Used to be, I'd meet some dodgy NPC and realise straightaway that he was easy meat. After all, he was only rolling a single die for initiative, right? And here I was, tossing out three at a time. I was bound to gun him down before he ever got off a shot.
Well, sometimes that wasn't true. More than once, I'd watch in horror as my GM rolled the goon's initiative . . . and that d6 would roll a 6, and then another 6, and before I knew it, I had a serious fight on my well-manicured hands.
These days there are no surprises. I know exactly how many times I'm going to act each round, and when I gauge an NPC to be a zero threat, I no longer fear that he'll end up with more actions than me. Where's the fun in that?
Sigh.
With every target number a 5, gone are the days when I clung to a prayer that I could somehow hit that target-number 17 on two small dice. I liked that suspense. Everybody always had a shot, no matter how distant. The exploding d6 added an element to the game that I dearly miss.
IIRC, the rule of six didn't apply to initiative tests, but that doesn't invalidate your point.
The longshot test as a means of resolving very difficult actions seems to be one of the more dissatisfying parts of SR4, just judging by the noise on this forum.
On the other hand, that old lady with her holdout pistol can seriously wound you, so I think it's a fair trade.
In SR3, I also knew how often my char could act, if she wasn't wounded (Initiative 10+1W6).
Don't forget NPCs can spend edge to go first as well.
| QUOTE (Moon-Hawk) |
| IIRC, the rule of six didn't apply to initiative tests, but that doesn't invalidate your point. |
Do you tell the PCs if an NPC is doing this? Do they have a chance to "match" the little old lady by spending their own edge, or does she just get to go first? i.e.:
GM: The little old lady is spending edge to go first.
Player: Screw that. I spend edge too!
-or-
Player: Heh, heh, Little old lady. This'll be easy.
GM: Roll initiative. She beats you.
Player: Wha?
GM: She spent edge. She shoots you. Ha-ha!
Player: Bummer.
In my case, I don't use edge for most NPCs. Only the special ones, aka the bad bosses or the good guys, like connections.
Edit: Good and bad is here solely used to describe allies or enemies
.
| QUOTE |
| The long shot test as a means of resolving very difficult actions seems to be one of the more dissatisfying parts of SR4, just judging by the noise on this forum. |
Well sure, but it's still possible as long as the threshold is less than or equal to your edge. Rolling 6 dice against a threshold of 4 can still provide that tense moment that Union Jane is looking for, I think.
Moon-Hawk: Nice sig. Hile Roland.
I do like many changes in SR4. It seems like the rules are more universal for different situations, thus requiring less study on my part as the system as a whole is easier to learn.
But all target numbers the same? Bah, what's the fun in that? Isn't there some way I can keep my old target-number system and exploding 6s whilst still playing with large chunks of the SR4 rules?
Thanks. Unfortunately, I have to edit the middle line of my sig because it's just over the character limit. Oh well.
It seems like there are a number of people who want a "compromise system" between SR3 and SR4. Some are trying to incorporate all the SR4 stuff they like into SR3 rules, and some are trying to house-rule SR4 to be more like SR3. It seems like a TN bonus/penalty in SR3 is roughly comparable to a dice pool penalty/bonus in SR4, but I think you'll find that anyway you come at the problem, it gets ugly quickly.
Personally I don't allow the use of edge to go first in an initiative pass.
IMHO edge should only be used to increase the chance of success. It should never provide instant, outright success.
Now if you like exploding dice just have all dice treated as exploding all the time. (Edge or no edge) Spice things up a little. I've experimented with this. It does add a little more chance to the rolls, but on the flip side it slightly slows down game play.
| QUOTE (booklord) |
| Now if you like exploding dice just have all dice treated as exploding all the time. (Edge or no edge) Spice things up a little. I've experimented with this. It does add a little more chance to the rolls, but on the flip side it slightly slows down game play. |
| QUOTE (Union Jane @ Jul 24 2006, 10:55 AM) | ||
Example? |
| QUOTE (stevebugge) | ||||
It depends on your players a bit, but I have had players who take a long time to physically complete the act of shaking and throwing dice, and rerolling every six just adds to it. Also separating the hits and misses can slow some players down, though if you use Aaron's Color Coded Dice Scheme much of that problem is eliminated. |
| QUOTE (GrinderTheTroll @ Jul 24 2006, 11:24 AM) | ||||||
Interesting item to note here, if you have the HeroScape board game (go go miniatures!) then the blue dice used for defense mark 2 of the 6 sides with shields which works well with none-edge rolls in SR4. I've considered painted 5's and 6's, but it looks like someone beat me to it. |
As I've said before, allowing Long Shot tests to explode mitigates the situation to a certain extent. That fixes the SR4 equivalent to TN 17 tension so that, no matter how high the Threshold, no matter how many dice are removed from your pool, your unlucky Ork can still throw his one Edge die and conceivably, in some distant eigenstate, pwn the ever-loving Hell out of a panzer with one punch.
