unlearning SR3 and replacing with SR4 rules.
...fixed vs. variable TN
...skill caps
...magic that has become even more powerful & easier to cast.
...spirits that can now sustain health spells
...Astral barriers useless against ritual magic
...magic working in space
...blurring of distinction between Hermetic and Shamanic traditions
...no more real Riggers
...no more "Jacking in" to the matrix
...anyone, even a Mage, can now hack the Matrix (& watch out for those Hacker Adepts)
...Technomancers being "magic" instead of tech oriented
...no more counter attacks in Melee combat.
...wireless everything.
...glitches (who in their right mind will ever take the Gremlins flaw again?)
...commlinks with associated IDs as a necessity just to get though the day (kind of took the "shadow" out of Shadowrun)
...the hacking rule mechanic according to RAW
...Logic being a relatively useless attribute (see above)
...knowledge skills nerfed in their usefulness
...Social Adepts who make Johnsons pee in their pants
...Adept improvement
...Edge Attribute
...Avoid Certain Death and Longshot rules (see above)
...lowered resources cap (by 75%)
...Cyberlimbs still sucking
...Bone lacing going from a (P - permit) to an (F - illegal) legality.
...Bioware still being prohibitively expensive even after 15 years of development
...Bioware now costing essence, even for cultured implants.
...Docwagon contracts still being expensive.
...BPs instead of
for purchasing Contacts
...the fact though they tried their best, Min-Maxing is still alive and well
...all the cool toys we all came to know & love suddenly gone until whatever new supplements they will be in are released. Because of the mechanics change, previous sourcebooks were useless.
..."Freebie BP" negative qualities (like Incompetence, & Sensitive System for mages)
...Perception being a Physical Skill
...the whole Initiative mechanic. In the past someone with 1d6 of initiative still had a chance for 2 IPs.
...did I miss anything?
*raises hand*
Mages used to be able to hack the matrix. I played one who did, anyway...
(Admittedly, they can generally do it a lot better for a lot cheaper, now.)
...yeah, but they took a heavy hit to do it back then.
Dedicated Deckers were still the cowgirls and cowboys of the data stream & nobody else really could touch them.
| QUOTE (Kyoto Kid @ Sep 3 2007, 04:57 PM) |
| ...magic working in space |
| QUOTE |
| ...anyone, even a Mage, can now hack the Matrix (& watch out for those Hacker Adepts) |
| QUOTE |
| ...Technomancers being "magic" instead of tech oriented |
| QUOTE |
| ...knowledge skills nerfed in their usefulness |
| QUOTE |
| ...Social Adepts who make Johnsons pee in their pants |
| QUOTE |
| ...Cyberlimbs still sucking |
| QUOTE |
| ...Bioware now costing essence, even for cultured implants. |
| QUOTE |
| ..."Freebie BP" negative qualities (like Incompetence, & Sensitive System for mages) |
| QUOTE (Fortune) | ||
Bioware cost Essence in SR3. I'm confused. |
...I'm going to dispense with quoting the responses since I need to log off soon
...in SRIII you tried to cast magic in space & you usually went insane.
...it was a lot harder for mages to deal with the matrix since they had hefty negative modifiers and had to sacrifice 1 point of MA for the datajack.
...an Otaku's abilities were not affected by essence loss for implants. In fact they actually needed some cyber to even function in the matrix.
...I have not read all the way through Augmented yet but according to the core rules they were basically treated as fluff skills & could not be used to support related active skills.
...Kinesics only had three levels max and cost 1 PP per rating. Now it is limited only to the Adept's MA and costs .5 PP.
...you still have to buy up the attributes for cyberlimbs to match the character's attributes.
...SRIII had an Essence Index which was capped at 9. If bioware exceeded this, it was prone to overstress but didn't necessarily kill the character.
...I haven' had an awakened character in the games I ran who didn't take Sensitive system just for the 15 BPs even though it didn't necessarily fit in the character background.
