hi /tg/,
my group wants to get into shadowrun 5e. I'm usually the DM, because I pick up new systems quite easily, and I used to play SR 3e like 10 years ago, so I know a little bit about the setting.
however, one of my player wants to run a decker, one concept I never really wrapped my head around.
can someone explain how decking works like I'm 5?
I understand 5e embraced the idea that now everything is wireless, but it still talks about jacking in and stuff. Also, apparently there are VR glasses now, so you don't actually have to waste essence for a cyberjack just to get onto the Matrix.
so how does it all work? in what situations do I need to jack in? how much can I access wirelessly? do I need to bring a decker on site if a run needs hacking, or can the guy stay in the other side of the city in a safehouse?
I also played Shadowrun: Hong Kong to get a general idea on how stuff works now, but in the game if there was no jack point in a mission, then there was no decking.
>tl;dr how do I into decking?
Ok here's the deal chummer.
First of all, every aspect of the job can in theory be done over the Matrix. There's exceptions, but for 90% of jobs, your decker can stay at home, in the party van, or in a café across the street drinking a latte.
Those expections come in when corp internal security decided security for a facility trumps work flow. There's stages here, but if they decide no other facility needs access to some or all of a facilities features, then they can either disable wireless for [b]every device[/b] that is part of that network, and have it all be hardwired, or invest in a Faraday cage fitted into the walls.
In these cases, your decker needs to physically jack in into any device that is part of that network. From there, the PAN rules apply.
Hosts are ALWAYS on the matrix, however. Which means that all the neat functionality of a host can only be used if you're online. Now, a host can run silent, but it still is on the matrix, somewhere.
Another aspect of why your decker might not want to spent 24 hours a day in his basement is Noise. The further away you are from the physical location of what you're trying to hack, the higher the negative Noise modifier. Hosts themselves however do not suffer noise, because they're omnipresent on the Matrix. (You might want to doublecheck that part)
Virtual Reality comes in many degrees. For the basic user, there's VR glasses. A pair of glasses with imagelink allows you to perceive AR and VR. Yes, you can enter the VR without a jack, but you're basically looking at VR from the other side of a window. You have no direct link and you're slow as a result.
Next come Feedback Clothes, which in combination allow you tactility in VR and AR.
Now, if your comlink is equipped with a SimSense module, that enables it to translate the VR and AR signals into neural signals. You combine that with a Direct Neural Interface (either jack, trodes, or custom headware comlinks) and you can immerse yourself fully. This is Cold Sim.
>>43907530
What Deckers will want to use 99% of the time is called Hot Sim. That's a specifically modified SimSense module. It disables the feedback filters and all the post processing your SimSense does for you to avoid any accidents from frying the brains of consumers.
HotSim with custom coded neural layers is how you make BTLs by the way.
HotSim and Cold Sim both have an addiction rating, but it's pretty low.
Any questions?
>>43906807
Shadowrun Hong Kong uses 3rd edition rules. Hacking works differently in 5th. There's no exit points from VR for example. You just switch to AR mode and you're no longer in VR. If you straight switch from VR to no-input, you get dumpshock.
That happens mostly if you get link-locked.
Hey TG, i was hoping you guys could help me out. i am in desperate need of enemies to pit my players against.
the enemies they fight that are normal just get destroyed, i need enemies that can only be defeated certain ways or they have special abilities about them.
so far I've tried enemies with only certain weak spots, an enemy who they had to destroy its power source, and I've tried some cloaked enemies but they've just been such un-interesting fights as well.
i was hoping you guys could please lend some of the creatures you have enjoyed facing or some of your favorites you've made? i really want combat to be as interesting as RP instead of just waiting your turn to hit it with a stick.
>>43906608
There's nothing wrong with the enemies your fighting, the problem is you need to put life and meaning into to the combat.
"You hit the wolf for 9 damage" vs. "Your spear carves a bloody gash down the wolfs side as it narrowly avoids being completely impaled."
Your players need to get into this as well, describe how there trying to hit the enemy instead of just saying they attack the monster. Hell, reward creative attacks with a bonus to encourage this if you need too.
Also, do discuss this with your actual players to get there opinion. This can never be stated enough.