| QUOTE (Geekkake) |
| As I've said before, allowing Long Shot tests to explode mitigates the situation to a certain extent. That fixes the SR4 equivalent to TN 17 tension so that, no matter how high the Threshold, no matter how many dice are removed from your pool, your unlucky Ork can still throw his one Edge die and conceivably, in some distant eigenstate, pwn the ever-loving Hell out of a panzer with one punch. |
| QUOTE (Moon-Hawk) |
| IIRC, the rule of six didn't apply to initiative tests, but that doesn't invalidate your point. The longshot test as a means of resolving very difficult actions seems to be one of the more dissatisfying parts of SR4, just judging by the noise on this forum. |
| QUOTE (GrinderTheTroll @ Jul 24 2006, 02:24 PM) |
| I've considered painted 5's and 6's, but it looks like someone beat me to it. |
| QUOTE (Brahm) | ||
I've got a set of sixteen custom SR4 25mm dice built from blank white d6 dice. They are engraved with a Dremel and then enamelled in the engraving, not just colored. Each die was first marked 1-6 with a pencil and checked for balance. The sides to engrave were then selected based on that give close to theoretical odds, in some cases closer than in their factory condition. The hit sides are marked 'X', for the exploding side, and '/' and colored with the same green enamel used to simmulate green lights on model railroads layouts (translucent and shiny, has sort of the appearace of glowing). Two sides are left blank, one side is engraved with an 'O' and one with a single small pip in the middle. The 'O' and the pip are filled with a metalic purple that was created with a 5:1 mix of a metalic red and metalic blue, because purple is hard to find and metalic purple I was unable to find. I like how the hits/glitches stick out. I nixed the idea of just using a permanent marker on them since that tends to rub off fairly quickly with handling. I am considering also colouring the sides with permanent markers to further speed hits/glitch recognition. Haven't decided yet. |
| QUOTE (Brahm) |
| I've got a set of sixteen custom SR4 25mm dice... |
| QUOTE (Brahm) |
| I've got a set of sixteen custom SR4 25mm dice built from blank white d6 dice. They are engraved with a Dremel and then enamelled in the engraving, not just colored. Each die was first marked 1-6 with a pencil and checked for balance. The sides to engrave were then selected based on that give close to theoretical odds, in some cases closer than in their factory condition. The hit sides are marked 'X', for the exploding side, and '/' and colored with the same green enamel used to simmulate green lights on model railroads layouts (translucent and shiny, has sort of the appearace of glowing). Two sides are left blank, one side is engraved with an 'O' and one with a single small pip in the middle. The 'O' and the pip are filled with a metalic purple that was created with a 5:1 mix of a metalic red and metalic blue, because purple is hard to find and metalic purple I was unable to find. I like how the hits/glitches stick out. I nixed the idea of just using a permanent marker on them since that tends to rub off fairly quickly with handling. I am considering also colouring the sides with permanent markers to further speed hits/glitch recognition. Haven't decided yet. |
| QUOTE (Aaron @ Jul 25 2006, 12:37 PM) |
| Good grief. I think I owe you thanks. I used to think that the prep I did on my dice (seen http://pavao.org/shadowrun) was a bit obsessive. I don't think that any more. |
| QUOTE (Brahm) |
| The hit sides are marked 'X', for the exploding side, and '/' and colored with the same green enamel used to simmulate green lights on model railroads layouts (translucent and shiny, has sort of the appearace of glowing). Two sides are left blank, one side is engraved with an 'O' and one with a single small pip in the middle. |
I read it as the O and . are on the same side. But rereading it, I'm not sure that's what it says.
I was thinking the pip was opposite the O side to offset the weight lost when the O was engraved...
Brahm, where do you find your blank d6's?
