The shadowrunners got what they were looking for, and are now trying to get out of an office tower after the alarms have gone off. Instead of going out the front door, where most of the security is (but also a protest turning into a riot that could cover their escape), they instead decided to take the stairs from the 10th floor all the way back up to the 55th floor to access the roof where where the stealthy ultralight Nightwings they used for insertion, are still waiting for them.
Security teams tried to intercept them, with little success, until a couple of security teams band together and wait for them on the top floor, joined by 4 spirits from the corporate security mages. Generous use of grenades and monowire whips clear the way to the roof, where their Nightwings are indeed waiting for them. But as they prepare to take to the sky again, they spot a dragon in the distance, approaching the building.
At this point, I could discern roughly 3 options: leave by Nightwing and hope to outrun the dragon; get back inside and find a different exit, because any amount of security is preferable to a dragon; or hack the building's air defense turret and actually try to defeat it (no idea what the odds are, but it's not a Great Dragon, so it's not impossible).
They opt for the first choice: fly, dive down, and hope to land as quickly as possible in a street before the dragon catches up, and hide. The decker rolls very well and dives down to street level in a smooth maneuver. The first street samurai carrying the mage as passenger doesn't roll so well, but the mage has an air spirit that helps them descend more quickly.
The other street samurai is not so lucky. Terrible roll, lags behind. The dragon, looking to toy with its prey, doesn't kill him outright but casts Confusion, crippling his questionable control over the Nightwing even further. The mage's air spirit tries to help him descend, but the dragon quickly banishes the spirit. The mage tells the street sam to just jump out. The dragon turns to roast the ultralight and its occupant, who in desperation jumps out. The dragon crumples the plane and then dives after the falling street samurai.
The mage tries to catch the street sam with the Levitation spell, but wants to time it so the dragon flies past the falling runner. I make this an opposed roll. The mage uses Edge to push the limit, the dragon uses Edge to reroll his failures. The mage wins, and snatches the falling street samurai away in levitation just as the dragon was about to catch her. The dragon has to steer hard to avoid crashing into the street below, and that's where we're ending today's session.
Digital Luddite mag das.
libraryogre hat dies geteilt.
Martijn Vos
Als Antwort auf Martijn Vos • •Reign is one of those systems that I was hoping might turn out to be the perfect RPG. Because that's what I'm looking for, and I'm sure it must exist, but none of the previous contenders weren't quite it. The previous contender was Burning Wheel, which I'd heard a lot of good stuff about, and the way Beliefs work is really great, and a big part of what I'm looking for. Only the rest of the system was extremely fiddly with excessive amounts of detail in some places (the enormous skill list) but fantastic bits in other places (lifepaths), but also some gaping holes (anything in between Fight and Bloody Versus).
Reign is next on my radar, and some stuff I read about it makes it sound it might be almost perfect. The dice system is unique and really interesting, but ultimately I fear it might be a bit gimmicky. You roll a dice pool of d10s, and all dice that come up with the same number form a set. You can roll multiple sets, and for each action you declared (which could be more than one), you pick one of your sets. The number of dice in the set is its width, the number on the dice is the height. Getting two different dimensions out of a single roll is a really cool idea. The problem is that the system tends to use these two dimensions for more than two things, which can have weird results.
For example, hits to your legs are easier to parry than hits to your head. I think that's the big one to me. Another one is that quick attacks that go first, also do more damage. I have less issue with that, but with 4 effects mapped to the two dimensions of the roll, I do wonder if two rolls wouldn't have made more sense.
Something I really love about it is that, unlike Burning Wheel, this system is intentionally a toolbox, meant to be tinkered with. Lots of optional rules and suggestions how to adapt it. These seem to be 5 chapters on combat; not sure if they're all the same system or alternatives, but clearly you can start easy and add detail as required.
#ttrpg #reignrpg #burningwheel
Martijn Vos
Als Antwort auf Martijn Vos • •One optional rule you can add, is Martial Paths and Esoteric Disciplines. They basically give you 5 levels of special bonuses for a skill. This could be a simple way to add some more crunch for players who want it, and there seems to be one for every skill, although I haven't verified that. Honestly, I think you kinda owe it to have at least one for every skill, unless there's a really good reason not to.
My biggest problem with them is that they have some really esoteric names. Some people will love that, but I don't. It would honestly be a lot easier if their name included the name of the skill they worked with. Instead, we get Blades For The Empress which doesn't involve blades, but the sorcery skill.
Also, some of the bonuses seem very small compared to just raising the skill. As far as I can tell, raising the skill always costs just 1 point, so spending a point on a bonus that gives you +1d only in specific circumstances, is not a good deal. That's only worth it once you've maxed out your skill, which I suspect can happen pretty quickly with a linear cost of only 1 XP.
#ttrpg #reignrpg
Dylan
Als Antwort auf Martijn Vos • • •Martijn Vos
Als Antwort auf Dylan • •@Dylan
If I end up using it (and the prospects for that are pretty good), I'll definitely post about it. My plan is to use it for the reinvented Kingmaker-style campaign that I'm discussing in another post.
Lester Ward
Als Antwort auf Martijn Vos • • •Martijn Vos
Als Antwort auf Lester Ward • •@Lester Ward
Nice to see MathJax used, but on mobile, those two formulae get squished together. Separating them might help.
But to be honest, the treatment of exact chances of certain combinations of sets is less interesting to me than issues like blows to the head being harder to parry, and therefore easier to make, than blows to the hands and feet.
My brief stint practicing HEMA taught me the exact opposite: hands and feet are vulnerable (or at least the sword hand and the forward placed foot), whereas head and torso tend to be surrounded by shield and sword to parry them, not to mention having eyes well positioned to see the blow coming.
Making a result of 10 hit the head sounds logical at first, because rolling 10 sounds harder than rolling 1, but that's only true when you need to roll higher. For exact matches, 1 or 10 makes no difference, except that the 10 is harder to parry. So my guess would be that Reign combat tends to see more head hits than leg hits, especially between skilled opponents who know how to parry.
Is that correct?
Lester Ward
Als Antwort auf Martijn Vos • • •Martijn Vos
Als Antwort auf Lester Ward • •@Lester Ward
Yeah, that sounds like something I've been considering. Maybe let the attacker even choose which waste die determines the hit location, because it's something you often do have some control over. Maybe you don't want to hit them in the head, for example.
Or skip hit locations entirely.
Lester Ward
Als Antwort auf Martijn Vos • • •