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Dumpshock Forums _ Shadowrun _ Wizkids having Problems?

Posted by: Eldritch Jun 19 2006, 06:56 AM

QUOTE

WizKids
Damon White Reports: From Marc Lore, Chief Operating Officer of WizKids:

"Dear Hobby Game Community,
Due to changing demands within our industry and within our own company, WizKids is reorganizing to strengthen itself within the marketplace. Unfortunately, this brought about a tough decision to have a reduction in force. This is necessary to realign

overheads with revenues as well as refocus our resources on the functions that we believe will create value to the industry and growth for our company.

These steps are necessary for the long term health of WizKids., and will allow us to focus on our core Brands of Battlestar Galactica, HeroClix, HorrorClix, MechWarrior and Pirates. Our company is firmly committed to supporting the Core Hobby Game industry and plans to serve this industry for years to come.

WizKids’ commitment to innovation and excellence has not changed and we look forward to working with all of the folks that make this industry great to help transform the marketplace once more into one that is vibrant and exciting.

In the next few weeks, we will share with you the results of our deliberations, and our plans for the future of the great games you have come to know and love."


From: http://www.gamingreport.com/article.php?sid=21450


I'm not familiar with the ins and outs of the Wizkids/Fanpro/Shadowrun corp structure - but what does this mean for the futrue of SR? Any thing?

Posted by: Abbandon Jun 19 2006, 08:03 AM

Sounds like the beginning of the end to me for wizkids in general. More specifically it sounded like they were gonna dump all there *clix games. Which includes Shadworun duels.

"What you mean nobody wants to a buy a stupid 16$+ action model to play table top battles??"


Posted by: Shrike30 Jun 19 2006, 09:39 AM

What part of "will allow us to focus on our core Brands of Battlestar Galactica, HeroClix, HorrorClix, MechWarrior and Pirates" indicated to you that they planned to dump the 'Clix games? My understanding is that HeroClix was the thing that managed to get WizKids into the "nicely profitable" range. If $16 seems like too much to pay for a model for tabletop battles, I hate to tell you what even the beginnings of a decent Warhammer 40k army goes for, and that's a phenomenally successful game.

The failure to list Shadowrun has me concerned.

Posted by: Ophis Jun 19 2006, 11:25 AM

Wizkids don't produce Shadowrun, people who know more please correct me if I'm wrong, but Wizkids involvement in SR is only as the holders of the license(rights, Int Prop whatever they have), Fanpro a seperate company licensed to produce it, Wizkid cutting back their range won't affect that at all.

Posted by: JM Hardy Jun 19 2006, 01:32 PM

A few things:

1) I'm not sure that I'd call this the beginning of the end for WizKids. They went through a similar re-org a little over two years ago and came out of it okay. It's just something that happens in corps on occasion. That doesn't mean, however, that I'm guaranteeing the health of WizKids--just that I'm not guaranteeing its downfall, either.

2) The news certainly doesn't change anything for Shadowrun Duels. Nothing was going on with that game, and nothing will continue to go on with that game.

3) The corporate re-org affects the RPG side of Shadowrun minimally if at all. Ophis pretty much has that right.

4) The one area of SR that WizKids is directly involved in is the novels--they commission and edit them. As part of this re-org, the editor at WizKids who handles their novels (both MechWarrior and Shadowrun) was laid off. I'm not sure what this means for the future of the novels at this moment. I'm almost positive the remaining two novels in the original contract will come out, but future novels now have a more iffy status. I'll let people here know anything as I find anything out.

Jason H.

Posted by: Cain Jun 19 2006, 05:52 PM

QUOTE (Ophis)
Wizkids don't produce Shadowrun, people who know more please correct me if I'm wrong, but Wizkids involvement in SR is only as the holders of the license(rights, Int Prop whatever they have), Fanpro a seperate company licensed to produce it, Wizkid cutting back their range won't affect that at all.

Sort of. Wizkids (more specifically, Jordan Wiseman) owns the Shadowrun RPG rights. They've licensed the rights to publish the RPG to Fanpro, but they kept the miniatures and CCG rights to themselves (even though Duels didn't really do very well). The video game rights are held by FASA interactive, which was bought out by Microsoft sometime in the 90's.

What might afftect the Fanpro license is that Wizkids has now contracted with Great White Games/Pinnacle to produce a RPG version of Pirates and Battletech. Since Wizkids also owns the rights to Battletech, which is licensed to Fanpro, this makes things look bad for a rerelease of Mechwarrior. Pinnacle produces the spectacularily popular Savage Worlds game system, and the upcoming Pirates RPG will be running with that system. If they do exceptionally well, Fanpro's continued holding of the Shadowrun license could be jeopardized, and then we'd see an official Savage Shadowrun version on the market.

Posted by: Eldritch Jun 19 2006, 06:07 PM

Thanks guys.


Any other feedback form 'Those in the know' would be appreciated.


Posted by: James McMurray Jun 19 2006, 06:18 PM

QUOTE
Pinnacle produces the spectacularily popular Savage Worlds


Spectacularly popular in the sense that I've never seen it mentioned anywhere but dumpshock, and usually by Cain. smile.gif

I'm not saying it isn't a great game. I've never even seen it on a shelf, so I'm the last one to ask about it. I've just gotten the impression that Cain has some sort of hardon for the game, so you may want to take his statements about it with a grain of salt.

Posted by: PBTHHHHT Jun 19 2006, 06:57 PM

Savage Worlds isn't too bad, I play it and there's quite a few folks I know that do use this system.

Posted by: James McMurray Jun 19 2006, 07:04 PM

I'm not saying it isn't well known, just that it probably isn't as "spectacularly popular" as Cain likes to believe. He has frequently shown an ability to confuse his own opinion with Truth, so when I see statements as dubious as that one coming from him I feel obliged to speak up.

That and I like giving him crap. wink.gif

Posted by: Squinky Jun 19 2006, 07:29 PM

QUOTE (James McMurray)
He has frequently shown an ability to confuse his own opinion with Truth.

I thought that was the whole point of dumpshock smile.gif

Posted by: James McMurray Jun 19 2006, 07:35 PM

Nah, just most of it. Some small portion of the populace likes to actually discuss things with the openmindedness necessary to change views if they're wrong. smile.gif

Posted by: hobgoblin Jun 19 2006, 07:50 PM

hmm, savage shadowrun. whatever...

seems to me that the only "special" thing about that system is that there are only 2-3 conditions for a combatant. and what keeps the characters standing is some kind of "edge" that allow them for some time to avoid getting those conditions if needed.

i see nothing special about it as its mostly the same that i have seen from feng shui, or could basicly add anywhere by applying a saving trow or whatever for the non-important npcs. they fail they fall, out of the game. and unless specificed by the oponent, not dead...

Posted by: PBTHHHHT Jun 19 2006, 08:11 PM

QUOTE (James McMurray @ Jun 19 2006, 02:04 PM)
That and I like giving him crap. wink.gif

fair 'nough smile.gif

Posted by: Kagetenshi Jun 19 2006, 08:25 PM

There really isn't anything special about Savage Worlds. It follows the old path of not doing anything spectacularly badly (well, ok, a number of things, especially deviation on thrown items, but nothing too huge) by not doing anything particularly well.

It is, in my experience, not that far from the ultimate beer-and-pretzels game, though.

~J

Posted by: Brahm Jun 19 2006, 09:20 PM

QUOTE (Cain)
If they do exceptionally well, Fanpro's continued holding of the Shadowrun license could be jeopardized, and then we'd see an official Savage Shadowrun version on the market.

For that to be a possibility it would depend heavily on what the current licensing conditions were. Given that Shadowrun 4 is just out a year and selling well itself, and with a number of products near release, yanking the rights from Fanpro or allowing a duplicate product to be produced by someone else might not only be difficult, but also I'd suggest outlandishly foolish.

Of course sillier things have happened, but that senario would have to be quite a longshot right now.

Posted by: James McMurray Jun 19 2006, 09:29 PM

QUOTE (Kagetenshi)
It is, in my experience, not that far from the ultimate beer-and-pretzels game, though.

Better than Nuclear War (the card game, not the actual thing wink.gif )?

Posted by: Synner Jun 19 2006, 10:37 PM

QUOTE (Cain @ Jun 19 2006, 05:52 PM)
What might afftect the Fanpro license is that Wizkids has now contracted with Great White Games/Pinnacle to produce a RPG version of Pirates and Battletech.  Since Wizkids also owns the rights to Battletech, which is licensed to Fanpro, this makes things look bad for a rerelease of Mechwarrior.  Pinnacle produces the spectacularily popular Savage Worlds game system, and the upcoming Pirates RPG will be running with that system.  If they do exceptionally well, Fanpro's continued holding of the Shadowrun license could be jeopardized, and then we'd see an official Savage Shadowrun version on the market.

No worries there, at last notice Wizkids was apparently pleased with Shadowrun's results and FanPro's license... but then again knowing the whole story behind Pinnacle's Mechwarrior, the Dark Ages license (and knowing that an RPG isn't currently on the docket, but rather scenario packs for Wizkid's clicky collectible miniatures game) would have put things in perspective anyway.

Posted by: Rock Jun 19 2006, 10:43 PM

Why is Pinnicle getting a licence for a BattleTech PRG when FanPro already makes the Classic BattleTech PRG?

Posted by: James McMurray Jun 19 2006, 11:22 PM

What's a PRG?

Posted by: Rock Jun 19 2006, 11:27 PM

A typo for RPG.

Posted by: James McMurray Jun 19 2006, 11:40 PM

Ah, I thought so, but since it happened twice I wasn't sure.

In that case the answer is "so Cain can dance a jig until he finds out they're not using the Savage World rules." wink.gif

Posted by: Kagetenshi Jun 20 2006, 12:05 AM

QUOTE (James McMurray)
QUOTE (Kagetenshi @ Jun 19 2006, 03:25 PM)
It is, in my experience, not that far from the ultimate beer-and-pretzels game, though.

Better than Nuclear War (the card game, not the actual thing wink.gif )?

I should qualify: beer-and-pretzels role-playing game. Few things can compare to Nuclear War (the card game or the real thing).

~J

Posted by: JM Hardy Jun 20 2006, 04:45 AM

Quick update on SR novels--Roc apparently is not interested in publishing more, so with their disinterest and the loss of WizKids' editor, the prospect for future novels (beyond the two more scheduled to come out) is not good.

Jason H.

Posted by: JongWK Jun 20 2006, 06:32 AM

QUOTE (stevenrockwell)
Why is Pinnicle getting a licence for a BattleTech PRG when FanPro already makes the Classic BattleTech PRG?

Different lines, I guess. MW Dark Ages isn't the same as Classic BT.

Posted by: Adam Jun 20 2006, 07:40 AM

QUOTE (stevenrockwell)
Why is Pinnicle getting a licence for a BattleTech PRG when FanPro already makes the Classic BattleTech PRG?

They haven't and aren't. They're doing scenario packs for the MechWarrior: Dark Ages game.

