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MonSTeR

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Everything posted by MonSTeR

  1. Well I think 3 actions a combat round isn't out of the ordinary simply because you've got 3 seconds to cram them into and I don't think that's unreasonable, saying it averages out at 1 action per second. With the system I'm proposing to get 4 actions a round you've got to get an initiative roll of 18 or more which even with a Reflexes stat of 10 (the unmodified human maximum) is only going to 30% of the time. An average character with a Ref of 7 or less is only going to get that 4th action when they roll a 10, assuming the GM lets them have a "critical success" and roll a bonus D10. To get 5 actions per round, you're going to need to have an initiative roll OVER 30, and if you can consistently manage that the character deserves those 5 actions and the GM deserves shooting;) With regards to the 10 point total on SA's I think that might be the best way to handle it or even to say that maybe the secondary ability can never be more than at +3 or so, at least in starting characters?
  2. Well I think 3 actions a combat round isn't out of the ordinary simply because you've got 3 seconds to cram them into and I don't think that's unreasonable, saying it averages out at 1 action per second. With the system I'm proposing to get 4 actions a round you've got to get an initiative roll of 18 or more which even with a Reflexes stat of 10 (the unmodified human maximum) is only going to 30% of the time. An average character with a Ref of 7 or less is only going to get that 4th action when they roll a 10, assuming the GM lets them have a "critical success" and roll a bonus D10. To get 5 actions per round, you're going to need to have an initiative roll OVER 30, and if you can consistently manage that the character deserves those 5 actions and the GM deserves shooting;) With regards to the 10 point total on SA's I think that might be the best way to handle it or even to say that maybe the secondary ability can never be more than at +3 or so, at least in starting characters?
  3. See that's the EXACT sort of thing that needs to go into this project. I "lost" my 2013 box set a long time ago, and no longer have access to that sort of info, it's not in the 2020 rulebook.
  4. See that's the EXACT sort of thing that needs to go into this project. I "lost" my 2013 box set a long time ago, and no longer have access to that sort of info, it's not in the 2020 rulebook.
  5. I've thrown a few figures around on spreadsheets this afternoon and had a little play around withe the number and the like, and I reckon having a cumulative -3 penalty to both the initiative and the action's success might work, so that the second action occurs 3 phases after the first and is at a -3 penalty, the third action occurs 6 phases after the first at a penalty of -6, the fourth action (if there's time for that and unless you're quick there won't be) 9 phases after the first and at a -3 penalty. If you're maxed out and roll 30 for initiative you'd get to act 4 times in 3 seconds in accordance with this chart. Phase action penalty to succeed 30 1 no penalty 29 28 27 2 -3 26 25 24 23 22 21 3 -6 20 19 18 17 16 15 14 13 12 4 -9 11 10 9 8 7 6 5 4 3 2 1 If you rolled 20 for initiative, something an "average" solo might do you'd act followint this chart... Phase Action penalty 30 29 28 27 26 25 24 23 22 21 20 1 no penalty 19 18 17 2 -3 16 15 14 13 12 11 3 -6 10 9 8 7 6 5 4 3 2 4 -9 1 An average character who rolled a 12 would act according to this chart... Phase action penalty 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 1 no penalty 11 10 9 2 -3 8 7 6 5 4 3 3 -6 2 1 This would still mean that if you end up in a fight with a solo and you're not he can draw his gun shoot you in the face and put his gun away before you'd even have had time to think, which is the whole point of the solo role, they're quicker in combat, they know when it's going off and they can get the jump on folks. Another example I'd use is if a solo was to bust into an office through the door, he could draw his weapon and shoot, with the other guy still in the chair still wondering what the hell is going on until his head explodes type of thing. I think it's stylistically important that folks know that a solo is a dangerous individual even if it's stretching the realism a little. But it'd also mean that after even the quickest character has done several things his attention is scattered and slower folks can start to get in on the action. Comments anyone. Note to Chrys- Sorry this is here, but it seemed best to carry it on here rathar than just PM between me and The Public for now.