| QUOTE (Fortune) | ||
You're kidding, right? Cyberlimbs rock now better than in any previous edition of Shadowrun. |
| QUOTE (Kyoto Kid) |
| ...fixed vs. variable TN ...skill caps ...magic that has become even more powerful & easier to cast. ...spirits that can now sustain health spells ...Astral barriers useless against ritual magic ...magic working in space ...blurring of distinction between Hermetic and Shamanic traditions ...no more real Riggers ...no more "Jacking in" to the matrix ...anyone, even a Mage, can now hack the Matrix (& watch out for those Hacker Adepts) ...Technomancers being "magic" instead of tech oriented ...no more counter attacks in Melee combat. ...wireless everything. ...glitches (who in their right mind will ever take the Gremlins flaw again?) ...commlinks with associated IDs as a necessity just to get though the day (kind of took the "shadow" out of Shadowrun) ...the hacking rule mechanic according to RAW ...Logic being a relatively useless attribute (see above) ...knowledge skills nerfed in their usefulness ...Social Adepts who make Johnsons pee in their pants ...Adept improvement ...Edge Attribute ...Avoid Certain Death and Longshot rules (see above) ...lowered resources cap (by 75%) ...Cyberlimbs still sucking ...Bone lacing going from a (P - permit) to an (F - illegal) legality. ...Bioware still being prohibitively expensive even after 15 years of development ...Bioware now costing essence, even for cultured implants. ...Docwagon contracts still being expensive. ...BPs instead of ...the fact though they tried their best, Min-Maxing is still alive and well ...all the cool toys we all came to know & love suddenly gone until whatever new supplements they will be in are released. Because of the mechanics change, previous sourcebooks were useless. ..."Freebie BP" negative qualities (like Incompetence, & Sensitive System for mages) ...Perception being a Physical Skill ...the whole Initiative mechanic. In the past someone with 1d6 of initiative still had a chance for 2 IPs. ...did I miss anything? |
To me the simple problem I have scalability...
1-7 is to small of range.
There needs to be more then even 3 dice (1 hit) to reflect a 'professional' and 'the best world renowed'.
If the system had been moved to a d10 system maybe... but even 11 ratings mean a fairly small difference between a nobody, a amature, a professional, and 'the best'
A 'new character' off the street should not be Fastjack's skill level. (sure Fastjack is going to be a lot more 'rounded' but he should still also be able to smack around any starting character...
The difference of pistol 4 and pistol 7. (a well trained professional and 'the best') is stastically a single hit....
i think the problem is to look at them as a new kid of the street or school.
they most likely have a professional background of some kind or other.
how else did they scrounge up up to 250000 worth of gear?
if one wants to play fresh of the street people, limit the max skill to professional level, and cut back the overall BP.
oh, and a professional is level 3. level 4 is veteran...
Actually with nano introduced sensitive system isn't a given anymore.
I took the magic hit and got nano, my teammate didn't. He pays for that almost every run.
Hobgolin..
I can make it 'street' level no problem by lessening build points...
My problem is
A USMC Marine Corp Sniper (Rifle 4 a veteran / seasoned professional) and Carlos Hathcock (perhaps the most famous US sniper). THe difference is 3 dice one statistical HIT?
7 levels (or 8 if you included incompetent) to me is to narrow especially with how little effect 'a die' has (I.E. each level) on overall effect.
1 net hit is s tiny gain for going from "average beat cop" to Carlos Hathcock...
well the feat that hathcock pull most likely involved edge and a lot of exploding dice, and thats on top of something like cover modifiers, range modifiers and called shot for extra damage (or something similar).
as in, i would say that some of the stuff he did was just as much about luck of the moment as pure skill. thats not to say he was not skilled, but that myth has a habbit of making people larger then life.
but the really big thing is that in SR4 the attributes have much more to say.
a average person with pro skills are looking at 6 dice, while a top person with top skills would be throwing 12 dice or more.
so can we say that hathcock had above average stats?
thats the really big thing going from SR3 to SR4, in SR3 you would get some attibutes to get cheaper skills, maybe roll body when ever you got hurt, and have them count into the dice pools, but beyond that they just sat there doing close to nothing. in SR4 on the other hand, they are much more important.
| QUOTE (Donk) |
| unlearning SR3 and replacing with SR4 rules. |
| QUOTE (eidolon) | ||
Heh, that was rough at first, but I got past it by actively ignoring myself while reading SR4 stuff. "What's that, brain? It worked how in SR3? SHUT UP JERK I'M READING!" Actually, the hardest thing for me so far is finding the damn time to read the books. Seriously, I've done a good skim of the core book, and have read the first bit of Emergence. I did manage to finish System Failure, which I hadn't read previously because I hadn't been sure I was going to move to SR4. Yeah. Time. Bah. |
| QUOTE (Kyoto Kid @ Sep 3 2007, 05:29 PM) |
| ...in SRIII you tried to cast magic in space & you usually went insane. |
| QUOTE |
| ...it was a lot harder for mages to deal with the matrix since they had hefty negative modifiers and had to sacrifice 1 point of MA for the datajack. |
| QUOTE |
| ...Kinesics only had three levels max and cost 1 PP per rating. Now it is limited only to the Adept's MA and costs .5 PP. |
| QUOTE |
| ...you still have to buy up the attributes for cyberlimbs to match the character's attributes. |
| QUOTE |
| ...I haven' had an awakened character in the games I ran who didn't take Sensitive system just for the 15 BPs even though it didn't necessarily fit in the character background. |
| QUOTE (hobgoblin @ Sep 3 2007, 10:18 AM) |
| well the feat that hathcock pull most likely involved edge and a lot of exploding dice, and thats on top of something like cover modifiers, range modifiers and called shot for extra damage (or something similar) |
| QUOTE (Kyoto Kid @ Sep 3 2007, 01:57 AM) |
| ...glitches (who in their right mind will ever take the Gremlins flaw again?) |
I would say that Carlos Hathcock was combination of extremely high skill, extremely high agility attribute, and natural talent for the work he performed. He does not hold the record for most kills, but some of the more outstanding ones, one until recently was a record for the longest kill.