TL,DR: Roleplay in combat too.
>>43906608
An enemy invincible during night time that's following the PCs while they try to stall for time until dawn
Two enemies that completely regenerate when killed, unless they are killed on the exact same turn
An enemy that gives better loot if you wait longer before killing it, which requires surviving longer its attacks
>>43906608
try it with enemies which can resurrect themselves unless killed in a certain way (using exorcism/ healing magic does damage/ burn the corpses)
or ones which try to psychologicly manipulate them (use intelligence/willpower checks) , or curses/deseases to affect the players after the battle
try special resistances/weaknesses against different types of physical/magical attacks (zombies only take 1/4 damage from stabbing but burn easily)
or creatures which flee from combat but weaken the group with a number of ambushes during the journey , flee again ,attack the next day until either party dies.
the possibilities are quite various in terms of making use of special mechanics , aside from that , try to bring some more roleplay into the fights aside from "you hit and do x damage"
instead:"you bypass the enemy's effort to dodge and manage to cut clean through a few rips . deal x damage"
Why are bodyguard quest so boring? What should be done to make it bearable?
>>43906547
>NPC is likeable and undisruptive.
>Journey is open enough not to be a railroad.
The PCs need to be having a bodyguard adventure, not be a part of the NPC's adventure.
You're guarding the NPCs purity/chastity.
The would-be enemies seek to defile them sexually.
>>43906547
Fuck that shit.
You're the one getting bodyguard'd.The game is everybody is john.
>be VIII Legion astartes
>happily doing the Emperor's dirty work in the Crusade
>suddenly this spooky faggot shows up
>switches off the lights from all of our ships
>call himself Night Haunter
>wtf
>all the new guys are rapey murderkids
>forced to listen to pseudophilosophical bullshit all day
>except we can't say "day" anymore
>it's all night night night all night
>suddenly we are traitors too
>well great.jpg
>Ave Dominus Nox
>be Iron Hand
>my primarch got killed
>become irrelevant for the rest HH
>>43906131
Konrad "Nothing Personnel" Curze
>>43906131
Pretty sure all old astartes were pretty pissed when their primarchs showed up. We are no longer Dusk Raiders, we are motherfucking Death Guard now! Why? Becouse fuck you, that's why!
Rolled 9 (1d14)
Welcome to this thread, Fantasy Craft is one of many games that is based on the same framework as D&D 3.5- but in this case torn down and rebuilt entirely.
The entire game (with many, many toolbox-style options for characters and campaign types) can be found in the core book, and so far there is only one other book (the Adventure Companion, basically a compilation of example settings), as well as a smattering of extra classes (the Call To Arms series) and a preview for the upcoming Spellbound- a book all about niche-style caster instead of the universalist, all-around Mage.
All of these are available to download (and hopefully someone else will post the links as I sadly do not have them); though if you like the game you should definitely buy a physical copy, as Crafty Games is a very small operation which could use as much support as possible.
I've started out with the roll for our character's Species, if anyone would like to create along with me, or just ask questions about how this RPG works, feel free to post.
>>43905659
Here to help
Specifically in the form of the aforementioned dropbox link
https://www.dropbox.com/sh/5dkzgw3cn842eyw/AACivEvWTEODXQgsjBPsHv8wa?dl=0
Rolled 1 (1d46)
>>43905659
Rolling Specialty. Were you inspired by me trying this in the last general?
>>43906268
Looks like we have a Pech Acrobat, which seems like a good fit; I was indeed inspired by the character rolling in the last thread. Sadly I may have started this one too late into the night for me to follow through until the end.
So, I had a interesting idea for a Warhammer AU. Basically, Magnus the Red doesn't fall. Maybe he gets a vision of the future, maybe the Emperor gives him a talk or whatever at Nikaea, whatever.
End result, one of the major players for chaos never flip, and the Imperium keeps its psychic legion.
I figure as a result, psykers and whatnot would probably be more well recieved since a entire legion of spess mehrines with psychic powers would be running around, stomping the enemies of man. Also figure that less damage would occur as a result of the heresy, and, with a extra malcadore level psyker running around, maybe the emperor doesn't get as badly wounded.