Posted by: Cain Jun 20 2006, 07:43 AM

QUOTE
QUOTE

Pinnacle produces the spectacularily popular Savage Worlds

Spectacularly popular in the sense that I've never seen it mentioned anywhere

Spectaculiarily popular in that it http://aagad.originsgames.com/awards/2003. Just some perspective. cool.gif

QUOTE
seems to me that the only "special" thing about that system is that there are only 2-3 conditions for a combatant. and what keeps the characters standing is some kind of "edge" that allow them for some time to avoid getting those conditions if needed.

Having played it enough times, I can tell you that it's as loaded with tactical options as any edition of Shadowrun, and runs substantially faster than anything else on the market. Surprisingly enough, it's neither "rules lite" nor "beer and pretzels" quality; after being introduced to http://www.bayn.org/wushu/books.html, I'd have to give that the prize.
QUOTE
QUOTE
Why is Pinnicle getting a licence for a BattleTech PRG when FanPro already makes the Classic BattleTech PRG?


Different lines, I guess. MW Dark Ages isn't the same as Classic BT.

AFAIK, this is correct. Mechwarrior is the RPG, and Classic BT is the miniature game. It's worth repeating that the different rights for the same IP can be held by different people: Wizkids has the Shadowrun miniature and novel rights, while Fanpro has the RPG, and FASA Interactive/Microsoft has the rights to the video game. I have no idea who holds the movie rights.

Posted by: Adam Jun 20 2006, 07:57 AM

MechWarrior was the name of the [FASA-published] RPG before WizKids released the MechWarrior: Dark Ages clix game, and for branding issues FanPro renamed the MechWarrior RPG into the Classic BattleTech RPG, which will still be part of the big CBT re-launch coming in 2006/2007.

Posted by: Brahm Jun 20 2006, 12:39 PM

QUOTE (Cain @ Jun 20 2006, 02:43 AM)
QUOTE
QUOTE

Pinnacle produces the spectacularily popular Savage Worlds

Spectacularly popular in the sense that I've never seen it mentioned anywhere

Spectaculiarily popular in that it http://aagad.originsgames.com/awards/2003. Just some perspective. cool.gif

With a side of perspective: Not only was that a couple of years ago, but those awards are voted upon by workers in the gaming industry, not actual people. wink.gif So trying to connect that with doing "exceptionally well", by which I assume you mean sales to the general public, is rather dubious.

EDIT Well that isn't entirely accurate. The Gamer's Choice section of the awards are nominated by said non-people, and then voted on based off of email address. Which is to say voted on by internet, by people that know about the voting. So, um, yeah. It is one step closer to reality, and two steps sideways.

Of course I don't know what their sales are of Savage World based RPGs. I don't even know personally if the game system is any good or particularly suited to Shadowrun. Never played it. I just know that I haven't seen people requesting Savage World players/groups on the local FLGS cork bulletin board, nor have I seen game times for it on their public calendar whiteboard. Not even Deadlands, oddly enough. So I'm inclined to call spectacular hyperbole on your assessment of it's popularity. grinbig.gif

Posted by: James McMurray Jun 20 2006, 01:16 PM

QUOTE
Spectaculiarily popular in that it won the 2003 Origins Gamer's Choice award. Just some perspective.


You mean like World of Darkness in 2004 (despite it being on the decline).

Or Angel winning best Roleplaying game 2003, despite the fact that the game barely exists anymore, and is in fact almost 100% dead?

Or Lord of the Rings with best roleplaying game in 2002, despite the fact that the game is now defunct?

An award from 2 years ago doesn't mean squat now. Just some perspective...

Posted by: Brahm Jun 20 2006, 01:20 PM

QUOTE (James McMurray)
An award from 3 years ago doesn't mean squat now. Just some perspective...

Actually 2 years ago, because they are numbered for the year before they are awarded. The ones that will be awarded shortly are the "2005" awards. But pretty much.

Posted by: James McMurray Jun 20 2006, 01:24 PM

Edited. It just makes the angel reference even more appropriate, since it won the same year as SW. smile.gif

Posted by: James McMurray Jun 20 2006, 01:41 PM

I just read a few reviews and I'm not sure that I could talk anyone I know into playing a game where your skill at boxing is always the same as your skill with Iron Fan, Kung Fu, Fencing, and any other melee weapon or weaponless form. Or your skill in shooting a holdout pistol is always the same as your skill with a rocket launcher, blowgun, slingshot, and starfighter nose mounted ion cannon.

Posted by: Kagetenshi Jun 20 2006, 02:54 PM

Indeed. It's a solid game for what it is, but I have no idea what Cain is talking about when he says it isn't "rules lite".

~J

Posted by: Brahm Jun 20 2006, 05:12 PM

QUOTE (Kagetenshi)
Indeed. It's a solid game for what it is, but I have no idea what Cain is talking about when he says it isn't "rules lite".

http://www.whitehousedrugpolicy.gov/drugfact/crack/index.html

Posted by: Cain Jun 20 2006, 08:28 PM

QUOTE
Or Angel winning best Roleplaying game 2003, despite the fact that the game barely exists anymore, and is in fact almost 100% dead?

Correction: Angel was a supplement for Eden Studio's Cinematic Unisystem line, and that's still going strong. You're not comparing a game line, you're comparing one specific splatbook.

QUOTE
I just read a few reviews and I'm not sure that I could talk anyone I know into playing a game where your skill at boxing is always the same as your skill with Iron Fan, Kung Fu, Fencing, and any other melee weapon or weaponless form.

I thought I'd have that same problem, but then I tried it. In actuality, this doesn't happen a whole hell of a lot, because no character ever carries an iron fan, rapier, broadsword, halberd, brass knuckles, and tactical baton all at the same time. Players tend to stick with their one or two favorite weapons. What the rules do help with is Jackie Chan-style wild action, where you're grabbing anything you can find. The abstraction in weaponless combat isn't any worse than any system that only has a generic "unarmed combat" skill in the base book; you need to look up Deadlands:Reloaded for advanced martial arts styles.
QUOTE
It's a solid game for what it is, but I have no idea what Cain is talking about when he says it isn't "rules lite".

Savage Worlds is lighter than any version of Shadowrun, but in comparison to the systems that are advertised as "Rules Lite", it definitely falls on the mid-to-high crunch side. For example, http://www.rpg.net/reviews/archive/11/11175.phtml and http://www.rpg.net/reviews/archive/9/9431.phtml are extremely low crunch. Capes doesn't even have character creation as we understand it, and Wushu's entire core rulebook is about 14 pages long. Everway, one of my favorite games that no one has ever heard of, is also light enough to make Savage Worlds look like it's super-crunchy.

Shadowrun itself is somewhat less crunchy than systems like HERO or GURPS, but it's definitely more crunchy than WoD, Cinematic Uni, TriStat, or so on. Basically, Shadowrun tends to fall on the high-crunch side of things, Savage Worlds I'd classify as mid-crunch, and Wushu as low-crunch. Savage Worlds might be light in relation to Shadowrun, but so are most games out there; this doesn't make Savage Worlds rules-light.

Posted by: James McMurray Jun 20 2006, 08:41 PM

QUOTE
Correction: Angel was a supplement for Eden Studio's Cinematic Unisystem line, and that's still going strong. You're not comparing a game line, you're comparing one specific splatbook.


No, I'm comparing "best RPG" to "best RPG." Angel won "Best RPG." It did not win "Best splatbook." As the "best RPG" of 2003, it is, by your reckoning, spectacularly popular. This despite the fact that it is all but dead.

QUOTE
The abstraction in weaponless combat isn't any worse than any system that only has a generic "unarmed combat" skill in the base book; you need to look up Deadlands:Reloaded for advanced martial arts styles.


Ummm, yeah it is. "Unarmed combat" is much more focused than "fighting." Every character on a savage worlds planet is Jackie Chan to some extent. That doesn't sit well with me. Obviously YMMV, but I'd house rule the hell out of it, because it's a huge flaw in a system IMO.

Posted by: Adam Jun 20 2006, 10:44 PM

Angel was certainly a core book, not a supplement; it had all the Unisystem rules necessary to play the game, just like the Buffy RPG did, just like Conspiracy X does, just like All Flesh Must be Eaten does.

Posted by: Demonseed Elite Jun 21 2006, 12:40 AM

QUOTE (JM Hardy)
Quick update on SR novels--Roc apparently is not interested in publishing more, so with their disinterest and the loss of WizKids' editor, the prospect for future novels (beyond the two more scheduled to come out) is not good.

Man, that's too bad. frown.gif

Posted by: Rock Jun 21 2006, 01:37 AM

Is there a list of the Shadowrun novels that have been published since WizKids/FanPro took over the game from FASA?

Posted by: Cain Jun 21 2006, 03:19 AM

QUOTE
Ummm, yeah it is. "Unarmed combat" is much more focused than "fighting." Every character on a savage worlds planet is Jackie Chan to some extent. That doesn't sit well with me. Obviously YMMV, but I'd house rule the hell out of it, because it's a huge flaw in a system IMO.

It never really comes up, since no one switches out from broadswords to rapiers to halberds throughout the course of one combat. The best way of thinking about it is this: there's no silly non-proficiency penalty. You can buy Edges to represent your specialization with particular weapons, but you don't have to track different penalites for using different weapons.
QUOTE
Angel was certainly a core book, not a supplement; it had all the Unisystem rules necessary to play the game, just like the Buffy RPG did, just like Conspiracy X does, just like All Flesh Must be Eaten does.

That's their business model. They put out each setting as a "separate RPG", even though they all follow the same rules. Really, you could combine Buffy and Angel into one RPG without effort. It would be the same thing if SJGames put out a full set of the GURPS rules with each supplement. I think several of the GoO games are also like this: they're still the same Tri-Stat RPG, even though they run under different settings.

QUOTE
Is there a list of the Shadowrun novels that have been published since WizKids/FanPro took over the game from FASA?

IIRC, it's only the three by Kenson. Born to Run, Posion Agendas, and Fallen Angels.

Posted by: James McMurray Jun 21 2006, 03:21 AM

QUOTE
The best way of thinking about it is this: there's no silly non-proficiency penalty.


Having difficulty using a weapon I've never seen before doesn't sound silly to me.

QUOTE
That's their business model. They put out each setting as a "separate RPG", even though they all follow the same rules. Really, you could combine Buffy and Angel into one RPG without effort. It would be the same thing if SJGames put out a full set of the GURPS rules with each supplement. I think several of the GoO games are also like this: they're still the same Tri-Stat RPG, even though they run under different settings.


Doesn't change the fact that it won best RPG and is not spectacularly popular. Keep trying. smile.gif

Posted by: Cain Jun 21 2006, 05:08 AM

QUOTE
Having difficulty using a weapon I've never seen before doesn't sound silly to me.

Not "never seen before". It's more like assuming that you've had a generalized training, instead of a specific one. Sure, the zweihander guy probably doesn't know how to use a set of nunchucks; but since typical fantasy settings wouldn't include both zweihanders and nunchucks, it's not an issue. You just say that "These are the common weapons in this setting, and anyone with basic training is familiar with all of them."

