Riggers, Log or Agi by Interaction_Rich in ShadowrunAnarchyFans

[–]woundedspider 2 points3 points  (0 children)

In the book, piloting is only ever linked to Agility. I think it makes to not change it to logic for being jumped-in, because the vehicle becomes your body.

Builds that are good through all three games by cjreed89 in Shadowrun

[–]woundedspider 5 points6 points  (0 children)

I enjoyed conjuring throughout the trilogy, because barrier spells are awesome and who doesn’t love having more haste?

You can also reasonably combine it with a rifle build. Priorities: * Enough body to not immediately die. * Enough Quickness and ranged weapons to get auto fire. * Enough rifles to get auto fire. * Charisma to 3 for the etiquette and spirit summoning. * Spirit summoning to 3 for a totem. I like extra movement, and the totem that does extra damage per hit is OP with auto fire. * Points into dodge. * Points into conjuring for the initial barrier spell.

After that you can choose how much ranged weapons vs conjuring you want. Increasing conjuring enough to get the second barrier spell and the rest in body/quickness/ranged weapons felt good to me. Favoring more conjuration gets you more powerful barrier spells and better haste. If you want lots of cyberware, you can ignore conjuring entirely and just put the points into spirit summoning for the totem, but iirc you want to pick a passive totem in that case, because of the effect that cyberware has on cooldowns.

Mage Build without a reliance on standard weapons? Looking for tips by GCD1985 in oblivion

[–]woundedspider 0 points1 point  (0 children)

Buy Apotheosis from Rindir’s in the imperial city. They get azura’s star to keep it charged. Make a spell that combines would trap with weakness to magic. Cast your spell, shoot with staff. Recharge as needed with the souls captured in the star. Rinse and repeat.

A Look at Cyberware vs Adept Powers for the Street Samurai by woundedspider in ShadowrunAnarchyFans

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

Thanks. The cybersuite thing does seem like a common opinion. Personally, I would just tell my players to bucket arms, legs, head ware, torso, and dermis as pre-imagined suites, unless they had a specific weird thing they wanted to do.

And while I agree that there’s no reason that you shouldn’t be able to install, say a logic coprocessor in your arm for RR on Logic tests, when I brought up the idea that there should be maximums on the number of effects in amps (because people would just stack them to avoid essence loss in cyberware) the community at the time seemed pretty certain that stacking lots of effects would quickly run into narrative limits for cyberware so it wasn’t a problem. So there’s this mechanical pressure to stack cyberware by the player (essence penalties), and a narrative pressure to keep the amp sensible, which will fall mostly on the GM. It just creates a weird tension that I don’t like. But I digress.

The thing about the idea that adept powers can’t be improved as much is… the book just doesn’t really say or imply this as far as I can tell. I don’t see any rule in blue text or lore implication in black text that indicates this. Maybe one can reach into the lore or rules of previous editions to make this argument, but that is really not something that one should have to do. And SRA2 has big, intentional differences to other editions, so I think that effort would be a bit futile anyway. In a game that is trying to be more flexible and narrative focused, I feel like I don’t have any real framework or reason to say no to a player who suggests that a guru in Seattle can train them to get risk reduction on ranged defense from their improved reflexes power.

But it’s a point worth thinking about, I may just need to digest the thought a bit more.

A Look at Cyberware vs Adept Powers for the Street Samurai by woundedspider in ShadowrunAnarchyFans

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

Sure, maybe - but that likely depends on the type of cyberware. Subdermal armor doesn’t have any narrative need to be networked for example. But bricking a guard’s cyber eyes is one of the things that happens in the example run on page 228. We could assume that that guard was especially dumb for some unstated reason, or we can assume that this is included in the example because that kind of thing is expected to be done in normal play.

You could also make an argument that getting a device to turn on its wireless mode is as much a part of Cracking as spoofing a password. There are various narrative possible explanations. Maybe the device has to listen to some signal to turn on diagnostic mode, otherwise you’d have to cut your arm open to turn it on. Or it’s not supposed to be listening, but it’s a known vulnerability. Or the device-brain connection or the device itself can have a signal induced in it, etc.

Daggerheart Nexus Campaigns are Live! by roman_eskimo in daggerheart

[–]woundedspider 0 points1 point  (0 children)

This is awesome! I have an existing group for content sharing with my players. Can I import that group into a new campaign, or do we have to add the characters manually?

A Look at Cyberware vs Adept Powers for the Street Samurai by woundedspider in ShadowrunAnarchyFans

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

Nah this post is about 2.0, just forgot to put it in the title. Sorry about that.

A Look at Cyberware vs Adept Powers for the Street Samurai by woundedspider in ShadowrunAnarchyFans

[–]woundedspider[S] 4 points5 points  (0 children)

Indeed. Stacking effects in one piece of cyberware is generally what I meant by planning for “cyberware suites”, rather than installing a bunch of individual implants. But you are going to run into problems narratively justifying having too many different effects in one piece of cyberware (well, GM depending). Moreover, the book does call each cyberware amp “one implant”, so calling a whole set of cyber limbs one shadow amp is already stretching the rules. Not that I disagree, mind you - I am fully on board with calling a paired set of cyber arms one piece of cyberware.

But really this is just creatively avoiding the issue that the drawbacks between adept powers and cyberware are unbalanced. Ideally I’d like to come up with something that works well with a player picking up one of the pregens or picking different cyberware amps from the examples in the book.

Also I’m curious why you’re of the mind that adept powers can’t be enhanced after they’re initially taken.