  6. I've thrown a few figures around on spreadsheets this afternoon and had a little play around withe the number and the like, and I reckon having a cumulative -3 penalty to both the initiative and the action's success might work, so that the second action occurs 3 phases after the first and is at a -3 penalty, the third action occurs 6 phases after the first at a penalty of -6, the fourth action (if there's time for that and unless you're quick there won't be) 9 phases after the first and at a -3 penalty. If you're maxed out and roll 30 for initiative you'd get to act 4 times in 3 seconds in accordance with this chart. Phase action penalty to succeed 30 1 no penalty 29 28 27 2 -3 26 25 24 23 22 21 3 -6 20 19 18 17 16 15 14 13 12 4 -9 11 10 9 8 7 6 5 4 3 2 1 If you rolled 20 for initiative, something an "average" solo might do you'd act followint this chart... Phase Action penalty 30 29 28 27 26 25 24 23 22 21 20 1 no penalty 19 18 17 2 -3 16 15 14 13 12 11 3 -6 10 9 8 7 6 5 4 3 2 4 -9 1 An average character who rolled a 12 would act according to this chart... Phase action penalty 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 1 no penalty 11 10 9 2 -3 8 7 6 5 4 3 3 -6 2 1 This would still mean that if you end up in a fight with a solo and you're not he can draw his gun shoot you in the face and put his gun away before you'd even have had time to think, which is the whole point of the solo role, they're quicker in combat, they know when it's going off and they can get the jump on folks. Another example I'd use is if a solo was to bust into an office through the door, he could draw his weapon and shoot, with the other guy still in the chair still wondering what the hell is going on until his head explodes type of thing. I think it's stylistically important that folks know that a solo is a dangerous individual even if it's stretching the realism a little. But it'd also mean that after even the quickest character has done several things his attention is scattered and slower folks can start to get in on the action. Comments anyone. Note to Chrys- Sorry this is here, but it seemed best to carry it on here rathar than just PM between me and The Public for now.
  7. MonSTeR

    ammo types

    I actually do a similar thing to Hanns, in that I assume that bog-standard "ammo" is exactly that, FMJ all the way, and that's what I assumed the rules were written around. If you go to a store to buy "ammo", this is what they sell you. Hollowpoints tend not to get used too much in my games as most PCs and the folks they'd have cause to shoot, would at least be wearing an SP6 jacket, maybe up to SP14. AP ammo, is a bit rarer, and you'll need a corporate favour or some underworld contacts to get any. Even if it's knowing the gun store owner. Most of my games see a 10 or 11mm pistol as a standard firearm. With a SMG in the same calibre or maybe a 12mm for really dangerous situations.
  8. Quote (Night_Flyer @ Sep. 19 2002,12:16) Im curious, whats wrong with the multi classing/new career thats allowed in the books already? Well that's like saying "What's wrong with the Model T Ford?" It works, but maybe not all that well. Like the humanity loss rules "work", like a lot of the rules "work" They just could be better. And as if by magic someone said "If you think you can do better, go ahead!!!" Well we're going ahead:D We're not sure quite WHERE we're going yet, but hey !!!
  9. Quote (Night_Flyer @ Sep. 19 2002,12:16) Im curious, whats wrong with the multi classing/new career thats allowed in the books already? Well that's like saying "What's wrong with the Model T Ford?" It works, but maybe not all that well. Like the humanity loss rules "work", like a lot of the rules "work" They just could be better. And as if by magic someone said "If you think you can do better, go ahead!!!" Well we're going ahead:D We're not sure quite WHERE we're going yet, but hey !!!
  10. Quote (Joe Q. Public @ Sep. 19 2002,01:00) Multirole characters, as in devloping skills in more than one Sp A skill at once I think should be a given. It creates more diveristy in play and allows a smaller group (3 players) to run successfully easier than normal. If you use the skill and want to dump your IP there, let it happen. Heck, this Medtech (Me) should have a good Streetdeal score IRL. For example I'll also say that I'm in favour or the ability to "gain" second and even third special abilities to a certain extent. But I'm against multi "class" characters. Ok this is hard to explain. It's like a solo who's a fixer might be passable at both, but it's very unlikely he'll be the best of the best of the best with honours sir at either as he's got to spend too much time to maintain each to be great at them both. But I wouldn't see it unreasonable to say have a character of any "role" having the ability to get say "credibility" as a skill up to a couple of points, a medtechie who was a doctor could publish a few research papers, a fixer might write an article for a paper on the blackmarket economy or a nomad might have even had a book published on the plight of his people etc. Likewise a character who spends a lot of time with or who greatly helps a nomad pack, may well get a "family" skill. Any character with a guitar, a synthesiser, a pair of decks or a microphone could get on the local band scene and maybe get a charismatic leadership skill. But I wouldn't think any character could be both Dr Doug Ross from ER and Tony Soprano at the same time. If they are trying to be both, are they really playing cyberpunk anymore?