I just looked on the Chessex website, and they offer blanks, as well as "Shadowrun® d6" but with no picture or description.
| QUOTE (the_dunner @ Jul 25 2006, 04:06 PM) |
| Alright, at the risk of sounding dumber than usual ... X = 6 / = 5 . = 1 O = ? I'm not sure why you have only have 2 blank sides instead of 3. |
| QUOTE |
| Brahm, where do you find your blank d6's? |
| QUOTE |
| I just looked on the Chessex website, and they offer blanks, as well as "Shadowrun® d6" but with no picture or description. |
an obscure one indeed, i had totaly missed it.
hmm, at half an hour pr test in a "probe for weakness" test in VR, nasty.
I did something similar to Aaron's, but using model paint... I used black dice with white pips, blacking in 2, 3, and 4. Then I put red in the 1's, silver in the 5's, and gold in the 6's. Metallic colors are a hit, reds should be watched for in case of glitching. Gold is always king
| QUOTE (Union Jane) |
| Used to be, I'd meet some dodgy NPC and realise straightaway that he was easy meat. After all, he was only rolling a single die for initiative, right? And here I was, tossing out three at a time. I was bound to gun him down before he ever got off a shot. Well, sometimes that wasn't true. More than once, I'd watch in horror as my GM rolled the goon's initiative . . . and that d6 would roll a 6, and then another 6, and before I knew it, I had a serious fight on my well-manicured hands. These days there are no surprises. I know exactly how many times I'm going to act each round, and when I gauge an NPC to be a zero threat, I no longer fear that he'll end up with more actions than me. Where's the fun in that? Sigh. With every target number a 5, gone are the days when I clung to a prayer that I could somehow hit that target-number 17 on two small dice. I liked that suspense. Everybody always had a shot, no matter how distant. The exploding d6 added an element to the game that I dearly miss. |
What's WW?
I assume he's referring to White Wolf.
Personally, I don't see the problem with having a similar dice mechanic to another game. If the objection is that the dice mechanic doesn't work, I can understand that, but if the objection is simply that it resembles another game, I don't see the issue.
That is a weird comparison.
| QUOTE (Samaels Ghost @ Jul 25 2006, 09:27 PM) |
| That is a weird comparison. |
Those are pretty sweet, Brahm. If I can find some d6 blanks, I think I'll borrow a Dremel and give your method a shot.
After reading this thread today, out of curiousity I took some of my disposable dice (I have a huge back of like 40 black-pips-on-white d6's) and tried just coloring the sides with red and green Sharpies. The 1-side got colored in red, the 6-side got colored in green, and the 5-side got a thick green border on the outside. It works, and it looks pretty okay, but the red tends to rub onto the other sides, turning the 2, 3, and 4 to a shade of pink. I can confirm that this method works, but not well; I wouldn't recommend it.
Anyway, back to the original topic in the thread. I loved the Rule of Six, too. Once, in SR2, with only a 1d6+something initiative, I rolled a 73. Twelve 6s in a row, followed by a 1. Yeah, yeah, I know the Rule of Six isn't supposed to apply to initiative, but just try to tell me that when you're the new runner on a team and all the other guys have Wired Reflexes and Synaptic Accelerators, you wouldn't beg your GM to let you keep a 73, just once.
Anyway, my friends and I tried a couple games where we houseruled-in the Rule of Six, but did so in such a way that it was not completely a good thing. First of all, it was a purchasable positive quality, costing 15BP. That meant that theoretically some of the players might have it while others would not, but we found that once one player bought the quality, they all wanted it. Second, it was still very possible to glitch with the Rule of Six.
For example, one player was rolling a dice pool of 8, and came up with 1, 1, 1, 3, 4, 5, 6, 6. He was now effectively rolling a total of 10 dice (8 in the original pool, plus two rerolled 6s), and ended up getting both 1s on the rerolls. So now he had five 1s from 10 dice, giving him a glitch, whereas if he hadn't rerolled his 6s, he would have been fine. So the Rule of Six ended up biting him in the ass with the Rule of One.
We also did something special with rolling Edge so that it was still very advantageous. I think we made it impervious to the Rule of One, so that it was impossible to glitch while rolling Edge. Either that, or the player would win back a point of Edge for every double-6 rolled (that is, roll a 6 on a die, and then roll a second 6 on the reroll of that same die). I can't recall which of the two we settled on.