I've never actually seen a real sniper rifle before, but that doesn't mean that I'd be any more incompetent with it than I would be with the rifles I have seen. I've also picked up quite a few hand weapons over the years, and they're not that difficult to get the basics for. I can't see rationally penalizing someone for using a shinai when they can handle a katana, even though most systems would classify a shinai as a club and a katana as a sword. Similarily, once you've learned to handle one polearm, you can pretty much handle everything else in it's class: there's not much difference between a glaive, a halberd, and a lochaber, they're all chopping polearms. A naginata, spear, and pike are all primarily poking-style polearms, and the differences won't slow you down noticeably.

Savage Worlds handles this as an abstraction. It makes things much easier. You then bring the realism in by simply restricting the weapons availiable. That way, the polearm guy isn't equally skilled with a lightsaber, since the lightsaber doesn't exist. It also becomes much easier to make a combat generalist, which both discourages hyperspecialization while still allowing specialties and tons of character flexibility.
QUOTE
Doesn't change the fact that it won best RPG and is not spectacularly popular.

It also didn't win a popularity award, it won a critical choice award. It's entirely possible (and commonplace) for something to win critical acclaim, yet not be popular in the slightest. Just look at the reviews for most fine-art movies. Savage Worlds won a Gamer's Choice award. IIRC, so did the Shadowrun Supplemental; I remember voting for Adam that particular year. So, the Origins Gamer's Choice awards are strictly based on popularity among gamers. You're not realistically suggesting that Adam's work is substandard, "all but dead", or otherwise unpopular? He puts out some of the best fan-based Shadowrun material in existence!

Posted by: Glorian Jun 21 2006, 05:24 AM

QUOTE (Cain)
QUOTE
Is there a list of the Shadowrun novels that have been published since WizKids/FanPro took over the game from FASA?

IIRC, it's only the three by Kenson. Born to Run, Posion Agendas, and Fallen Angels.

There's also Drops of Corruption by JM Hardy.

Posted by: Kagetenshi Jun 21 2006, 05:40 AM

The problem is that you do run into weapons you've never used before. I recently finished a game of Tour of Darkness (Unknown Armies, using the Savage Worlds rules) in which our characters had been given basic military training—M16, M1911, grenade, self-defense. We didn't have any grenadiers amongst the PCs.

My character picked up a rocket launcher and a grenade launcher over the course of the game, and was mysteriously able to use them at a high level of proficiency. Likewise, another PC picked up a sword and suddenly *poof* their basic unarmed-and-survival-knife training swells to include swords.

~J

Posted by: Cain Jun 21 2006, 06:36 AM

You'll have to refresh my memory, but IIRC Tour of Darkness tends to have you playing specops in Vietnam, the precursors of the modern-day Green Berets. They'd be familiarized with all common weapons, which would include RPG launchers. Standard grenade launchers have been a part of basic training since their introduction in WW2; theres an entertaining tale about them in Neal Stephenson's book Cryptonomicon.

As for swords, there's surprisingly little difference between a long knife and a short sword. What's more, no one has "never seen a sword before", and most people can bring themselves up to a decent degree of proficiency with one in short order. My experience from watching total SCA newbies pick up a sword for the first time in their lives indicates that they'll develop skill equal to their previous weapon training within less than ten nimutes, and sometimes it's nearly-instant.

In any event, it makes no sense that someone would be trained in only one weapon, and would be incompetent in every other one. Someone trained in fencing can pick up any one of a number of one-handed blades, and do just fine. After messing around with a lot of LARPs, I find that applying nonproficency limits are just adding unnecessary bookkeeping. You're better off rewarding a specialization, which SW does semisolidly through the use of the "Trademark Weapon" edge. You can also use the Advanced Martial Arts rules from Deadlands: Reloaded if you want some more specifics in that area.

Posted by: Kagetenshi Jun 21 2006, 06:46 AM

Tour of Darkness has you playing soldiers in Vietnam. Specops are certainly in the range of possibility, but we happened to be two fresh draftees and an enlistee who'd made it as far as PFC.

~J

Posted by: mfb Jun 21 2006, 06:56 AM

QUOTE (Kagetenshi)
I recently finished a game of Tour of Darkness (Unknown Armies, using the Savage Worlds rules) in which our characters had been given basic military training—M16, M1911, grenade, self-defense. We didn't have any grenadiers amongst the PCs.

basic military training includes, at least nowadays, introductory courses to grenades, grenade launchers, anti-tank weapons, and machine guns. i would be surprised if the same were not true in the 60s and 70s.

as for learning them at a high level of proficiency... honestly, a lot of that stuff is so dead simple that there's simply not much higher you can go than 'proficient'. it doesn't take much practice to become an artist with a grenade launcher, especially if you've already got a basic proficiency with other firearms.

Posted by: Cain Jun 21 2006, 09:39 AM

QUOTE (Kagetenshi)
Tour of Darkness has you playing soldiers in Vietnam. Specops are certainly in the range of possibility, but we happened to be two fresh draftees and an enlistee who'd made it as far as PFC.

After doing a quick bit of research, apparently basic bazooka training was part of standard Army basic as early as the 50's. As I said, basic grenade launchers were taught in WW2. So, being proficient in the use of either is to be expected in a soldier of that era.

Also, I don't own the book, but I seem to recall that the backflap makes a big deal about the "Phoenix Program", some sort of super-secret specops deal. I was under the impression that this was a big part of the plot point campaign. But since I haven't played it, would you be willing to explain?

Posted by: Crusher Bob Jun 21 2006, 09:43 AM

http://en.wikipedia.org/wiki/Phoenix_Program

Posted by: Kagetenshi Jun 21 2006, 02:50 PM

QUOTE (Cain)
Also, I don't own the book, but I seem to recall that the backflap makes a big deal about the "Phoenix Program", some sort of super-secret specops deal. I was under the impression that this was a big part of the plot point campaign. But since I haven't played it, would you be willing to explain?

The book provides two distinct things. One is a setting, which is Vietnam during the Vietnam War with supernatural elements. The other is a campaign (several of them, actually). I haven't read the campaign, so I don't know how much it was altered when my GM ran it and we started as new recruits (who eventually, towards the end of the campaign, were indeed inducted into the Phoenix Program once they were no longer new recruits), but the setting does not assume everyone to be special forces. Indeed, the path to doing so is, using standard chargen, extremely restrictive (and for several branches outright impossible).

~J

Posted by: James McMurray Jun 21 2006, 03:08 PM

QUOTE
You just say that "These are the common weapons in this setting, and anyone with basic training is familiar with all of them."


That's all fine and dandy, but it's unrealistic and hence I don't like it. You're free to like it, but you won't convince me that one skill for every weapon known to man is a good thing.

QUOTE
Similarily, once you've learned to handle one polearm, you can pretty much handle everything else in it's class: there's not much difference between a glaive, a halberd, and a lochaber, they're all chopping polearms.


That may or may not be true, but it isn't what's being discussed. The simplification of everything down to a fighting skill means that once someone has tought you how to box, you're also capable of using jiujitsu, swords, and ladders at the same level of expertise.

QUOTE
That way, the polearm guy isn't equally skilled with a lightsaber, since the lightsaber doesn't exist.


Except that in some settings they will both exist. Simplification is not necessarily a bad thing, but it can be taken too far. IMO Savage Worlds takes it too far.

QUOTE
It also didn't win a popularity award, it won a critical choice award.


If popularity is a valid measure of a game's "goodness" then d20 is the greatest system ever developed in the history of RPGs. Why are you playing that lame Savage Worlds when the clear choice for exceptional rules is plainly d20?

WoD also won a popularity contest in 2004. Does that mean it's a great system and spectacularly popular now?

QUOTE
You're not realistically suggesting that Adam's work is substandard, "all but dead", or otherwise unpopular?


Obviously not. I'm stating that some things that which win popularity contests aren't necessarily good, useful, or of high quality. I'm not stating that everything that wins a popularity contest is automatically crap. I've never even implied that, but you're a big fan of arguing points that weren't made, so it's cool. I'll happily keep correcting you. smile.gif

QUOTE
In any event, it makes no sense that someone would be trained in only one weapon, and would be incompetent in every other one.


That may be true, but the exact opposite (training in one weapon = training in all weapons) is equally nonsensical.

QUOTE
a lot of that stuff is so dead simple that there's simply not much higher you can go than 'proficient'.


What about a soldier in vietnam who sees an alien spacecraft crash land, goes on board, finds an alien rocket launcher, and suddenly knows everything about using the weapon because it falls under the shooting skill.

Posted by: Platinum Jun 21 2006, 03:49 PM

it would fall under his skill if he had alien gunnery. cool.gif

Posted by: James McMurray Jun 21 2006, 03:54 PM

From what I can see there is no alien gunnery, or even human gunnery. Anything that involves a ranged attack and isn't a thrown weapon is done using the Shooting skill.

To expand on the example, as I wasn't clear about what I'm envisioning: this alien culture is one that tries to avoid violence whenever possible. As such it makes all of its military weapons incredibly difficult to use because it wants to ensure that anyone using the weapon has gone through the proper training (which includes mind control procedures that prevent the trainee from using the weapon without orders). Somehow this person who has never even seen a scifi movie or read a scifi book is magically capable of shooting this weapon just as well as he can shoot the rifle he's grown up with as a kid.

To avoid any hassles that might a=occur trying to argue about alien technology, here's another example:

Captain Jack, lifelong archeologist and Indiana Jones fan has practiced with firearms for decades. On his most recent excursion into the South American jungles in search of the Lost Nutsack of Tutenkamen he is ambushed by a tribe of pygmies firing at him with blowguns and bows from the treetops. He manages to drop 6 of them but then his trusty revolver is out of ammunition. Unable to reach them he needs a ranged weapon and he needs it fast!

Aha! One of the fallen pygmies had a blowgun! He races over, snatches it up, and uses his extensive training in pistols and rifles to unerringly hit 5 more pygmies before running out of darts. Luckily one of the newly dead midgets of mayhem has dropped a bow. Racing over, he once again uses his incredible knowledge of firearms to unerringly fire the bow, finishing off the pygmies with narry a scratch to himself.

Here we have a character with really good shooting and no specializations. He's trained only in pistols and rifles, because he didn't even know blowguns existed and had never seen a bow outside of a museum. But, because of his training with guns he is able to snatch up and instantly master both blowguns and bows.

This to you is a good system?

Posted by: Platinum Jun 21 2006, 04:40 PM

QUOTE (James McMurray)
From what I can see there is no alien gunnery, or even human gunnery. Anything that involves a ranged attack and isn't a thrown weapon is done using the Shooting skill.

To expand on the example, as I wasn't clear about what I'm envisioning: this alien culture is one that tries to avoid violence whenever possible. As such it makes all of its military weapons incredibly difficult to use because it wants to ensure that anyone using the weapon has gone through the proper training (which includes mind control procedures that prevent the trainee from using the weapon without orders). Somehow this person who has never even seen a scifi movie or read a scifi book is magically capable of shooting this weapon just as well as he can shoot the rifle he's grown up with as a kid.