  11. Quote (Joe Q. Public @ Sep. 19 2002,01:00) Multirole characters, as in devloping skills in more than one Sp A skill at once I think should be a given. It creates more diveristy in play and allows a smaller group (3 players) to run successfully easier than normal. If you use the skill and want to dump your IP there, let it happen. Heck, this Medtech (Me) should have a good Streetdeal score IRL. For example I'll also say that I'm in favour or the ability to "gain" second and even third special abilities to a certain extent. But I'm against multi "class" characters. Ok this is hard to explain. It's like a solo who's a fixer might be passable at both, but it's very unlikely he'll be the best of the best of the best with honours sir at either as he's got to spend too much time to maintain each to be great at them both. But I wouldn't see it unreasonable to say have a character of any "role" having the ability to get say "credibility" as a skill up to a couple of points, a medtechie who was a doctor could publish a few research papers, a fixer might write an article for a paper on the blackmarket economy or a nomad might have even had a book published on the plight of his people etc. Likewise a character who spends a lot of time with or who greatly helps a nomad pack, may well get a "family" skill. Any character with a guitar, a synthesiser, a pair of decks or a microphone could get on the local band scene and maybe get a charismatic leadership skill. But I wouldn't think any character could be both Dr Doug Ross from ER and Tony Soprano at the same time. If they are trying to be both, are they really playing cyberpunk anymore?
  12. Quote Well folks, as far as the "second action in the turn" thing goes, well if you need to do that extra action at the given neg modifier, I usually make it after the first full run of first actions, and then it can happen. What I don't want to see is: Munchkin player, wired to the shaking point unloading a Desert Eagle .50cal (1 shot per action) in one round. If you wire up fast enough and roll well, and use the one action per 3 numbers cascade rule, I've seen it happen. Don't want it, don't need it. (gets off soapbox) Anything can suffer from munchkinism though. The 3x3 rule works for me because it's quite normal for experienced folks to do what they need to do before your average streetchump has finished looking round wondering what that loud banging noise is and if it's a car backfiring. Otherwise, an "average" solo, say Ref 9 (admit it most players bump their solos' ref scores to at least 8) and Combat Sense 4 and an average role of 5 on the d10 is standing around for 2 seconds waiting for Mr-Average on a bad day with his Ref 5 and his roll of 3 on the d10. Then getting his chance to act again. Again it's unrealistic. Like you said, don't want it, don't need it. If you take the law of averages, and say the average stat is 6, and the average roll is 5, (or go vice-versa) Then that means on average someone is only getting a maximum of 3 actions per round which equates to one a second. Fast guys will get maybe one or two more, Slow guys maybe one or two less. Unfortunately By the laws of extremes a Total Munchkin player playing the character "DeathSolo" who will have Ref10, Combat Sense 10 and a +3 intiative booster, will ALWAYS be able to cram 8 actions into a round. But after the first couple unless he's at point blank range, he's not gonna be hitting anything and the like. But then as Phipps might say, if a GM lets that character in his game, maybe he deserves to have to deal with that? LOL - maybe all these arguments are WHY the rules in the book are so ambiguous
  13. Quote Well folks, as far as the "second action in the turn" thing goes, well if you need to do that extra action at the given neg modifier, I usually make it after the first full run of first actions, and then it can happen. What I don't want to see is: Munchkin player, wired to the shaking point unloading a Desert Eagle .50cal (1 shot per action) in one round. If you wire up fast enough and roll well, and use the one action per 3 numbers cascade rule, I've seen it happen. Don't want it, don't need it. (gets off soapbox) Anything can suffer from munchkinism though. The 3x3 rule works for me because it's quite normal for experienced folks to do what they need to do before your average streetchump has finished looking round wondering what that loud banging noise is and if it's a car backfiring. Otherwise, an "average" solo, say Ref 9 (admit it most players bump their solos' ref scores to at least 8) and Combat Sense 4 and an average role of 5 on the d10 is standing around for 2 seconds waiting for Mr-Average on a bad day with his Ref 5 and his roll of 3 on the d10. Then getting his chance to act again. Again it's unrealistic. Like you said, don't want it, don't need it. If you take the law of averages, and say the average stat is 6, and the average roll is 5, (or go vice-versa) Then that means on average someone is only getting a maximum of 3 actions per round which equates to one a second. Fast guys will get maybe one or two more, Slow guys maybe one or two less. Unfortunately By the laws of extremes a Total Munchkin player playing the character "DeathSolo" who will have Ref10, Combat Sense 10 and a +3 intiative booster, will ALWAYS be able to cram 8 actions into a round. But after the first couple unless he's at point blank range, he's not gonna be hitting anything and the like. But then as Phipps might say, if a GM lets that character in his game, maybe he deserves to have to deal with that? LOL - maybe all these arguments are WHY the rules in the book are so ambiguous
  14. I don't know if I'm the right guy for the job, but I'd like to take a shot at clarifying the combat rules using. Mainly a focusing on initiative order and phases. Really I guess answering the question "when does a second action occur?" and so on, what happens when you try to leave a brawl/melee stuff like that. Also rounding up some of the rules that are in obscure places to find, like shots at point blank range do max damage, head shots do double damage etc. Not so much a rewrite as putting the existing rules into the English language and in the right place This is of course assuming we are after re-writing the current rules rather than writing a NEW set.