So, yeah. If you're such a big fan of the Rule of Six that it just doesn't feel like Shadowrun without it, try fiddling with some house rules until you can work it back in. Personally, we found that our Rule of Six houserules were a little bit cumbersome, and somewhat unappealing in that they could come back and bite you in the ass frighteningly often.
The similarity to White Wolf that I don't like isn't the fixed TN die pool bit... that's a really basic mechanic, not something that any one game can really lay claim to. The similarity that I don't like is the use of stat + skill which, IMO, really diminishes the value of skills in low- to mid-range applications (you'll note that they didn't have to tell you "no spending more than 200 points on skills"...). This is also not a WW-exclusive thing... just something that SR4 shares with WW that I don't like.
| QUOTE (Shrike30 @ Jul 26 2006, 12:03 PM) |
| (you'll note that they didn't have to tell you "no spending more than 200 points on skills"...). |
| QUOTE (Brahm) |
| As well I've found in practice that one or two points in a Skill is now actually useful as opposed to prior in SR3 where it was a total waste. |
On the other hand, they totally overpowered specializations. One point of skill plus one specialization gives you three bonus dice, right off the top. On that regard, it's no better than before: you only picked up a single point in a skill in SR3 if you planned on specializing.
Specialization hasn't been an issue in our games. If you're doing it with a weapon you'll probably want more dice. With other skills you're still weak in the other aspects of the skill.
| QUOTE (James McMurray) |
| Specialization hasn't been an issue in our games. If you're doing it with a weapon you'll probably want more dice. With other skills you're still weak in the other aspects of the skill. |
Then you're not looking close enough. ![]()
I've mentioned several things I don't like about the game (hacking still isn't where I'd like it to be), things I wish they'd done better with (why give us encumbrance but no weights?), and things I've flat out ignored (agent blitzes), to anme just a few. I've also griped a bit about the release schedule, but with the addon that if it means more balanced rules thanks to much more playtesting I'll be happy.
I think that overall SR4 is a good game. I prefer it to SR3 because the rules flow a lot better between the various aspects, it's easier to teach and to learn, and the book is laid out much better. I also prefer the "feel" of it, but that's a highly subjective thing that I can't even really define myself.
Maybe it's because I frequently (but not always) disagree with Cain, and he frequently (almost always) bashes SR4.
| QUOTE (Cain) |
| On the other hand, they totally overpowered specializations. One point of skill plus one specialization gives you three bonus dice, right off the top. On that regard, it's no better than before: you only picked up a single point in a skill in SR3 if you planned on specializing. |
| QUOTE (James McMurray @ Jul 28 2006, 03:14 AM) |
| Then you're not looking close enough. I've mentioned several things I don't like about the game (hacking still isn't where I'd like it to be), things I wish they'd done better with (why give us encumbrance but no weights?), and things I've flat out ignored (agent blitzes), to anme just a few. I've also griped a bit about the release schedule, but with the addon that if it means more balanced rules thanks to much more playtesting I'll be happy. I think that overall SR4 is a good game. I prefer it to SR3 because the rules flow a lot better between the various aspects, it's easier to teach and to learn, and the book is laid out much better. I also prefer the "feel" of it, but that's a highly subjective thing that I can't even really define myself. Maybe it's because I frequently (but not always) disagree with Cain, and he frequently (almost always) bashes SR4. |
I don't see less grit, but I definitely see less camp, and like it that way.
| QUOTE (Rajaat99) |
| It doesn't seem to be as realistic when you simplify things. |
| QUOTE (Rajaat99) |
| I don't like the "feel" of it, it seems like a less gritty, campy, Shadowrun. |
| QUOTE (Shrike30) |
| With the RAW-optional "max hits equal to skill x2," I haven't found skill 1 specialists to be a huge problem. |
| QUOTE (McQuillan) | ||
Shrike--Not that I disagree with you, but can you give me a page reference. I remember reading something like this, but cannot find it. |
| QUOTE (Brahm @ Jul 29 2006, 04:28 PM) | ||||
Even though that is often illusionary, and the reverse is just as easily true.