To avoid any hassles that might a=occur trying to argue about alien technology, here's another example:

Captain Jack, lifelong archeologist and Indiana Jones fan has practiced with firearms for decades. On his most recent excursion into the South American jungles in search of the Lost Nutsack of Tutenkamen he is ambushed by a tribe of pygmies firing at him with blowguns and bows from the treetops. He manages to drop 6 of them but then his trusty revolver is out of ammunition. Unable to reach them he needs a ranged weapon and he needs it fast!

Aha! One of the fallen pygmies had a blowgun! He races over, snatches it up, and uses his extensive training in pistols and rifles to unerringly hit 5 more pygmies before running out of darts. Luckily one of the newly dead midgets of mayhem has dropped a bow. Racing over, he once again uses his incredible knowledge of firearms to unerringly fire the bow, finishing off the pygmies with narry a scratch to himself.

Here we have a character with really good shooting and no specializations. He's trained only in pistols and rifles, because he didn't even know blowguns existed and had never seen a bow outside of a museum. But, because of his training with guns he is able to snatch up and instantly master both blowguns and bows.

This to you is a good system?

I think this disserves its own thread, but I envision clusters of weapons that behave similarly. Shooting a bazooka, seems quite a bit different than shooting a pistol, or using a blow dart or a bow. There are subtleties with each that give each weapon a unique characteristic. All of them have "aiming" in common.

The good Dr can master the blowgun because of his firearms skill, but has a modifier because moving through the skill web. Some shooting skills are quite dissimilar and thus have the extra bump on them. Part of the reason that I stuck with SR2 was the firearms/melee skills. It encompasses so much. Now using a pistol is different from a rifle, but as you outlined not very much. There are differences between a knife and a sword, but if you are an expert with one, you will have a good idea of how to use something similar. Besides you learn so many tactics with fighting.

Posted by: James McMurray Jun 21 2006, 04:48 PM

I agree. It's one reason I'll probably never play a non-House ruled version of Savage Worlds.

Posted by: Cain Jun 21 2006, 09:04 PM

First of all, Captain Jack, being an archaeologist of the first order, is probably already familiar with blowguns. He's at least not totally unskilled with them. I'm not an archaeologist, and I've fired a blowgun once or twice, and a bow a lot more than that. It's impossible that any trained archeologist wouldn't be at least passingly familiar with them.

Second, he's probably got a Trademark Weapon edge, or similar edges relating to his use of revolvers. So, when he picks up that blowgun, he's suddenly not able to use all these nifty edges and abilities he's picked up. Mechanically speaking, he's not as good with a blowgun as he is with his pistol. Instead of a punitive system, where players are penalized for using unfamiliar weapons, Savage Worlds tends towards a "carrot" system, where players are rewarded for staying withing their concept.

I know you've expressed an interest in punitive play styles before, so YMMV. However, I've discovered that the reward system is generally a lot more fun that applying penalties left and right whenever a player gets out of line.

As for your alien culture example, you simply say that it requires a Mad Science roll to use, as opposed to a standard Shooting roll. In the case of really foreign objects, you can require an appropriate Knowledge skill to recognize it as a weapon in the first place. You're also free to use the Improvised Weapon rules for certain things not quite designed to be a weapon.

Posted by: James McMurray Jun 21 2006, 09:12 PM

So you're saying that I have to put a familiarity with blowguns into my character history if I want to play Captain Jack, someone who I would prefer to have never had see a blowgun? I am also not allowed to represent study in all manner of firearms with just the shooting skill but must spend several trademark weapon edges on each particular one? Man, now I know I don't want to play this game.

What if Captain Jack were instead captain of the marksmanship team and not an archaeologist. Does he still automatically know all about blowguns and bows, despite having never seen one even inside a museum? LOL

"Carrot system?" There's no reward for someone who has studied all manner of firearms to stay within firearms. In fact, it's exactly the same when he shoots a pistol as when he shoots a blowgun or bow. That's neither carrot nor stick, it's just plain silly.

Posted by: Frag-o Delux Jun 21 2006, 10:05 PM

Just because I like to add nothing to a debate that isnt going anywhere.

First the green beret was around before Viet Nam, but became official in 1961 because of JFK. The special forces in Viet Nam were Green Berets, but not officailly named that till 1961. Saying precursors and modern day is a bit silly. Not much has changed in their training or their whole esprit de corp. Of course weapons and equipment will change so that training will be changed or added. But ultimately the special forces before 61 are the special forces of today.

And to give you a counter point to your Noobie SCA players becoming master swords men 10 minutes after putting down the butter knife (because they are similar weapons).

I was in a combat group and one guy in our group had a foriegn exchange student who was an award winning fencer from france. As a fencer he thoroghly destroyed me. Though I was catching on. We changed to broadswords and not rapiers. Guess what, I destroyed him as that was my weapon of choice. But not only did I beat him thoroughly but continued to do so for hours. He tried fighting other people in our group with broadswords. He couldnt beat even our newest recruit (several weeks of practice). He just couldnt grasp the ability to use the broadsword. And I find that more common then not, I see people struggling with one weapon then getting almost completely flustered when trying to move to a new weapon.

Posted by: James McMurray Jun 21 2006, 11:08 PM

In Savage Worlds (at least the test drive rules) he'd just be one die lower when using a radically different weapon. If he never spent the points on specializing in fencing he'd have the exact same skill.

I'm not saying Savage Worlds is a horrible system. I've got no experience beyond reading far enough into the test drive rules to realize I don't like the way something as basic as combat is oversimplified. But I will say that it is indeed overly simplified and that if it's greatness is demonstrated in it's popularity then it is barely a pale shadow to the awe inspiring uberness that is the wildly popular d20 system.

Posted by: Platinum Jun 22 2006, 01:56 PM

QUOTE (Frag-o Delux)
Just because I like to add nothing to a debate that isnt going anywhere.

And to give you a counter point to your Noobie SCA players becoming master swords men 10 minutes after putting down the butter knife (because they are similar weapons).

I was in a combat group and one guy in our group had a foriegn exchange student who was an award winning fencer from france. As a fencer he thoroghly destroyed me. Though I was catching on. We changed to broadswords and not rapiers. Guess what, I destroyed him as that was my weapon of choice. But not only did I beat him thoroughly but continued to do so for hours. He tried fighting other people in our group with broadswords. He couldnt beat even our newest recruit (several weeks of practice). He just couldnt grasp the ability to use the broadsword. And I find that more common then not, I see people struggling with one weapon then getting almost completely flustered when trying to move to a new weapon.

So you have an edged weapons skill of 5, and he has a specialization in foil of 8. his edged weapon skill might be 2 ... for everything not foil, or an incometance.

What's the big deal? Just because 1 person was so specilized that he could not switch strategies doesn't mean everyone is a boob Maybe he didn't have the strenght to weild it properly.

I will give another example.

badminton and squash. two raquet sports, with some cross over. but the swings are different and the strategy is a little differnt as well. Each player specialized will destroy the other in their sports, but both will in general destroy the average player because of their control and various strategies that will still apply.

Posted by: mfb Jun 22 2006, 02:18 PM

QUOTE (James McMurray)
That's all fine and dandy, but it's unrealistic and hence I don't like it. You're free to like it, but you won't convince me that one skill for every weapon known to man is a good thing.

actually, that's not really true. i'm not going to say that the way SW handles weapon proficiency is super-realistic, but it's as realistic as, say SR (3 or 4). it simply emphasizes different aspects of reality.

Posted by: James McMurray Jun 22 2006, 02:22 PM

Platinum, you're absolutely right. But the discussion is about Savage Worlds. Savage Worlds has no "Edged Weapons." It has "fighting." If you have a skill of 8 with a foil it's because you have a skill of at least 6 in every melee weapon known to man, and possibly every melee weapon not known to man. If you don't have "Trademark Weapon (Foil)" then your skill with a foil is exactly identical to your skill with a broadsword, club, nunchuku, kung-fu, Muy Thai, Tai Bo, Jiujitsu, and kusari-gama.

Posted by: James McMurray Jun 22 2006, 02:29 PM

QUOTE (mfb)
QUOTE (James McMurray)
That's all fine and dandy, but it's unrealistic and hence I don't like it. You're free to like it, but you won't convince me that one skill for every weapon known to man is a good thing.

actually, that's not really true. i'm not going to say that the way SW handles weapon proficiency is super-realistic, but it's as realistic as, say SR (3 or 4). it simply emphasizes different aspects of reality.

Lumping every melee attack under the same skill is incredibly unrealistic. I'm not saying that SR3 or SR4 are hyper-realistic, but they are more realistic in that they seperate weapon skills into similar weapon groups.

If you feel that having the same level of knowledge about all combat types simultaneously emphasizes an aspect of reality, then you may want to do a little research. Or perhaps you're just not explaining yourself well or I'm not comprehending well.

A game's realism level is often tied directly to it's complexity. The more realism in the rules desired the more complexity required. Savage Worlds, from what I have seen, is an incredibly simple game. This isn't a bad thing, but it does mean that realism suffers in comparison to most other games with a higher complexity level. Savage Worlds (simple) is less realistic than Shadowrun (moderately complex), which is less realistic then Rolemaster (complex), which is one of the more realistic games I've played but is certainly not a mirror of reality. I'm sure there are systems wout there that are both more realistic and complex than Rolemaster.

Posted by: mfb Jun 22 2006, 02:30 PM

QUOTE (James McMurray)
If you don't have "Trademark Weapon (Foil)" then your skill with a foil is exactly identical to your skill with a broadsword, club, nunchuku, kung-fu, Muy Thai, Tai Bo, Jiujitsu, and kusari-gama.

that's only partially correct. having a fightin' skill of 6 does not give you 6 points in every fighting style known to man. you don't know kung-fu unless you pick kung-fu as opposed to, say, muy thai.

QUOTE (James McMurray)
Lumping every melee attack under the same skill is incredibly unrealistic.

the reason you feel that way is that you're viewing melee skills the way SR treats them--as distinct sets which cannot be combined. SW takes the approach that if you know fightin' 6, you have a 6 skill in hurting things, no matter what you've got in your hands. which, like i said, is not unrealistic. if you know how to hurt things, you know how to hurt things. you're not going to turn into Bruce Lee if you find yourself wielding a pair of nunchaku; you won't be able to, say, knock a cigarette out of someone's mouth without hitting them. you'll be able to swing the numbchucks at someone's head, though, and have a reasonable chance of denting that head.

Posted by: James McMurray Jun 22 2006, 02:39 PM

QUOTE
that's only partially correct. having a fightin' skill of 6 does not give you 6 points in every fighting style known to man. you don't know kung-fu unless you pick kung-fu as opposed to, say, muy thai.


I don't have anything but the fast start rules, but those combined with Cain's supplied info leads me to believe you're wrong. No matter what you attack someone with in melee combat you use fighting. If you opt to kick someone, despite having been trained as a boxer, then you have exactly the same chance of doing the same damage as a punch. If you elect to use the whip you stole from Indiana Jones your odds of hitting are exactly the same as with a roundhouse punch.