  15. I don't know if I'm the right guy for the job, but I'd like to take a shot at clarifying the combat rules using. Mainly a focusing on initiative order and phases. Really I guess answering the question "when does a second action occur?" and so on, what happens when you try to leave a brawl/melee stuff like that. Also rounding up some of the rules that are in obscure places to find, like shots at point blank range do max damage, head shots do double damage etc. Not so much a rewrite as putting the existing rules into the English language and in the right place This is of course assuming we are after re-writing the current rules rather than writing a NEW set.
  16. Quote (Night_Flyer @ Sep. 18 2002,13:19) Quote Revision of the character generation system: make classes more open with fewer forced categories and make them optional. I think we need to keep a class system of some kind to help out new players and GM's there is nothing rigid about the roles, dont like one, change it! it says so in the book. all a role consists of is 10 related skills that you distribute 40 point on. in interface alone there were like 10 different versions of solo. "The don't like it - then change it" rule is a great one, but it's very hard for a lot of folks to actually step outside the box. Maybe someone should clarify the character generation system rather than re-write it? Show examples of what to change and what to change it to.
  17. Quote (Night_Flyer @ Sep. 18 2002,13:19) Quote Revision of the character generation system: make classes more open with fewer forced categories and make them optional. I think we need to keep a class system of some kind to help out new players and GM's there is nothing rigid about the roles, dont like one, change it! it says so in the book. all a role consists of is 10 related skills that you distribute 40 point on. in interface alone there were like 10 different versions of solo. "The don't like it - then change it" rule is a great one, but it's very hard for a lot of folks to actually step outside the box. Maybe someone should clarify the character generation system rather than re-write it? Show examples of what to change and what to change it to.
  18. Quote (Joe Q. Public @ Sep. 18 2002,03:23) So, back to placement and how to make it effective in play, Simple, when the average egder goes out on the town they may or may not be carrying all thier possessions on thier back. Some may be at home, or in thier transport (in many cases, this is one and the same). In such situtaions, I call for the players to declare what they have on them and just where the hell it is. All coats and outfits only have so many places to put things, and if you are trying to get that J conc. pistol in your pants pocket, I as a GM really want to know.' How you look will determine how you are recieved by the world you are in, by making this "running inventory" second nature in play one can reduce the confusion on the players and Gm's part on just why the NPCs are reacting, and just what the players can react with in a given situation. I know that without trying this, it may sound bulky and cumbersome, but when practiced, it can go very smoothly. Try it, you may like it. Or, let me know if you think I'm totally f#cked. I tend to do that, well actually a mix of Stephane's and The Public's systems. Usually, my groups have agreed to have a chart with what they carry on them all the time, such as a decent suit, often armoured to SP10 or so, or casual clothes depending on their usual style of dress and then of course something like a 10mm pistol with a couple of spare clips. Then just on a piece of paper, note down when they decide to take that ubiquitous heavy armoured trenchcoat, or that hefty 12mm HK submachinegun and so on, that way they know what they're carrying, and I know what they're carrying. In my ailing MonSTeRPunK game, most of the time folks state "Character X leaves his bazooka in the van and then goes to meet..." which lets everyone know who's packing what. I've found that online like this, making your "outfit" part of the narrative works extremely well
  19. Naked Bob's called Rat back about the netrunner he posted an ad for on the Net. I was thinking about maybe opening up this role for a PC bit part. Any views guys? And Eraser's new character never made an appearence, which is mostly my fault and partly the story's fault, never getting round to getting back in touch with the russians. And I've been really busy too. God I'm a sucky GM sometimes.
  20. One of Rat's phones starts to vibrate in one of his pockets. As he answers it, he's met by a familiar voice, and almost a familiar scent. It's Naked Bob. "Hey Rat, I've got a couple of replies to your want ad. Well several replies, but a couple that might actually work. You want me to forward them to you?"