Because there is colour on the pages? Because it isn't the slightly fuzzy print on dull pulp type paper? Is it that asthetics? Because the game itself is, well, there is that word grit again. It is about as useful as saying some game is more 'strawberry' than another game, or that a game is really 'waxy'. Because it doesn't actually described much by itself, and can have so many different meanings. |
| QUOTE (Rajaat99 @ Jul 30 2006, 06:06 PM) | ||||||
I'd like you explain the "illusion" more. And explain how the reverse is true. |
| QUOTE |
Color? No. The print? No. Asthetics? No. grit·ty adj. grit·ti·er, grit·ti·est 1. Containing, covered with, or resembling grit. 2. Showing resolution and fortitude; ex: a gritty decision. grit n. 1. Minute rough granules, as of sand or stone. 1. The texture or fineness of sand or stone used in grinding. 1. A coarse hard sandstone used for making grindstones and millstones. 1. Informal. Indomitable spirit. |
| QUOTE |
| Also, I don't like skills maxing out and I don't like the cursing. I don't like reading the opening story and having it filled with garbage. |
another Brahm classic. hey, guys, we can't use the word 'gritty' to describe stuff anymore, because Brahm says it's inapplicable and makes no sense!
| QUOTE (mfb @ Jul 30 2006, 07:24 PM) |
| another Brahm classic. hey, guys, we can't use the word 'gritty' to describe stuff anymore, because Brahm says it's inapplicable and makes no sense! |
i don't believe his complaints re: skills, cursing, and the first story are related to the grittiness thing. as for the grittiness thing itself: if you want to know what he means by 'gritty', maybe you should ask him. you know, rather than doing something completely unrelated like attacking his position as being baseless.
You can say a lot of curse words on television just as long as they aren't the Evil Seven or sacreligious.
I've heard the adjective "gritty" used plenty of times to describe movies, TV, and books, and I see no reason why it couldn't apply to Shadowrun. Though, I would define it as used here more like "tough, harsh, heavy, and sometimes cruel". I would use it to describe Batman, anything film noir, Bladerunner, most any crime drama on TV anymore, that sort of thing.
But, Brahm, it is definitely a word and it is definitely applicable to SR.
I use it to describe http://www.imdb.com/title/tt0065126/.
| QUOTE (mfb @ Jul 30 2006, 07:55 PM) |
| i don't believe his complaints re: skills, cursing, and the first story are related to the grittiness thing. as for the grittiness thing itself: if you want to know what he means by 'gritty', maybe you should ask him. you know, rather than doing something completely unrelated like attacking his position as being baseless. |
| QUOTE |
| I've heard the adjective "gritty" used plenty of times to describe movies, TV, and books, and I see no reason why it couldn't apply to Shadowrun. Though, I would define it as used here more like "tough, harsh, heavy, and sometimes cruel". I would use it to describe Batman, anything film noir, Bladerunner, most any crime drama on TV anymore, that sort of thing. But, Brahm, it is definitely a word and it is definitely applicable to SR. |
| QUOTE (SL James) |
| I use it to describe http://www.imdb.com/title/tt0065126/. |
| QUOTE (Brahm) |
| Then topping it off noting that the fictional characters swear actual real words when things go very wrong in the less gritty book? |
Hardly.
| QUOTE (Brahm) |
| It is about as useful as saying some game is more 'strawberry' than another game, or that a game is really 'waxy'. Because it doesn't actually described much by itself, and can have so many different meanings. |
I thought the switch to real curse words was weird because for 3 editions before Shadowrun had been using their own version of curse words. Luckily, the new Shadowrun novel "Aftershock" uses them as well as some of the Or'Zet (sp?) ones as well. Not saying I don't mind it but once you've seen it for 10+ years, you kinda get thrown for a loop when someone says "Fuck" instead of "Frag". Night's Pawn summed it up pretty well when the main character said "Fuck off" to one of his opponents. "You actually said fuck. How quaint."