QUOTE
your problem is that you're viewing melee skills the way SR treats them--as distinct entities which cannot be combined. SW takes the approach that if you know fightin' 6, you have a 6 skill in hurting things, no matter what you've got in your hands. which, like i said, is not unrealistic. if you know how to hurt things, you know how to hurt things. you're not going to turn into Bruce Lee if you find yourself wielding a pair of nunchaku; you won't be able to, say, knock a cigarette out of someone's mouth without hitting them. you'll be able to swing the numbchucks at someone's head, though, and have a reasonable chance of denting that head.


See above. Skill in "hurting things" is not realistic, as least not if you allow that skill to apply to every possible method of dealing pain and/or damage. See the above example of a fencer with a broadsword. See the example of a boxer with a whip. See the example of a firearms guy and a blowgun.

These things do not have similar techniques for using them. Your skill in hurting people with them will almost never be identical unless you've taken the time to train in all of them concurrently.

You are of course free to have the opinion that it's realistic. In my opinion you're wrong, but I prefer a finer granularity on things, and a bit more realistic (IMO) definition of skillsets.

Posted by: mfb Jun 22 2006, 02:49 PM

QUOTE (James McMurray)
Your skill in hurting people with them will almost never be identical unless you've taken the time to train in all of them concurrently.

agreed. that, right there, is what SW chooses to ignore. SR, as a counterpoint, chooses to ignore the fact that if you know how to hurt someone with your hands, you've got a much, much better chance of hurting someone with a knife than does a person who doesn't know how to hurt somone with their hands.

knowing how to fight with any weapon is as much about know where to strike, how to hold your body, and the simple raw experience of knowing how to take a hit and keep going as it does with the specifics of how to strike--eg, specific weapon techniques. there's a whole body of knowledge involved in fighting that applies no matter what implement you're using. SW chooses to exaggerate this fact; SR, and other systems, chooses to understate it.

the realistic approach is, unfortunately, incredibly complex--so much so that i'd say you're better off just falling to one side or the other. but neither side is more realistic than the other.

Posted by: James McMurray Jun 22 2006, 02:51 PM

Which is why I said I'd probably never play a non-house ruled version of Savage Worlds. I feel that SR's choice is more realistic than SW's choice.

I hate the idea of someone being equally skilled with every weapon on the planet. For some folks that idea is palatable. That's cool. I don't demand that everyone agree with me all the time. smile.gif

Posted by: mfb Jun 22 2006, 02:52 PM

i do. SUBMIT!

Posted by: James McMurray Jun 22 2006, 02:54 PM

You can take away our keyboards, but you'll ne'er take our FREEDOM!

Posted by: Kagetenshi Jun 22 2006, 03:10 PM

QUOTE (mfb)
agreed. that, right there, is what SW chooses to ignore. SR, as a counterpoint, chooses to ignore the fact that if you know how to hurt someone with your hands, you've got a much, much better chance of hurting someone with a knife than does a person who doesn't know how to hurt somone with their hands.

Unarmed combat does not, indeed, default to Edged Weapons. Clubs, Polearms, and (of all things) Chainsaw do.

Hm. This started as an argument that SR3's treatment is still more realistic, but I guess that's a hard sell…

~J

Posted by: Brahm Jun 22 2006, 03:13 PM

QUOTE (Kagetenshi @ Jun 22 2006, 10:10 AM)
Hm. This started as an argument that SR3's treatment is still more realistic, but I guess that's a hard sell…

It has more detail, figity bits as it were, which is indeed widely errantly mistaken for Realism™. cool.gif

Posted by: mfb Jun 22 2006, 03:17 PM

what i really hate about the way SR3 handles things is the fact that a badass master of, say, jiujitsu turns into a stumbling moron the moment he tries to use something from the muy thai class he attended last week. that, more than anything, is why i say SW's treatment is just as realistic as SR's. SR4 has at least ameliorated this somewhat, by combining large groups of skills.

Posted by: Brahm Jun 22 2006, 04:35 PM

QUOTE (mfb @ Jun 22 2006, 10:17 AM)
what i really hate about the way SR3 handles things is the fact that a badass master of, say, jiujitsu turns into a stumbling moron the moment he tries to use something from the muy thai class he attended last week. that, more than anything, is why i say SW's treatment is just as realistic as SR's. SR4 has at least ameliorated this somewhat, by combining large groups of skills.

Having dice pools composed of Attribute+Skill also helps with that. Since related Skills typcially have the same Attributes that Attribute works sort of like a basic general ability that tasks of various related Skills sit on top of. SR3 had it somewhat indirecting in that there was a potential for the Skill to be learned easier. But until you attempted to learn the Skill you didn't get the benefit of the lower karma cost.

Posted by: Platinum Jun 22 2006, 06:02 PM

SR2 handled it the best... Armed combat for if you have a weapon, unarmed if you don't, and firearms to shoot, gunnery to launch. simplistic and balanced. You didn't have to worry about all of your players taking mystic ninjitsu and having 25 fighting styles and all that jazz. Everyone had 1 fighting style .."unarmed combat" if your dojo fights with weapons, then heck ... take armed combat on top... no 1 style does all.. / bs matchup styles garbage. Simple clean.

You do not have to worry about someone who uses a pistol not knowing a thing about a rifle.

Posted by: James McMurray Jun 22 2006, 06:06 PM

But you also end up with something similar to savage worlds but not as extreme: someone trained in a few weapons knowing how to use them all.

Posted by: Platinum Jun 22 2006, 06:19 PM

that is true..... but you could also "encourage" or house rule it that they have to either concentrate or specialize. Then you have someone that is good at one thing, and can handle the others. much better than having you skilled at only 1 thing and incompetant in everything else.

Posted by: James McMurray Jun 22 2006, 06:21 PM

True. Which is why I'll probably never play a non-house ruled version of Savage Worlds. wink.gif

Posted by: PBTHHHHT Jun 22 2006, 06:33 PM

That's great, go do that, who the eff cares? The world gonna explode or something? Oh wait, I'm gonna go play it non-house ruled. *gasp*

Sorry, being snarky because gawd, you guys are going back and forth and back and forth and...

Posted by: James McMurray Jun 22 2006, 06:37 PM

So then ignore us. smile.gif

Posted by: PBTHHHHT Jun 22 2006, 06:45 PM

More or less I do, I'm trying to find the relevant stuff in the thread that's on topic. But it's getting a bit like mush at times. Ah well, on par with dumpshock.

edit: hell, I'm not even gonna touch the knife amnesty thread and I'm the one that started it. silly.gif

Posted by: James McMurray Jun 22 2006, 06:46 PM

I don't think anything's been on topic for 2 1/2 pages. smile.gif

Posted by: nezumi Jun 22 2006, 07:00 PM

I'm just glad Cain and James (whichever one it is there) decided to break the TN thread in the SR4 forum instead of my thread.

Posted by: James McMurray Jun 22 2006, 07:05 PM

You'll never find a thread where I bring up Savage Worlds first. That's Cain's fetish.

Posted by: Shrike30 Jun 22 2006, 07:42 PM

I'm a fan of the SR4 approach; players get a choice of whether or not their character is good at a specific aspect of a skillset (pistols, for example) or if he's good at the skillset in general, at a slight discount.

This means it's possible to make a rifle shooter who really can't shoot handguns to save their life, or someone who's just a good shooter all-round.

Posted by: Eyeless Blond Jun 23 2006, 05:25 AM

The blowgun/bow example above would be fairly easy to handle as a situational modifier. I'd just subtract 2 from Cap. Jack's roll, maybe 4 if I was feeling mean, to represent him using a weapon he's unfamiliar with. Heck, even if he were as intimately familiar with blowguns or bows as he was with pistols I'd give him a -1 just for using someone else's weapon without getting used to its balance and such.

(Edit: Removed ssecond paragraph as it wasn't really constructive.)

Posted by: James McMurray Jun 23 2006, 01:15 PM

I'd do something similar, but that would be "applying silly nonproficiency penalties." The other alternative would be to either apply roleplaying penalties (rarely a good idea for the game) or for the character to have to spend build points in order to gimp himself.

It takes 2 build points to gain an edge or 1 build point to increase a skill. Thus the character could either spend 2 points to get a +1 to pistols, or spend 2 points to get a +2 to every single ranged weapon ever invented, or that ever will be invented. That means taking 4 hindrances just to be able to gimp myself by restricting my abilities.

Another problem I just saw is that a lot of the hindrances are roleplaying penalties which aren't actually penalties. For instance, if I wantt o play someone who is loyal, cautious, and curious with a few minor habits and quirks (which have absolutely no game effect) I get a free 9 build points without actually losing anything. Someone else wanting to play a heroic character doesn't get any bonuses.

Can someone with the main book tell me if Novice level is a character with 1-19 experience points like it is in the test drive rules? If so, a starting character has to be trained in every weapon known to man equally because you have to be a Novice to take Trademark Weapon. If you want to be noticably better in the weapon (Improved Trademark Weapon) you have to have 40xp under your belt.

The following assumes that 1d10 is olympic level ability. If it's different, just adjust the numbers accordingly, the point remains unchanged. That improved trademark weapon is only +2 means that someone who has trained exclusively all their lives with a sniper rifle and has reached a supreme level of ability (he's rolling d12+3) will be one of the best on the planet with a bola, blowgun, or sling as well.

Transfer that over to fighting for a guy who has specialized in stand up striking will also be one of the best in the world at wrestling, despite never having grabbed another person with intent to harm. While it's just sport fighting, I've watched quite a few bouts where incredibly good strikers lost in a heartbeat to wrestlers because they had no ground skills. The opposite is also true, where thoe with great ground skills fall flat on their faces if the fight stays on it's feet.

Or what about the guy who has studied beating people with a wet noodle all his life. Stick him in a kung fu tournament and he's quite likely to win, even if the rules specify that any move not found in the style being used for that round will cost you the match. If you feel like arguing the wet noodle reference due to lack of a sense of humor compatible with mine, feel free to replace it with the most outlandish hand weapon you can think of. smile.gif

Posted by: Eldritch Jun 25 2006, 10:29 AM

A little bit more info, to knock this thread back on track wink.gif

QUOTE
Damon White Reports:  From Jordan Weisman:

"Due to changing demands within our industry and within our own company, WizKids is reorganizing to strengthen itself within the marketplace. In doing so, we are making changes at the executive level management of our company, bringing in highly skilled and proven leaders

while allowing the creative side of our company to focus on continued innovation.

I am stepping down as CEO of WizKids. Moving forward, I will continue to work with WizKids in a creative capacity, exploring new product innovations and game development. The goal is to allow me to do what I do best and what I love the most, which is to create great games. Stepping down as CEO is a very difficult decision. But I believe it is best for WizKids, as well as what is best for me.

Lax Chandra will be taking on the role of President at WizKids. Lax was most recently Topps Company’s Director of Business Development for the Entertainment Division and head of the Internet Group. Lax’s mix of strategic vision, passion and discipline combined with his impressive business experience make him a solid choice as WizKids next President. I am confident he will effectively lead WizKids into its next chapter for years to come.