  21. Well I spend a fair bit of time up near Bradford which has been pretty much the centre of the UK's race riots with asian vs white ethnic groups fighting and also asian vs police and whites vs police riots. The city of Bradford does have a large muslim community, and these communities seemingly remain isolationist as many ethnic groups do when formed in a foreign country. But overall as Mephostophilis said, there isn't a sufficiently large muslim population to actually carry these ideas out yet. Also the vast majority of the police force and the armed forces in Britain are WASPs (white anglo saxon protestants) and so pretty much all the military might would stand against any such uprising.
  22. Quote I'd like to take this opportunity to plug the idea of separating Ref into Reflexes and Agility. Being a world-class sniper does not make you a world-class gymnast. At this point in time with so much floating around, I'd almost suggest that skills be seperated form any Stat to start with and use the more interlocking components of interlock. Sometimes being an excellent gymnast, doesn't require your "reflexes" sometimes perhaps it'd depend on purely your physical "body" stat. Sometimes "Driving" can be about your reflexes, sometimes it can be about forethought and intelligence. Sometimes Biology can be about knowledge and text-books and research, other times it can be about careful manipulation of DNA and fall under the "tech" stat. Personally I'm very against averages of 2 stats, as again this often makes folks "play" the system. I dare say many folks would like to get their hands on the opportunity to rewrite the combat/skill rules, I too would be interested, but I'd like to see where R-Tal stood on the subject. Personally I'm against completely splitting Body into Body and Strength, I'm also against completely splitting Reflexes into Reflexes and Agility. It's rediculously unlikely any person would ever had a Body of 2 and a Strength of 10, just as it's very unlikely that someone who's great at using an SMG room to room, is going to be a useless when it comes to running the assault course. I'd probably go for bonusses to one half of the area rather than 2 seperate stats. Geez, can any one think where something like that might have already been done? Perhaps even by someone we know?
  23. Quote I'd like to take this opportunity to plug the idea of separating Ref into Reflexes and Agility. Being a world-class sniper does not make you a world-class gymnast. At this point in time with so much floating around, I'd almost suggest that skills be seperated form any Stat to start with and use the more interlocking components of interlock. Sometimes being an excellent gymnast, doesn't require your "reflexes" sometimes perhaps it'd depend on purely your physical "body" stat. Sometimes "Driving" can be about your reflexes, sometimes it can be about forethought and intelligence. Sometimes Biology can be about knowledge and text-books and research, other times it can be about careful manipulation of DNA and fall under the "tech" stat. Personally I'm very against averages of 2 stats, as again this often makes folks "play" the system. I dare say many folks would like to get their hands on the opportunity to rewrite the combat/skill rules, I too would be interested, but I'd like to see where R-Tal stood on the subject. Personally I'm against completely splitting Body into Body and Strength, I'm also against completely splitting Reflexes into Reflexes and Agility. It's rediculously unlikely any person would ever had a Body of 2 and a Strength of 10, just as it's very unlikely that someone who's great at using an SMG room to room, is going to be a useless when it comes to running the assault course. I'd probably go for bonusses to one half of the area rather than 2 seperate stats. Geez, can any one think where something like that might have already been done? Perhaps even by someone we know?
  24. I agree entirely about having initiative as a huge problem with it being able to be cranked up by munchkin players (I knew there was a use for randomly determining stats ) But I find that's the case with so many stats. Munchkins will still max out the REF to gain the "to hit" bonus, the initiative bonus and the "pickup skill bonus, like they max out empathy to gain not a smooth-talking charismatic scoundrel of a character, but a stable base onto which they can load 79 points worth of humanity losing cybernetics, like they max out body to not only lift more stuff, but inflict more damage, whilst at the same time getting that body type to the elusive -5 and as for the stuff on initiative swapping, I think you're right, (it's 2 am here so I'm not thinking my best) it should just be down to common sense LOL - I'm beginning to see why CPv3 isn't out yet
  25. I agree entirely about having initiative as a huge problem with it being able to be cranked up by munchkin players (I knew there was a use for randomly determining stats ) But I find that's the case with so many stats. Munchkins will still max out the REF to gain the "to hit" bonus, the initiative bonus and the "pickup skill bonus, like they max out empathy to gain not a smooth-talking charismatic scoundrel of a character, but a stable base onto which they can load 79 points worth of humanity losing cybernetics, like they max out body to not only lift more stuff, but inflict more damage, whilst at the same time getting that body type to the elusive -5 and as for the stuff on initiative swapping, I think you're right, (it's 2 am here so I'm not thinking my best) it should just be down to common sense LOL - I'm beginning to see why CPv3 isn't out yet
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