>>43905401
The Emps can die, then return as Magnus holds the Astronomican. Great crusade goes on in the webway and the legions split into chapters due to the HH and the increasing number of threats.
Wasn't an entire legion of psychers. A lot more than most, and well integrated into combat doctrine and command. So they're going to be powerful as fuck.
Probably just means tzeentch gets the raven guard, playing on their mutations/secretive stuff (double just as planned via alpha legion), or the white scars because they have sorceress and are wild and inconsistent like the winds.
>>43905462
White Scars maybe(Though I lean no), Raven Guard naaaah, Corax too much a bro to go chill with Chaos frat douches.
Hey /tg/, my group wants me to run the Green Ronin ASOIAF for them. I was wondering if any fa/tg/uys could provide some tips on running it.
They're a Northern house and I was planning on just using the Peril in King's Landing adventure that's in the back of the book.
>>43905353
Try to avoid the regular GM mindset of knowing 2 sessions in advance what's going to happen.
Don't write a complete adventure, instead figure out how they come into conflict with someone, and what that persons goal is and what their resources are. Local gang of thugs trying to get revenge at the party? Shady merchant? Minor noble with an axe to grind? Someone influential? Rich? Lots of support among commoners or criminals? And then just take it from there. Let the players feel like there's someone out there who wants them harm instead of feeling that they're in a stage in some adventure that will progress to the next stage all by itself.
One of the hallmarks of ASoIaF is that things don't go according to plan. The antagonists more or less derail the plot multiple times and takes it in completely new directions. It's basically like they're in conflict with the author and every time he goes "Oh, this would tie things together nicely" or "This is nice, things are going well for the protagonists" the villains go NO! Fuck that! I'm flipping this table! Have fun! Also think strongly about character motivation. The npcs are not there just to advance the plot you created or conveniently point the players in the "right" direction, they have their own goals to fulfill, be it revenge, looking out for themselves, getting rich or advancing their position, try to keep in mind what the important npcs are up to while the players are off doing other shit.
Nothing ruins the ASoIaF flavour faster than making the players feel like they just spotted someone with an exclamation mark over their head that is going to launch them into a self-contained adventure.
>>43905710
I feel like I should just write all my Rpg's like this.
But its not just antagonists right? I mean sometimes its well meaning allies screwing things up (Caitlyn Stark, Rickard Karstark).
And I mean sometimes things get resolved (albeit mostly with someone taking a dagger to the back).
>>43905710
Thanks I'll keep that in mind.
Stat me, /tg/.
Owl with a +5 to bearness.
>>43905308
That's a bear with +5 to owlness, plain as day.
>>43905322
By the gods, you're right.
It's the angle of the picture that had me confused. All that owlness just looked like owl, while what is obviously bear seemed less bear and more bearness.
My mistake. I apologize, oh eagle-eyed Anon.
Does anyone have any experience with this game? Is it good? And if so, anyone know where to get the PDFs?
>>43905274
No PDF's but some fella ran it for me and a few friends at a FLGS. It was alright, but he kept perving on my friend and it was hard to concentrate. It's a very broad game, more or less giving you a simple framework mechanics and a whole lot of game ideas/plot points. The company producing them is coming out with multiple books centered around different end of the world scenarios, but so far they have only released the obligatory Cthulhu game and a generic zombie game. Pretty art though. Oh and one look at the book shows that the writers don't know how to layout for shit.
>>43906188
Man, how do you even define a Mythos apocalypse? There's seriously like 600,000 ways to do it, and they all have very different and weird levels of lethality. I guess you could fill a whole book with concepts revolving around it, but I'm assuming they mostly center on 'Squid wakes up, Godzillas, everyone dies'?
>>43905274
Book 1: Zombies
https://drive.google.com/file/d/0B6r6KFirefQVcV9DOWYxTlQzbTg/view?usp=sharing
Book 2: Gods
https://drive.google.com/file/d/0B6r6KFirefQVT1JtUVl5SklQa1U/view?usp=sharing
Posted image is the Character sheet
One of my players is planning to play a druid for my next campaign, and I'm really having problems coming up with plot hooks for a druid.
What kind of reasons do druids have for going adventuring, delving in dungeons or getting involved in court intrigue?
