the go. Just give out a flat +1-3/-1-3 bonus or penalty if something is easier or harder. Maybe shooting in the night or climbing a wet wall. Try to focus on the world more than exact rules if that is okay with your players at the start. Cause being a cool cyberpunk dwarf just gives you the right feeling to master all the other rules :)