With the strong addition of Lax, WizKids has also hired Joe Hauck as the Executive Vice President of Sales, Marketing and Product Development. Joe brings with him 10 years of game industry experience, most recently as Vice President of Brand Marketing for Wizards of the Coast. Joe is one of the most accomplished marketers in the history of our industry. His experience managing the Magic brand is a testament to steady brand development and extension. Joe will focus on growing WizKids’ market share, forming strategic partnerships, and delivering top-notch products to our industry. I am pleased to welcome him as a valued member of our management team.

WizKids is firmly committed to supporting the Core Hobby Game industry and plans to serve this industry for years to come. The company’s commitment to innovation and excellence has not changed and we look forward to working with all of the folks that make this industry great to help transform the marketplace into a vibrant and exciting one again."

Sincerely
Jordan Weisman


http://www.gamingreport.com/article.php?sid=21510



Posted by: JongWK Jun 25 2006, 03:39 PM

A little more info: http://www.sec.gov/Archives/edgar/data/812076/000081207606000050/f8k_jun20jordan.txt.

Posted by: Grinder Jun 26 2006, 07:16 PM

What do you think of this? Does anyone here know the two new dudes?

Posted by: Demonseed Elite Jun 26 2006, 09:31 PM

Can't say I know anything at all about Jordan Weisman's reasons for stepping down, but he is also running another company that he founded. That company is doing quite well, it seems, and taking on at least one new major project. So it might be that he was just having trouble running two companies, which would be pretty understandable.

Posted by: Cain Jun 27 2006, 11:03 PM

QUOTE
Skill in "hurting things" is not realistic, as least not if you allow that skill to apply to every possible method of dealing pain and/or damage.

You're thinking of this in the wrong way. If you have a d4 in Fighting, you're equally incompetent in every fighting style known to man, correct? Getting to a d12 skill is fairly difficult, and would definitely leave a starting character wide open to all sorts of trouble.

Your fighting skill defines your raw ability with melee combat. Having trained in fencing, you're still going to do better picking up a random swordlike weapon than someone who's never touched a sword in his life. SW abstracts this into an average score: you're better with some weapons, worse with others, but on the whole you come out to be about at a certain level. The exact preferences aren't shown mechanically, they're mostly shown through roleplay (e.g., the guy with the Claymore and the guy with the rapier might have the same fighting skill, but won't use the other's weapons.)

If you want to show a particular specialization, you can take a Trademark Weapon edge, or other edges.

QUOTE
Having dice pools composed of Attribute+Skill also helps with that. Since related Skills typcially have the same Attributes that Attribute works sort of like a basic general ability that tasks of various related Skills sit on top of.

This approach, unfortunately, nerfs skills in favor of raw attributes. Under SR4, for example, a completely untrained elf with Quickness 10 is just as skilled as a world-class expert with Quickness 3 and Unarmed Combat 6. SR3 used a weak link system, which showed up in karma cost and in defaulting dice; unfortunately, it also lent itself to some wonky situations. GURPS, d20, and Savage Worlds also have a weak link system. However, there are also systems out there that completely divorce skills from attributes altogether. I don't think that any one is necessarily better than another, but I've noticed that the strongest and most durable systems tend to favor the weak-link structure.
QUOTE
It takes 2 build points to gain an edge or 1 build point to increase a skill. Thus the character could either spend 2 points to get a +1 to pistols, or spend 2 points to get a +2 to every single ranged weapon ever invented, or that ever will be invented.

Incorrect, although you're close. Once your skill equals your attribute, the cost to raise it doubles. Additionally, there are no "build points", there are basically "freebie points" that you can gain by taking Hindrances. So, you've taken a hit elsewhere to improve your skill. Once you begin game and start spending XP, it becomes cheaper to buy the Edge than raise the skill above the linked attribute.
QUOTE
Another problem I just saw is that a lot of the hindrances are roleplaying penalties which aren't actually penalties. For instance, if I wantt o play someone who is loyal, cautious, and curious with a few minor habits and quirks (which have absolutely no game effect) I get a free 9 build points without actually losing anything. Someone else wanting to play a heroic character doesn't get any bonuses.

Unfortunately, you can't get that many points. You can only take one Major and two Minor hindrances, for a total of 4 bonus points. And all those do have game effects, they're just not described in detail in the Test Drive rules. IIRC, you'll be making a lot of Spirit checks to avoid certain actions.
QUOTE
Can someone with the main book tell me if Novice level is a character with 1-19 experience points like it is in the test drive rules? If so, a starting character has to be trained in every weapon known to man equally because you have to be a Novice to take Trademark Weapon.

0-19. You start out as a novice. Admittedly, the test drive could have been clearer on that part.
QUOTE
The following assumes that 1d10 is olympic level ability. If it's different, just adjust the numbers accordingly, the point remains unchanged. That improved trademark weapon is only +2 means that someone who has trained exclusively all their lives with a sniper rifle and has reached a supreme level of ability (he's rolling d12+3) will be one of the best on the planet with a bola, blowgun, or sling as well.

Bear in mind that the TN to hit anything in ranged combat is 4. With a d12+3, you're going to be hitting almost all of the time. That's why the edge is actually better, overall. Also, IIRC, olympic-level is d8.
QUOTE
Or what about the guy who has studied beating people with a wet noodle all his life. Stick him in a kung fu tournament and he's quite likely to win, even if the rules specify that any move not found in the style being used for that round will cost you the match.

Then he'd lose, due to using out-of-style moves. There are advanced rules for martial arts in Deadlands: Reloaded that address this sort of thing much more specifically. Basically, if someone has defined his trapping for Fighting as Mantis-style Kung-Fu, and he's in a noncontact karate tournament, then he's going to be disqualified bor using the wrong martial art. Trappings are a very important part of Savage Worlds, both in the roleplay and in the rules.

Posted by: James McMurray Jun 27 2006, 11:59 PM

QUOTE
The exact preferences aren't shown mechanically, they're mostly shown through roleplay (e.g., the guy with the Claymore and the guy with the rapier might have the same fighting skill, but won't use the other's weapons.)


So there are roleplaying balances to rules problems? I could swear I've seen you complain about that in the past. Interesting...

QUOTE
If you want to show a particular specialization, you can take a Trademark Weapon edge, or other edges.


Yes, I know. My examples included that. Having trademark weapon of hunting knife and a base skill of 8 means I am only 12.5% better with a hunting knife then I am with a spiked chain, whip, and nunchuku, despite never having picked up one of these complicated weapons in my life. If my skill is higher the disparity is greater.

QUOTE
Under SR4, for example, a completely untrained elf with Quickness 10 is just as skilled as a world-class expert with Quickness 3 and Unarmed Combat 6


How'd he get to be world class with such a low stat?

QUOTE
Incorrect, although you're close. Once your skill equals your attribute, the cost to raise it doubles.


Not incorrect at all. You're assuming that I'm bypassing my attribute. What you're basically saying is that the rule works, but only if you have a low attribute.

QUOTE
there are no "build points", there are basically "freebie points"


Cute little game of semantics you've got going for yourself there. How do you tell who wins? smile.gif

QUOTE
Bear in mind that the TN to hit anything in ranged combat is 4. With a d12+3, you're going to be hitting almost all of the time. That's why the edge is actually better, overall. Also, IIRC, olympic-level is d8.


So then someone who is beyond olympic ability with a sniper rifle (he's got d8+2) will have olympic abilities with every single ranged weapon on the planet that isn't thrown? LOL

QUOTE
Then he'd lose, due to using out-of-style moves. There are advanced rules for martial arts in Deadlands: Reloaded that address this sort of thing much more specifically. Basically, if someone has defined his trapping for Fighting as Mantis-style Kung-Fu, and he's in a noncontact karate tournament, then he's going to be disqualified bor using the wrong martial art. Trappings are a very important part of Savage Worlds, both in the roleplay and in the rules.


There's two problems with that setup. First and foremost is that someone has to buy the Deadlands book if they want to make a martial artist.

Second is that either

a) those kung fu guys get to use their fighting skill in a swordsmanship tournament but the boxing guy doesn't get to use his style in a kungfu tournament or

b) fighting skill doesn't apply to fighting because you have to add rules to differentiate between weapons and styles. or

c) all of the above

Any way you slice it the fighting = all melee doesn't work, and it looks like the designers realized it. It sounds to me like they saw a problem and released a patch for it in Deadlands. But wait, releasing patches is a bad thing, right?

Posted by: James McMurray Jun 28 2006, 12:18 AM

Quick followup question re: fighting:

Since it doesn't apply to everything, is it like

a) the Incompetent flaw where you rely on GM Fiat to determine which skills each character can use or

b) the Incompetent flaw where you rely on the players to not abuse it?

edit: or is it like the edge rules, where you rely on GM Fiat to prevent abuse? Or maybe it's like the edge rules, where you rely on player restraint to prevent abuse?

Perspective is everything. smile.gif

Posted by: mfb Jun 28 2006, 12:49 AM

QUOTE (James McMurray)
So there are roleplaying balances to rules problems? I could swear I've seen you complain about that in the past. Interesting...

your issues with the fightin' skill are your problem, not a rules problem. the rules themselves work perfectly well. you act like using a nunchaku or flail is rocket science. it's a bendy stick, which you hit people with. training with your hands, or with a sword, won't school you on the finer details of what you can use that stick to do, but it will certainly give you a basic ability to hurt people with said bendy stick. is this precisely realistic? no. but it is certainly as realistic as any other melee mechanic i've seen.

Posted by: Kagetenshi Jun 28 2006, 01:13 AM

Three-sectional staff.

~J

Posted by: Cain Jun 28 2006, 01:55 AM

QUOTE
So there are roleplaying balances to rules problems?

No. It's a roleplaying game, so it has mechanics for actual roleplay. I know that roleplay is kinda a foreign concept for some, but trust me, it works. cool.gif

QUOTE
Having trademark weapon of hunting knife and a base skill of 8 means I am only 12.5% better with a hunting knife then I am with a spiked chain, whip, and nunchuku, despite never having picked up one of these complicated weapons in my life.

Not true. Since Savage Worlds is a multi-die system, the exact amout of improvement created by a +1 vs a die increase depends on the die used. So, the edge is more beneficial at both low and high levels.
QUOTE
How'd he get to be world class with such a low stat?

Ask the SR4 devs. They're the ones who defined skill 6 as world class, but can still get totally pwned by someone with no training whatsoever.
QUOTE
Not incorrect at all. You're assuming that I'm bypassing my attribute. What you're basically saying is that the rule works, but only if you have a low attribute.

No, you are still incorrect. 1 bonus point != 1 skill raise. What I'm saying is that you need to either read the rules, or check your math.
QUOTE
So then someone who is beyond olympic ability with a sniper rifle (he's got d8+2) will have olympic abilities with every single ranged weapon on the planet that isn't thrown?

His general *firearm* abilities will be that good, yes. However, without the specific edges to boost other ranged weapons, he won't be as good. There are a lot of firearm-specific edges that'd be necessary to get a truly expert sniper.