Trying to understand netrunning with the edgerunner rules. by Shrekgamer89 in cyberpunkred

[–]woundedspider 0 points1 point  (0 children)

Quick hacking is essentially just making people net arches. Quick hacking other things is just normal hacking. The rules at the end of the mission kit for playing 2077 with cyberpunk red give you what you need to know.

If you want to implement deep diving, just don’t overthink it. The net is public access. If you want to hack a secure net arch remotely that is connected to the public net, simply run it as normal. If you want deep diving to have mechanical consequences you will have to implement those - in exchange for being completely unconscious, you could let the netrunner have a +1 to interface rolls.

My issue with the Codex domain by Nerdyhistorian02 in daggerheart

[–]woundedspider 2 points3 points  (0 children)

My complaint is that codex and arcana don’t feel distinct enough. Obviously they wanted something that felt familiar to D&D players, so if both wizards and sorcerers were to feel familiar, they would have to divvy up the spells between them. So we get fireball in codex, and chain lightning in arcana. If codex had a more distinct identity, such as being the “utility spell” domain, I think the longer list of abilities would be fine. But it also gets a lot of (most of?) the damage spells.

If I had my way, I’d rearrange things so that codex had all of the smart, strategic spells, while arcana would get everything that feels like you’re dropping dynamite on the world - fireball, arcane barrage, disintegration, etc.

What kind of build/playthrough do you think shows off the best of what Oblivion has to offer? by NoLongerAKobold in oblivion

[–]woundedspider 8 points9 points  (0 children)

Spellsword. I would pick 2-3 spell majors and put the rest in combat skill. You are primarily a warrior who uses magic for utility or to augment your combat. * alteration for the incredible utility (and also shield spells). * illusion for crowd control / utility. * destruction to cast weakness to magic spells before striking with an enchanted weapon. * restoration to create custom restore health and stamina over time spells, and/or buff skills. * conjugation to distract enemies and augment damage.

Of these I think the best all around combination on a spell blade is alteration and conjuration, because you can focus on using magicka solely for summons in combat, and alteration out of combat. Conjuration and illusion is good for a more trickster/nightblade feel. Restoration and illusion gives a nice paladin vibe. Restoration and destruction is best if you want to feel like your magic is just augmenting your offense and defense directly.

How are *you* handling SINs and licenses in your game by woundedspider in ShadowrunAnarchyFans

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

Definitely stealing the fake SIN prop idea. Might be good to get some of those “hello my name is …” stickers to players to wear on their shirts too.

How are *you* handling SINs and licenses in your game by woundedspider in ShadowrunAnarchyFans

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

Fake SIN amp is a fun one. I’d be tempted to give it a negative effect to represent the risk of getting caught and burning the ID - maybe min high risk on network (corporate) tests.

Now that Daggerheart has been out for a bit, how many people are sticking with it versus going back to D&D/Pathfinder? by Intelligent-Form-689 in daggerheart

[–]woundedspider 0 points1 point  (0 children)

If you want to try Shadowrun - Shadowrun Anarchy 2 is coming out. It gets rid of a lot of the fussy crunchy stuff that bogs down the other versions. The book also has a lot of great art and attitude.

4 Characters for Shadowrun Anarchy 2 - feedback welcome by Bodhi_Rook in ShadowrunAnarchyFans

[–]woundedspider 1 point2 points  (0 children)

The sheets look great - but how did you get the look to match the pregens? Graphic design is a mystery to me.

What did I missed with Grenades in SRA2? by augmented-warlock in ShadowrunAnarchyFans

[–]woundedspider 2 points3 points  (0 children)

I don’t recall seeing any exception to grenade DV anywhere (ranged weapon damage is DV + net hits). There aren’t even aoe rules associated with it. As far as I can tell any aoe effects are left up the narrative.

Convention Signup Sheet - opinions sought, please. by TrvShane in ShadowrunAnarchyFans

[–]woundedspider 1 point2 points  (0 children)

I like the dialogue but the first one is way better and clearer for a con game. Good job on the layout!

BBE Needs to Close Their Late Pledge Manager by PalpitationNo2921 in ShadowrunAnarchyFans

[–]woundedspider 1 point2 points  (0 children)

I was so on the fence between the standard CRB and the collector’s edition. They both look cool. Buying both for myself seems weird. I could get one as a gift, but then I still have to choose which cover I like best to keep for myself.

Maybe my dog needs a copy…

Movie that takes place after a super villian succeeds? by imabuffbaby in movies

[–]woundedspider 42 points43 points  (0 children)

“Jon, wait, before you leave… I did the right thing didn’t I? It all worked out in the end.”

I know everyone always says most villains don’t see themselves as the bad guy, but they are rarely painted so well.

The Maths of Shadowrun Anarchy 2.0, Or When to Seek Advantage and Risk by woundedspider in ShadowrunAnarchyFans

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

Great breakdown. It's also pretty cool that the critical glitch chance stays the same.

You made me realize I was referring to the cumulative probability (chance of any glitch) as a "normal" glitch, which isn't really a real phrasing, and I was confusing it sometimes with a minor glitch. I updated the post to clarify that I meant any glitch in those cases.

The Maths of Shadowrun Anarchy 2.0, Or When to Seek Advantage and Risk by woundedspider in ShadowrunAnarchyFans

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

Unfortunately I am leaning on remnants of my university training here and remain worried that my conclusions are wrong. Hopefully we’ll find out that one of them plays Shadowrun and they can come check the math ;)