>>43905145
Something I learned is let the players give you hooks.
Play a few games with his character, learn his story, let him tell you why hes wandering. When he has, find something in his back story to give him a bigger hook so he fells like part of the story.
>>43905145
whalers
seal clubbers
loggers
farmers
ragtag rebels oppressed by an empire
I lost my cat
>>43905145
All plot hooks in any story ever boil down to one of two things.
>Character wants something, circumstances give them an opportunity to obtain that thing.
>Character has something they cherish, circumstances take that thing away.
Without knowing what the character cares about, you're not going to be able to come up with good plothooks aside from the stereotypical assumptions of "LOL, DRUIDS LOVE NATURE! THEY'LL GET PISSED OFF IF PEOPLE ARE CUTTING DOWN TREES, RIGHT!?"
Stat me /tg/
>>43904637
-10 HP
>>43904637
Strong at sticking his thumb in animals buttholes
Weak at getting stabbed in the heart
>>43904670
>Weak at getting stabbed in the heart
To be fair, who isn't weak to that?
I made a thread a few days ago for derpy Eldar aspect warrior papercraft and some anons were asking for me to make papercraft Sisters of Battle. So here they are.
>>43904402
Here is the PDF file. It includes a Rhino as well.
That's really neat anon. Can you post the Eldar as well?
>>43904463
I need help solving a problem typical of many RPGs:
"I scout ahead."
I always hate hearing these words. Granted, they make perfect sense from a non-meta, real life perspective, but when viewed from a meta game-mechanic and flow sense, what's essentially happening is that the party is splitting up. That means one player grabs the spotlight for a long stretch of time as I describe to him what he sees and resolve all the rolls and rules, while the rest of the table just sits around and does absolutely nothing but act board and fuck around on their smartphones.
I know scouting ahead sounds like it makes perfect sense but from a game mastering perspective it's essentially disengaging all but one player from the game. And as a game master I feel it's my job to keep everybody engaged in the game. That's what they showed up for, after all, right?
So how do I handle this whenever it pops up?
>>43904123
Just occasionally switch back to the rest of the party and focus on them for a bit, or just throw something in the adventure beforehand that makes it clear scouting ahead may be far more dangerous than it's worth. You don't need to shrink the world to one player just because they go off on their own.
My party frequently has someone scout ahead, but when we do, our DM often has something approach us from behind so the rest of the party gets surprised. It's never been an issue for us.
>>43904123
If it's an ongoing problem, I can think of a
>make recon fast and easy
Get in, make a roll, and dole out some intelligence. Actions do not always need to be resolved in beat by beat detail.
>talk to the group about the problem, they may have suggestions
You may even ask them OOC to keep recon missions short and simple, and avoid lengthy separations.
This makes sense from a character perspective too--what good is recon if you can't get the info back to the party?
We make lots of concessions for the sake of making our games playable. For example, if a player says "my character has no reason to travel with the party, he stays in town and starts a bakery"--I'm fine with explaining OOC that we are playing a pulp adventure game about an adventuring party, and that is more important than some cherished character concept.
Anyone can tell me how they would class DND 5E classes by tier?
>>43903640
If you use the 3.5 Tier system, everything is Tier 3, with the exceptions of Ranger being Tier 4, Wizard and Bard being Tier 2 thanks to a few specific spells, and Druids being Tier 2 thanks to Wildshape
>>43904568
>wrong things the post.
Ranger is fine, their spells are great and lore bards should pick their spells over a paladin's
The top tier would be wizards and bards based 100% on utility.
The middle tier would be almost everything.
The bottom tier would be the elemental monk, berserker, champion (though champion might not deserve it), and blade pact warlocks. These are narrow in focus and their class abilities either don't add much or don't work well by RAW.
Beastmaster would still probably be middle tier because they are effective with spells and class abilities alone, and no one is better as a guide or tracker than a ranger still.
top tier: wizards
middle tier: everything else
bottom tier: fighters
Dwarves are Gaelic
In your setting? Cool.
No, Elves are Gaylick.
Dwarves should only be Norse, since that's where actually respectable men come from, not cock-sucking faggots like the Gaelic people.
>>43903987
Nah, elves should be Roman.