You obviously haven't trained with many melee weapons or in martial arts, so let me explain. Once you've started to develop skill in any melee art, you can pick up other arts much faster than before. Even if they're based on opposing principles: all fighting arts are based on body mechanics, and there are only so many effective ways to move. The question isn't in which moves are used; it's in how it uses those moves. Being super-skilled in swordsmanship but totally incompetent with a club is not how things happen; in the real world, a person's overall fighting ability tends to fall within a fairly narrow range. Savage Worlds abstracts this into one generic score, rather than nitpicking it into a hundred different difficult-to-track traits.
QUOTE
There's two problems with that setup. First and foremost is that someone has to buy the Deadlands book if they want to make a martial artist.

Like you don't need to buy Cannon Comanion to do the same thing in Shadowrun? Or whatever the advanced combat book is going to be for SR4? Heck, other than dedicated martial-arts RPG's, I can't think of a single game that includes advanced martial-arts rules in the base books. That's not a problem with Savage Worlds, it's a problem with every game on the market.

QUOTE
Second is that either

a) those kung fu guys get to use their fighting skill in a swordsmanship tournament but the boxing guy doesn't get to use his style in a kungfu tournament or

b) fighting skill doesn't apply to fighting because you have to add rules to differentiate between weapons and styles. or

c) all of the above

Wrong. Reread the Trappings rules.
QUOTE
a) the Incompetent flaw where you rely on GM Fiat to determine which skills each character can use or

b) the Incompetent flaw where you rely on the players to not abuse it?

edit: or is it like the edge rules, where you rely on GM Fiat to prevent abuse? Or maybe it's like the edge rules, where you rely on player restraint to prevent abuse?

None of the above. Unlike the aforementioned rules, Savage Worlds actually works. cool.gif

By the way, missed this one earlier:
QUOTE
A game's realism level is often tied directly to it's complexity. The more realism in the rules desired the more complexity required. Savage Worlds, from what I have seen, is an incredibly simple game. This isn't a bad thing, but it does mean that realism suffers in comparison to most other games with a higher complexity level. Savage Worlds (simple) is less realistic than Shadowrun (moderately complex), which is less realistic then Rolemaster (complex), which is one of the more realistic games I've played but is certainly not a mirror of reality. I'm sure there are systems wout there that are both more realistic and complex than Rolemaster.

Granted, SW isn't an attempt to go for a super-realistic game. It's designed for pulp-style, over-the-top action. However, your complexity scale is way off. Wushu and Capes, the games I linked to earlier, are very simple. BESM is simple. Savage Worlds is about average; it just runs faster than simple games. It's on about the same level as d20 core, although it may be a bit more on the True20 side; I'd also put CinUni around this point. Shadowrun, of *any* edition, is fairly heavy; and Rolemaster is insanely complex.

Even within that, Rolemaster is not nearly as realistic as other systems. GURPS, for example, is less-complex and [by default] much more realistic than Chartmaster. FATAL is so complex as to make Rolemaster look like Wushu; and it's probably the least-realistic game out there. (It's so bad, in fact, it's damn near impossible to suspend disbelief.) The original James Bond game is more realistic than Shadowrun by a large margin, but it's somewhat less complex. For that matter, Shadowrun has never tried to be a "realistic" system; it's famed for being one of the early abstract systems.

Once you've gotten a bit of experience with other game systems, you'll see exactly what I mean. You might like a more realistic style of game, which is fine; but don't assume that because a game is less complex, that it is automatically less realistic. Complexity != Realism.

Posted by: SL James Jun 28 2006, 02:03 AM

QUOTE (JongWK @ Jun 25 2006, 09:39 AM)
A little more info: http://www.sec.gov/Archives/edgar/data/812076/000081207606000050/f8k_jun20jordan.txt.

QUOTE
The termination of the Employment Agreement is part of an overall  restructuring the Company has implemented  in which it has  reduced  its U.S.  workforce  by approximately 17%.

Sounds like a nice way of saying that he wasn't forced entirely out of the door because they were laying off people, but that he took some sort of buyout or early retirement.

Posted by: Frag-o Delux Jun 28 2006, 02:05 AM

The problem I see with an all encompassing melee skills isnt so much that learning to swing a flail isnt much different then swinging a nunchuk, because its the same damn weapon. A flail is a stick with a rope and another stick on it, it was meant to be used to knock the grain from the chaff, guess what, the nunchuk is the same thing. It was used entirely differently because of cultures. Try comparing weapons that are reasonably the same, but really different. Like a two handed sword, like a claymore and a 2 handed long axe. Its basically a crushing weapon and really long. But in the details they are nothing alike. Its at higher levels, the finese to make yourself a world class fighter with that weapon is in the details. Details you can only learn with using that weapon. But with that rule, I can master a Claymore but still keep the mastery of the axe.

I also would like to know how much real experiance everyone has with weapons. Yeah a short swonrd is basically the same as a long sword, but once you get to a point the short sword is totaly different then a long sword. You can stab and slash with both weapons, but how you get into possition to do it are two different things. Fighting with a dagger is nothing like fighting with a sword, so you can take a walk with that idea. Watch the UFC stuff once in a while, watch when you have a striker fight a grappler. The striker will pound the other guy for a long time, but once the grappler gets the striker to the mat, the grappler usually wins, if the stirker just doesnt knock the grappler out. Now both fighters are masters in their chosen forms, by the SW rules, the striker should be able to grapple as well as the grappler and the grappler strike as well as the striker. Add a sheild to yoru sword fighting or a second weapon and youll totally change the game again.

Firearms are just as complicated. Firing a pistol has completely different skills then long arms, not to mention a bow. Shooting at extreme ranges is also a new ball game. The firing postions of a pistol are nothing like a rifle. Hell firing a 22 pistol is a lot different then using a 45 in a combat situation, sure you can use both at a target range but try using a 45 like a 22 in a running shoot out. And the next person that says you dont really need to aim a shotgun using bird shot gets kicked in the nuts, because they have never fired a bird shot shotgun at a bird flying 15 or 20 yards away and watch as your wadding just misses and the bird continues on its way. Id like to see an olympic archer shoot at a marine sniper shooting match and the marine do the archery ans see which hits the most targets.

Just look at the training the military and police get and how the mixed martial arts fighters train. The military doesnt train a soldier with a rifle then say, well now that are excellent rifle shots, their training is over. They send them off to learn the crew served weapons, grenade launchers, rocket/missile launchers how to use such weapons from mounted positions liek on Hummvees. Mixed martial artists cross train in many forms of martial arts including wrestling because they have too. They maybe a black belt in karate but a world class wrestler will still out wrestle them.

You can roleplay it out, but I see situations where your players lose their pistol and pick up a crew servered machine gun and lay waste to the enemy just as easily an heated arguement over why he cant do it, the rules say he can. It makes more sense to split up all the skills.

Posted by: SL James Jun 28 2006, 02:08 AM

*suggests moving this to any other thread*

Posted by: Kagetenshi Jun 28 2006, 02:33 AM

QUOTE (Frag-o Delux)
And the next person that says you dont really need to aim a shotgun using bird shot gets kicked in the nuts, because they have never fired a bird shot shotgun at a bird flying 15 or 20 yards away and watch as your wadding just misses and the bird continues on its way.

See, most people who say that are talking about targeting slow-moving ground objects like people.

~J

Posted by: JongWK Jun 28 2006, 02:34 AM

Guys, could you please move the rules discussion to a new thread?

Posted by: Frag-o Delux Jun 28 2006, 02:43 AM

QUOTE (Kagetenshi)
QUOTE (Frag-o Delux @ Jun 27 2006, 09:05 PM)
And the next person that says you dont really need to aim a shotgun using bird shot gets kicked in the nuts, because they have never fired a bird shot shotgun at a bird flying 15 or 20 yards away and watch as your wadding just misses and the bird continues on its way.

See, most people who say that are talking about targeting slow-moving ground objects like people.

~J

And Ill still say they are full of shit. If you have ever seen autopsy photos of shot gun victims, the shot still stays in an amazingly tight grouping. Its not like the person only gets hit with 4 or 5 of the shot pellets and they die, they take it all. Anyone grazed by a shot load takes very little damage comparativly.

Posted by: Domino Jun 28 2006, 02:47 AM

QUOTE (Frag-o Delux)
QUOTE (Kagetenshi @ Jun 27 2006, 09:33 PM)
QUOTE (Frag-o Delux @ Jun 27 2006, 09:05 PM)
And the next person that says you dont really need to aim a shotgun using bird shot gets kicked in the nuts, because they have never fired a bird shot shotgun at a bird flying 15 or 20 yards away and watch as your wadding just misses and the bird continues on its way.

See, most people who say that are talking about targeting slow-moving ground objects like people.

~J

And Ill still say they are full of shit. If you have ever seen autopsy photos of shot gun victims, the shot still stays in an amazingly tight grouping. Its not like the person only gets hit with 4 or 5 of the shot pellets and they die, they take it all. Anyone grazed by a shot load takes very little damage comparativly.

Pay no attention to this fragged up fragger.

Posted by: James McMurray Jun 28 2006, 03:03 AM

QUOTE
No. It's a roleplaying game, so it has mechanics for actual roleplay. I know that roleplay is kinda a foreign concept for some, but trust me, it works.


Every game we've talked about here is a roleplaying game. Touting that as a strength of Savage Worlds, and following it with an insult just shows that you're running out of material fast.

QUOTE
Not true. Since Savage Worlds is a multi-die system, the exact amout of improvement created by a +1 vs a die increase depends on the die used. So, the edge is more beneficial at both low and high levels.


I just went with +1 being equal to 1 on a d8, in actuality:

d8 odds of getting a 4: 62.5%
d8+1 odds of getting a 4: 75% (difference of 12.5%, as I said)
d8+2 odds of getting a 4: 87.5% (25% difference)

d10 odds of getting a 4: 70%
d10+1 odds of getting a 4: 80% (difference of 10%)
d10+2 odds of getting a 4: 90% (20% difference)

d12 odds of getting a 4: 75%
d12+1 odds of getting a 4: 83.33% (difference of 8.33%)
d12+2 odds of getting a 4: 91.67% (16.67% difference)

As you can see, the higher the die goes, the lower the difference a +1 makes. Someone who has never seen anything but a fist and elevated themselves to higher than olympic class in boxing in their life would, by the rules, be able to fight with every single melee weapon known to man at an olympic level. If I don't decide to buy Deadlands for my space travel or medieval games then he'll also be tearing his way through kungfu tournaments.

QUOTE
1 bonus point != 1 skill raise.


The rules:

QUOTE
For 1 point you can:
* Gain another skill point


QUOTE
His general *firearm* abilities will be that good, yes.


He has olympic + 2 skill in rifles, just like our earlier melee guy. That means he's an olympic class blowgun and bow expert as well. Unless you opt to apply some GM Fiat to him and force him to not use the base Shooting skill as it's laid out in the rules.

QUOTE
You obviously haven't trained with many melee weapons or in martial arts, so let me explain. Once you've started to develop skill in any melee art, you can pick up other arts much faster than before. Even if they're based on opposing principles: all fighting arts are based on body mechanics, and there are only so many effective ways to move. The question isn't in which moves are used; it's in how it uses those moves. Being super-skilled in swordsmanship but totally incompetent with a club is not how things happen; in the real world, a person's overall fighting ability tends to fall within a fairly narrow range.


