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For fans of Shadowrun and Savage Worlds...

Started by Alderaan Crumbs, November 06, 2020, 08:08:49 AM

Previous topic - Next topic

Alderaan Crumbs

Playing: With myself.
Running: Away from bees.
Reading: My signature.

hedgehobbit

Quote from: Alderaan Crumbs on November 06, 2020, 08:08:49 AM
...this now exists.
Have they changed the Savage Worlds rules much? It never did work well with guns.

Manic Modron

Quote from: hedgehobbit on November 06, 2020, 08:35:57 AM
Quote from: Alderaan Crumbs on November 06, 2020, 08:08:49 AM
...this now exists.
Have they changed the Savage Worlds rules much? It never did work well with guns.

Could you clarify?  I've never heard the problem.

KingCheops

I also am interested in this.  I played a ton of Deadlands back in the day and I thought the two systems were close.  I remember guns working well there.

hedgehobbit

#4
Quote from: Manic Modron on November 06, 2020, 12:16:42 PMCould you clarify?  I've never heard the problem.

From what I remember, and it's been a very long time, characters had a Parry value based on their fighting skills that was the to-hit number opponents needed. But all ranged attacks just used a target number of 4 and a character's survival was based solely on their ability to soak up damage. While this is fine for certain genre's, it doesn't really work in some genres (like cyberpunk) where characters are expected to avoid getting hit rather than being bullet sponges.

HappyDaze

Quote from: hedgehobbit on November 06, 2020, 02:10:40 PM
Quote from: Manic Modron on November 06, 2020, 12:16:42 PMCould you clarify?  I've never heard the problem.

From what I remember, and it's been a very long time, characters had a Parry value based on their fighting skills that was the to-hit number opponents needed. But all ranged attacks just used a target number of 4 and a character's survival was based solely on their ability to soak up damage. While this is fine for certain genre's, it doesn't really work in some genres (like cyberpunk) where characters are expected to avoid getting hit rather than being bullet sponges.
There are Edges, gear, and other special abilities that can increase that base 4 (or else penalizes attack rolls). I'd imagine that the cyber that jacks reflexes up to bullet-dodging levels probably puts a -2 (perhaps a -4 for the cutting edge version) on all attacks targeting the wired warrior.

Shrieking Banshee

Feels...meh from what I read. It doesn't feel like it really marries the systems together. It's just a list of options for characters. No GM aids, no premade creatures, no suggested rules (As mentioned before on how firearms work).

Don't start off saying 'Oh yeah I didn't want to just make games about getting fat lute for character progress' and replace it with 'get xp for character progress'.

Manic Modron

I'm all in favor of not getting a passive bonus to dodging bullets, actually.  Even in cyberpunk.  Avoid getting shot the same way real people do.  Don't get in the line of fire unless you have to and if you have to, use active evasion methods.  Maybe wired reflexes can help you abort to dodge to get into cover or makes your serpentine run extra jiggy (no, not like that Mr Smith), but unless you are taking special actions to keep from being bullet bait.. TN 4.

Batjon


Shrieking Banshee

Quote from: Manic Modron on November 06, 2020, 10:03:57 PM
I'm all in favor of not getting a passive bonus to dodging bullets, actually.  Even in cyberpunk.  Avoid getting shot the same way real people do.

Well, real people don't get into firefights or go on globetrotting cyberpunk adventures. All story characters have a large level of plot armor by the very nature of their success.

Marchand

Quote from: Batjon on November 07, 2020, 01:25:21 AM
This is not Savage Worlds, but definitely Shadowrun inspired: https://www.kickstarter.com/projects/lowfantasygaming/lowlife-2090

Brilliant, I liked LFG.

Didn't that guy used to post on here as Psikerlord or something?
"If the English surrender, it'll be a long war!"
- Scottish soldier on the beach at Dunkirk

tenbones

There are tons of weapon-options in SWADE sci-fi settings that do cyberpunk just fine.

Interface Zero 3.0 will have a wide range of options, if 2.0 is any indicator (Highly recommend you look at this).

Deadlands Lost Colony - Deadlands in spaaaaace has a nice spread of gear.

Savage Rifts - is *crazytown* in types of gear and scalability.

As for the passive target numbers. Well abstractly just like in CP2020, ranged target numbers are fixed by range. So 4 for close range, and penalties stack for Medium, Long, and Extreme. Just like CP2020, you're expected to use cover, even laying flat, or whatever, plus use edges and gear. It plays out pretty deadly (with more saving graces than CP2020).

So I'm not sure what you mean by "not handling weapons well" because if you wanna take the cybernetics from say Savage Rifts, and start using it in your game, you could be effecting powers like Deflect which levels -2/-4 (on a raise) on top of having gear that gives ranged attacks another -2 on top of that, making you *incredibly* hard to hit. I mean it's real super-heroic non-realistic type stuff. But it depends what you're going for.

On it's face? It uses the same abstractions as CP2020 - which is DC = Range +Modifiers. That's a pretty well accepted standard for me. Everything else is in the details of the system.

KingCheops

Quote from: hedgehobbit on November 06, 2020, 02:10:40 PM
Quote from: Manic Modron on November 06, 2020, 12:16:42 PMCould you clarify?  I've never heard the problem.

From what I remember, and it's been a very long time, characters had a Parry value based on their fighting skills that was the to-hit number opponents needed. But all ranged attacks just used a target number of 4 and a character's survival was based solely on their ability to soak up damage. While this is fine for certain genre's, it doesn't really work in some genres (like cyberpunk) where characters are expected to avoid getting hit rather than being bullet sponges.

Presumably there are modifiers for various conditions during the firefight.  In which case this is EXACTLY the same as SR3.  Only difference, maybe, is the Combat Pool allowing you to try to dodge in SR.

Might have to check this out then.  Can always use a new version of rules for SR.

tenbones

Honestly, even though I dropped from the KS of Interface Zero because Gunmetal went full BLM... Interface Zero is a good product and it *totally* can do Shadowrun with little difficulty.

The Psionics rules are effectively the Magic rules. And any overt magic you need, can be pulled from the SWADE Core or any other SW product. All you need is the Shadowrun fluff - and play.

Spinachcat

How would Savage Rifts handle Shadowrun?

Anyone try that out in actual play?