Also, everyone should have at least 2 levels worth of pistols skill, if for nothing else, as back up.Īnd now, the Face character. Close Combat and Rifles are good solid secondary choices in hurty skills. Real flexible and cheap, with a ton of customizations available in Arsenal. Your choice on hurty skills is open to debate, but one should almost always favor heavy pistols as your work horse weapon. (Hackers can get around this, but I am not telling you how. 3 is an absolute minimum, 4 is ideal, and also the most you can get. It will save you headache in the long run, and unlike Mages and Adepts, everything a Technomancer can do, a Hacker can do better at start up, with the exceptions of Sprites.)Īs for the fighty types, extra IP's are KEY. (A word on Technomancers: don't, until you have an experienced group. The game uses them, then runs with it to its logical cyberpunk awesomeness. Unlike Technomancers (see below) these guys are a must.Īs for hackers & riggers, they are pretty cool guys, but to really get into the hacker/ rigger, you must understand modern, real world networking concepts. The rest of the traditions from Street Magic are OK, but for newbies, best to stick to Shamans and Hermetics. Never let the caster be a possession mage or a "home brew" tradition. As for the actual pre-made characters, they are under optimized for their specialty, but they can get the message across to the players (don't be stupid, never get into a running gun battle, always plan out your missions accordingly, never assume your the biggest one on the block, and the countless others they have) so that they can make their over optimized characters later.Ī word of advice from one SR4 GM to another: However, for a "tutorial" one shot session of SR, they work fine.Ĭharacter creation in SR4 is easy peasy, once you figure out where everything is and what it means. Their numbers are off, +/- 20 points on some of them. You can find D&D4e specific vision and lighting examples in the Dynamic Lighting Style Guide.Well, I think a couple of them actually did their numbers wrong, and come a couple of points above or below 400.Yep. The following power gets a +2 to hit and does an additional die of damage when the character is bloodied. (Multiplying any result by #Is_Bloodied will zero it out if the character is not bloodied.) Then use #Is_Bloodied to modify the result as appropriate. Use keep-lower and keep-higher to round these down to zero or one. This macro subtracts twice the current hit points from the total hit points, resulting in a negative total or zero for non-bloodied characters, and a positive number for bloodied characters. This can be calculated automatically by comparing current hit points to max hit points. Some powers increase in effectiveness when the monster/character is bloodied. Here is an example that lets you roll a multiple number of dice (in this case, 2 or 4). Here are a few macros for rolling saving throws and having it show pass, green and red fail. Here is example code (that works in either the "power" section of the character sheet, or in the "Abilities" tab (where you can make it a token action). The Roll20 character sheet for D&D 4E is quite good, but it doesn't use rugged reroll "target" functionality. Leveraging the 4E Character Sheet and Rugged Reroll "targets" The idea is to give as much information about the attack as possible in the roll so you don't have to look it up during play. roll damage, plus damage to one additional enemy The following Macros utilize the above attributes. Below is a sample set of Attributes that can be used: The structure of rolls in 4e is very formulaic, which makes setting up a character's attributes and macros very simple.
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