You don't have to explain anything. If you were reading the thread instead of jumping forward to your chance to try and defend your game you'd know that the discussion has already happened.

QUOTE
Like you don't need to buy Cannon Comanion to do the same thing in Shadowrun?


Cannon Companion, while an addon, is just an addon. Having to buy Deadlands (a campaign book) to get the same result is totally different. It's also an almost complete waste of money if my group doesn't want to combine the old west with the supernatural. But, because it's a poorly placed patch, if I want the upgrade I have to buy the whole system.

QUOTE
Or whatever the advanced combat book is going to be for SR4


Oh, forget that last paragraph. I misunderstood. Apparently Deadlands is Savage World's advanced combat book. ohplease.gif

QUOTE
Reread the Trappings rules.


You mean the trappings for powers? That's the only place trappings are mentioned in the quick start rules. Since I already don't like those rules, I won't be spending any money on the actual rulebooks. If you'd like to buy me a copy, I'll happily run a few test sessions with my group. If we like it I'll pay you back double, and buy every other Savage Worlds supplement as well. Email me if you think your game is up to the challenge.

QUOTE
None of the above. Unlike the aforementioned rules, Savage Worlds actually works.


So then you do let your PCs that aren't in Deadlands win Kungfu tournaments? You let them pick up any weapon, despite their background, and use their full fighting skill with it. Okely dokely. If that's your definition of works then it won't surprise me at all when you opt not to take the challenge.

QUOTE
stuff about simplicity


Hence the "from what I've seen."

QUOTE
Even within that, Rolemaster is not nearly as realistic as other systems. GURPS, for example, is less-complex and [by default] much more realistic than Chartmaster. FATAL is so complex as to make Rolemaster look like Wushu; and it's probably the least-realistic game out there. (It's so bad, in fact, it's damn near impossible to suspend disbelief.) The original James Bond game is more realistic than Shadowrun by a large margin, but it's somewhat less complex. For that matter, Shadowrun has never tried to be a "realistic" system; it's famed for being one of the early abstract systems.


Never played GURPS. Never head anything good about it, so didn't bother. I've never had problems with the realism level of Rolemaster. Your calling it Chartmaster speaks to your bias, but that's cool. Unlike a certain Savage Worlds fanatic, I don't feel the need to tout my favorite system all up and down other gaming boards. smile.gif

QUOTE
Once you've gotten a bit of experience with other game systems, you'll see exactly what I mean. You might like a more realistic style of game, which is fine; but don't assume that because a game is less complex, that it is automatically less realistic. Complexity != Realism.


1) I've played a crapload of game systems: WoD, nWoD, ME WoD, D&D (every version), RIFTs, Role/Spacemaster, Tunnels and Trolls, some Christian game I can't remember the name of (you cast spells by reciting scripture), Amber diceless, many d20 systems, Warhammer FRPG, Hackmaster, some Dune game, Legend of the Five rings (multiple editions), Marvel Super Heroes, and Shadowrun to name the ones that jump to my mind right now. I've played games that some guy at a Con made up (some were good, most sucked).

EDIT: The fact that I don't like your pet doesn't mean I lack experience, it just means that I don't like it, and feel that what I have seen is poorly made.

Your false assumptions about other people are showing themselves again.

2) I didn't say realism = complexity. I said the two are often tied together. Nice try though. Perhaps you'd like to stick to what's said?

QUOTE
Firearms are just as complicated. Firing a pistol has completely different skills then long arms, not to mention a bow.


You left out blowgun. smile.gif

Posted by: mfb Jun 28 2006, 03:19 AM

continue this in http://forums.dumpshock.com/index.php?act=ST&f=7&t=13584.

Posted by: Frag-o Delux Jun 28 2006, 03:22 AM

QUOTE (James McMurray)
QUOTE
Firearms are just as complicated. Firing a pistol has completely different skills then long arms, not to mention a bow.


You left out blowgun. smile.gif

Silly me, I was thinking blow gun the entire time I was typing my rant. I guess I got ahead of myself and forgot it. And that reminds me, I need to get back to the gun shop, my new iron sights are finally on my blow gun and the 30 power scope. I went with thermo instead of low light.

Posted by: mfb Jun 28 2006, 03:23 AM

QUOTE (mfb @ Jun 27 2006, 10:19 PM)
continue this in http://forums.dumpshock.com/index.php?act=ST&f=7&t=13584.

Posted by: Cain Jun 28 2006, 05:51 AM

QUOTE
Every game we've talked about here is a roleplaying game. Touting that as a strength of Savage Worlds, and following it with an insult

Not an insult, a joke. Note the use of a smiley? You *do* know what a joke is, right?
wink.gif

QUOTE
As you can see, the higher the die goes, the lower the difference a +1 makes. Someone who has never seen anything but a fist and elevated themselves to higher than olympic class in boxing in their life would, by the rules, be able to fight with every single melee weapon known to man at an olympic level.

Nice try to twist the statistics. Actually, while the relative difference might be smaller, your own numbers show that the character does become more effective. A slowdown at the top would represent a curve of diminishing returns, which is also realistic, and which doesn't happen in SR4. It does happen to a degree in SR3, and many other systems.
QUOTE
For 1 point you can:
* Gain another skill point

Again, 1 point != 1 Skill increase. You do realize that sometimes it takes more than one point to raise a stat in a game, right? cool.gif
QUOTE
Cannon Companion, while an addon, is just an addon. Having to buy Deadlands (a campaign book) to get the same result is totally different.

Actually, it's not. Savage Worlds is a generic system. In GURPS and d20, you often will find that certain rules are clustered in certain setting books. WOD and a ton of White Wolf books did exactly the same thing. Shadowrun, being setting-specific, only has one campaign setting to sell. Also, Deadlands is not a campaign book; it's a setting book. No adventures are included. The other Savage World plot point books, however, are campaign books: they all contain a full campaign, complete with world and adventures.
QUOTE
So then you do let your PCs that aren't in Deadlands win Kungfu tournaments? You let them pick up any weapon, despite their background, and use their full fighting skill with it.

Considering that I've never run a setting for which kung-fu tournaments was appropriate, it's never come up. At any event, if their fighting skill is low, there's really no problem; and if their fighting skill is high, they've always got edges in their favorite weapons. So, their "full fighting skill" != "full fighting effectiveness".
QUOTE
1) I've played a crapload of game systems:....

I can see that you've played a con game or two, but I doubt that you're even old enough to have played "every version" of D&D; I can recall playing this game called "Chainmail". I've played just about each and every one of those, with monthlong campaigns in many; you've played it "once at a con". If you only own ten or so different rule systems, then you still have very little exposure to what's out there. Including only what's on my shelves at the moment (and excluding what's in storage, loaned out, or permanently lost) I've got over fifty different *systems*, not just variants.
QUOTE
The fact that I don't like your pet doesn't mean I lack experience, it just means that I don't like it, and feel that what I have seen is poorly made.

I'm not arguing the fact that you don't like it; you wouldn't like anything I do, no matter how superior it is shown to be. You have the right to dislike anything, even though it's better. wink.gif

What I *am* arguing is the fact that a "simpler" approach is not necessarily less realistic than an overly complex and crunchy one. They're not even remotely tied together. I've seen just as many rules-heavy, totally-unrealistic systems out there as I've seen "realistic" lighter systems. Realism is such a subjective term; what people end up meaning by "realistic" is that it comes close to their [generally mistaken] view of biology or physics. When you see systems that are actually realistic-- there's one written by a friend of mine, a certified instructor in multiple martial arts, that comes to mind-- you often see something totally different. There weren't dozens of rules for dozens of rules. I wish I still had my copy, it was pretty interesting.

QUOTE
Try comparing weapons that are reasonably the same, but really different. Like a two handed sword, like a claymore and a 2 handed long axe. Its basically a crushing weapon and really long. But in the details they are nothing alike. Its at higher levels, the finese to make yourself a world class fighter with that weapon is in the details. Details you can only learn with using that weapon. But with that rule, I can master a Claymore but still keep the mastery of the axe.

That's exactly the point I'm trying to make. At a general level, you're going to be pretty equal with a lot of similar weapons. If you've got a particular focus, then it'd be represented by buying certain edges, as opposed to an increase in the general skill.

Posted by: mfb Jun 28 2006, 06:16 AM

QUOTE (mfb @ Jun 27 2006, 10:23 PM)
QUOTE (mfb @ Jun 27 2006, 10:19 PM)
continue this in http://forums.dumpshock.com/index.php?act=ST&f=7&t=13584.

Posted by: PlatonicPimp Jun 30 2006, 02:58 AM

To maybe get things back on topic, if it's not issues at wizkids, what at fanpro is the gorram HOLDUP? They're about a year behind on publishing new SR material.

Posted by: SL James Jun 30 2006, 05:04 AM

How do you figure? They're moving on at a pace as to be expected.

Posted by: nezumi Jun 30 2006, 03:46 PM

I'd prefer late and quality than early and broken.

Take your time FanPro. I'm not in a rush.

Posted by: James McMurray Jun 30 2006, 04:05 PM

If they want to sell books like hotcakes, comparable percentage-wise to WotC*, they should follow the WotC model. 20% broken, 20% underpowered but flavorful, and 60% fine to use as is in a standard power level campaign.

* no, I don't mean they'll get as many sales as WotC, only that it could increase their market share and up sales. WotC's model makes books valuable to all campaign styles, but requires house rules if you want to make a full buffet using everything in all the books (which even WotC doesn't recommend).

Posted by: Kagetenshi Jun 30 2006, 04:22 PM

QUOTE (James McMurray)
If they want to sell books like hotcakes, comparable percentage-wise to WotC*, they should follow the WotC model.

Far as I can tell, the WotC model is "be synonymous with RPG for casual and non-players".

~J

Posted by: mfb Jun 30 2006, 05:39 PM

yeah, but they maintain that synonymity. laurels get dry and pokey if you rest on them too long; WotC, whatever else you can say about them, at least refreshes their laurels regularly.

Posted by: Kagetenshi Jun 30 2006, 05:48 PM

Certainly, but the method for refreshing the laurels is not necessarily something that will work for creating some.

~J

Posted by: mfb Jun 30 2006, 05:50 PM

i can agree with that.

Posted by: Brahm Jun 30 2006, 06:05 PM

I think it took nearly 2 years (around 20 months or something) for WotC to get out the first full set of "Xxxx & Xxxx" splat books. Fanpro isn't going to match that though.

Fanpro is a bit behind what SR3's schedule was, at this point. To keep up to that Street Magic would have had to come out in March or April. However one of the freelancers has mentioned that they are actually trying to coordinate the books, planning out what is going to go in what to avoid overlap and retconning of rules. Which is a damn good thing and worth a bit of a wait for the first book if the pull it off. I suspect that in the end they'll get them out a bit faster than SR3.

P.S. WotC hasn't fully avoided that. Some Feats and such with the exact same name and everything appear in multiples with material differences between the incarnations. It's more than a little wonky.

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