I think the setting is something the GM has to set not the BBB. My version of dystopian cyberpunk with magic is probably a lot different then your version of dystopian cyberpunk with magic. Setting is one of the main roles of a GM. Shouldn't have to have a book shove it down your throat. Create your own "grit", "pulp" or whatever we're calling it.
| QUOTE (WhiskeyMac) |
| I think the setting is something the GM has to set not the BBB. |
True. I guess I meant to say the BBB should give you a basic structure of the setting (which it does) and then let the GM decide how to flesh it out. The metaplot helps and Shadowrun gives you plenty of that. I personally don't enjoy a lot of Shadowrun's metaplot but I still follow it, even if it is lame (i.e. Immortal Elves and Shedim). Shadowrun to me is a little more tech and reality based then "MAGIC IS THE BEST EVER!", but then I loved Cyberpunk
(even if it wasn't reality based).
| QUOTE (WhiskeyMac) |
| I personally don't enjoy a lot of Shadowrun's metaplot but I still follow it, even if it is lame (i.e. Immortal Elves and Shedim). |
like Jesus? he was one of the living dead, y'know. remember how the apostles thought he was a gardener, when they first found the open tomb? don't you ever wonder what happened to the real gardener? his brains were eaten by the Son of God, that's what happened!
I forgot that part of Scripture.
You never forget anything....
Btw, nice title/ member group.
Oh noes! I've been brainwashed by the catechism!
And, thanks. I like it, too.
| QUOTE (mfb @ Jul 30 2006, 11:56 PM) | ||
that, Brahm, is where you failed at asking him for examples, opting instead to tell him that his choice of descriptor was bad--specifically, that it's as useful in describing an RPG as the word 'strawberry'. that apparently wasn't your intention. perhaps you should focus more on communicating clearly and less on acting like an overbearing cock to people you disagree with. |
What he said
strawberry was a bad example, Brahm. i can read well enough to understand the difference between asking someone for an example and undermining someone's position by making it seem ridiculous.
i'm perfectly willing to accept that you intended to ask him for examples. in the execution, however, you did what you always do: put on snottily superior airs and pursued the insult instead of the discussion.
| QUOTE (mfb @ Jul 31 2006, 12:39 PM) |
| strawberry was a bad example, Brahm. i can read well enough to understand the difference between asking someone for an example and undermining someone's position by making it seem ridiculous. |
| QUOTE |
| i'm perfectly willing to accept that you intended to ask him for examples. in the execution, however, |
| QUOTE |
| you did what you always do: put on snottily superior airs and pursued the insult instead of the discussion. |
I prefer chocolate shadowrun over strawberry shadowrun
will you join my club pleaaase?
| QUOTE (Brahm) |
| That's a mighty big rock you are throwing for living in a glass house. |
Indeed.
I wasn't watching this thread. Oops
Brahm, play nice. Same goes for the rest of y'all.
Bull
| QUOTE (Bull @ Aug 1 2006, 08:42 AM) |
| I wasn't watching this thread. Oops |
| QUOTE (Brahm) |
| Nothing here to see, I'm shooting a hijacker that decided to take over the plane so he could urinate in the aisle. |
| QUOTE (Brahm) | ||
Nothing here to see, I'm shooting a hijacker that decided to take over the plane so he could urinate in the aisle. |
| QUOTE (Critias) | ||||
Good to see you're playing nice now. |
Admin post: Now you can start being nice -- or at least, civil -- or you can not post.
Meanwhile, I'm still missing my exploding d6 . . .
| QUOTE (Union Jane @ Aug 1 2006, 11:56 PM) |
| Meanwhile, I'm still missing my exploding d6 . . . |
No need to miss them. Play SR3 and enjoy it.
| QUOTE (eidolon) |
| No need to miss them. Play SR3 and enjoy it. |
| QUOTE (SL James @ Jul 31 2006, 01:08 AM) |
| You can say a lot of curse words on television just as long as they aren't the Evil Seven or sacreligious. |
| QUOTE (Rajaat99 @ Aug 2 2006, 08:49 PM) |
| I meant #2 on gritty and #4 on grit. |
| QUOTE |
| I don't think a new edition was needed, except to take my money. |
| QUOTE (Rajaat99) |
| I don't think a new edition was needed, except to take my money. |
| QUOTE (Brahm) | ||
....still meaning diddly, not even explaining how that relates to an RPG for you. |
Like Bull suggested, let's keep it civil...
Brahm, in his own inimitable way, is trying to get Rajaat to detail a few specifics on why he believes SR4 is less gritty (and in that context exactly what he means by gritty) because to him and others its not necessarily apparent. Examples would be helpful. There's nothing really wrong with that, and I'm sure others would like to know too.
| QUOTE (Llewelyn @ Aug 3 2006, 01:33 AM) |
| I feel the new version is very worth while, if you miss exploding 6s then add them in, not that hard really. It wouldn't be hard to add in variable TNs either if you want to. |
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