SeraphymCrashing
08-13-2007, 01:16 AM
Alright, after a longish break from GMing that resulted from me being the only one to take the time to actually attempt to GM and burning out from trying to tell a coherent story when all my players were in and out all the time, I decided to give it a go again (thats a doozy of a sentence). I've had the Shadowrun 4.0 book for a while, and had run shadowrun 3.0 plenty, so I decided to write something up.
There are some things I really like about 4.0 and some things I don't care for, for example I think that much of the flavor from 3.0 was lost. Hackers instead of deckers, standard 20th century swearing, etc... So I call hackers deckers still and people say drek instead of shit. I made some tweaks of my own to the system, most of them matrix related (I hate half the matrix rules, and love the other half). Also to speed up the game I change extra initiative passes into simple actions that you get when its your turn, so everyone goes once in a turn, but some people can do more. Also, I hate the relatively low fire rates of the SR guns so just to add flavor and realism, now Semi-automatic fire uses up 1+1D4 rounds, burstfire uses 3+1d6, and full auto uses #ofroundsfired+2d6. This is just rounds used, actual game mechanics stays the same (ie no extra recoil or damage or anything, these are just rounds used by firing). This encourages people to carry spare ammo, and to sometimes be conservative with the autofire. There are some other tweaks as well, and some of it will likely get changed as we play more, but the rules actually worked quite well.
There are some things I really like about 4.0 and some things I don't care for, for example I think that much of the flavor from 3.0 was lost. Hackers instead of deckers, standard 20th century swearing, etc... So I call hackers deckers still and people say drek instead of shit. I made some tweaks of my own to the system, most of them matrix related (I hate half the matrix rules, and love the other half). Also to speed up the game I change extra initiative passes into simple actions that you get when its your turn, so everyone goes once in a turn, but some people can do more. Also, I hate the relatively low fire rates of the SR guns so just to add flavor and realism, now Semi-automatic fire uses up 1+1D4 rounds, burstfire uses 3+1d6, and full auto uses #ofroundsfired+2d6. This is just rounds used, actual game mechanics stays the same (ie no extra recoil or damage or anything, these are just rounds used by firing). This encourages people to carry spare ammo, and to sometimes be conservative with the autofire. There are some other tweaks as well, and some of it will likely get changed as we play more, but the rules actually worked quite well.