Well it looks fantastic.
I think it's kinda superfluous for a dice pool system...You can already handle difficulty through increasing/decreasing number of hits required to pass the test or the amount of dice rolled. It's already more depth than a percentile system for example, where you can only mess with the flat % of success.I liked the varying difficulties in earlier editions. They added a bit more of depth, I think.
Probably not long...according to the magazine scans the SNES Shadowrun MC is an NPC in Shadowrun Returns so they even already have the model ready there.Ulminati, you better create all those runs. I foresee plenty of fantastic LPs in the Playground after this puppy comes out.
Wonder how long until someone remakes SNES Shadowrun in Returns?
Ulminati, you better create all those runs. I foresee plenty of fantastic LPs in the Playground after this puppy comes out.
Wonder how long until someone remakes SNES Shadowrun in Returns?
I think it's kinda superfluous for a dice pool system...You can already handle difficulty through increasing/decreasing number of hits required to pass the test or the amount of dice rolled. It's already more depth than a percentile system for example, where you can only mess with the flat % of success.I liked the varying difficulties in earlier editions. They added a bit more of depth, I think.
I thought the concept screens looked cool. I hope they put in recognizable mechanics from the tabletop game but either way the art reminds me a bit of the stuff from the 2nd edition of the tabletop game, including the cover of the main rulebook. (Or at least, not having them to look at side by side, my memories of the cover.)
If they just port over SR4 rules 1:1 and make it turnbased I'll cream my pants so hard they'll require new and previously unthought-off industries to dispose of safely.I thought the concept screens looked cool. I hope they put in recognizable mechanics from the tabletop game but either way the art reminds me a bit of the stuff from the 2nd edition of the tabletop game, including the cover of the main rulebook. (Or at least, not having them to look at side by side, my memories of the cover.)
If they just port over SR4 rules 1:1 and make it turnbased I'll cream my pants so hard they'll require new and previously unthought-off industries to dispose of safely.
I see.I think it's kinda superfluous for a dice pool system...You can already handle difficulty through increasing/decreasing number of hits required to pass the test or the amount of dice rolled. It's already more depth than a percentile system for example, where you can only mess with the flat % of success.I liked the varying difficulties in earlier editions. They added a bit more of depth, I think.
Well, I dunno. By having the difficulty and the target number as separate variables, you can have some kinds of action give you bonus dice while others reduce the difficulty of the action itself. I think it is a kinda cool to make the situation matter. Like, in Shadowrun, the number of successes you obtain determines how effective you are.The number of dice is determined by how competent you are. And the action's TN is determined by how hard it is. So you can influence a roll in three different ways: You can try to increase your own capacity, you can try to manipulate the situation so you can make do with less successes, or you can try to obtain some advantage to make the action easier. What is fun about this is that, depending on the circumstances, different approaches will work better. If the action's difficulty is too low, or too high, it might not make much of a difference to reduce it by a few points. On the other hand,, lowering TN 4 to TN 2 will greatly increase the number of successes you can expect.
It's not exactly 1:1If they just port over SR4 rules 1:1 and make it turnbased I'll cream my pants so hard they'll require new and previously unthought-off industries to dispose of safely.I thought the concept screens looked cool. I hope they put in recognizable mechanics from the tabletop game but either way the art reminds me a bit of the stuff from the 2nd edition of the tabletop game, including the cover of the main rulebook. (Or at least, not having them to look at side by side, my memories of the cover.)
Read the magazine scans somebody posted earlier on the thread.
Yeah, hopefully it's more like NWN1 than NWN2. And hey, as long as the editor is decent, we'll have loads of stuff to play even if the OC Seattle/Berlin scenarios are shit. Heck, just transferring the 3rd and 4th edition ready-to-play runs would give dozens of hours of playing.Ulminati, you better create all those runs. I foresee plenty of fantastic LPs in the Playground after this puppy comes out.
Wonder how long until someone remakes SNES Shadowrun in Returns?
It really depends on how AWESOME the editor is. If it's like the NWN1 toolset, then I'll probably go ahead and do it. If it's some horrid, unintuitive, bloated mess then buggr it.
That said, the BROs at dumpshock deem pretty pumped about SRR too. So there's a bajillion SR GMs there who may be interested in making custom runs too.
Wanna bet one of the first major campaigns to be released is a remake of Harlequin?