To me such an individual as Carlos Hathcock, trying to translate him into SR game terms is doomed to failure. The SR game system is not capable to doing it anywhere near his actual level of expertise.
WMS
Yeah, HERO would work a lot better for that. It's got other issues, but it does skill ranges a lot better.
| QUOTE (knasser) |
| EDIT: And while I'm here - hardest thing about SR4 is dealing with all the broken hearted SR3 fans. |
| QUOTE |
| But a lot of the other stuff wasn't as limited, and everything still combined just nicely. The fact that there were a ton of things that dropped the TN in SR3 for Social Adepts made a huge difference. |
| QUOTE |
| But a lot of the other stuff wasn't as limited, and everything still combined just nicely. The fact that there were a ton of things that dropped the TN in SR3 for Social Adepts made a huge difference. |
| QUOTE |
| At a measly monetary cost. No capacity is used whatsoever in reaching your own attribute level. |
| QUOTE |
| Maybe this is not indicative of a problem with the Quality, and more a problem with the games you are playing. I have found that most people I game with are mature enough to either not abuse the system in the first place, or are at least open enough to discussion to deal with the situation. |
I agree with KK in the matrix flaws. Yes, in SRIII a mage could use the matrix, but they'd never be able to master it like a decker could. A good decker is likely going to have a mil or more invested in decks and an ass load of headware to boot in SRIII, in SR4 hacking is a much easier task and can be more easily handled by mages or non-deckers. Not to mention the rigger class is gone.
One point the, KK, if I remember correctly in SRIII, using magic in the shadows, you could get a datajack and then take a single gause and be alright for the most part. Something simple like hand signs would probably work fine. I don't hate SR4, I just think it's broken in some aspect. I'd suggest anyone running SR4 invest in house rules. That's what i'm doing.
| QUOTE (Kyoto Kid @ Sep 3 2007, 05:37 PM) |
| I never had issues with Johnson's being walked all over as they were in SR4 because for one thing, there were no elementals which could sustain Health spells on a character in SRIII. That made a huge difference in 4th ed. Now you have that elf face adept with a 12 Charisma 5 negotiation, 5 Kinesics, +2 improved ability, First Impression Quality against the mundane J who has a 5 charisma 5 negotiations and maybe the First Impression quality. |
| QUOTE |
| ...blurring of distinction between Hermetic and Shamanic traditions |
| QUOTE |
| ...anyone, even a Mage, can now hack the Matrix (& watch out for those Hacker Adepts) |
| QUOTE |
| ...wireless everything. |
| QUOTE |
| ...the fact though they tried their best, Min-Maxing is still alive and well |
| QUOTE |
| ...all the cool toys we all came to know & love suddenly gone until whatever new supplements they will be in are released. Because of the mechanics change, previous sourcebooks were useless. |
| QUOTE |
| ...Perception being a Physical Skill |
| QUOTE |
| ...the whole Initiative mechanic. In the past someone with 1d6 of initiative still had a chance for 2 IPs. |
| QUOTE (dog_xinu) |
| there will always be min/maxing. even on the dreaded D20 DnD has min/maxing. min/maxing is what players do with their characters. Some players try to minimize their min/maxing but it is hard to make a kick butt character when you dont. |
| QUOTE (dog_xinu) | ||
no! no! no! it is an ACTIVE skill. It is something you have to do. |
| QUOTE (Cthulhudreams) |
| ...Look at from the corp perspective - I don't send you out with a bottomless expense budget. I (the black ops line manager) assign an expense budget, you (The johnson) work with it. If pretty boy elf won't work with the expense budget, he doesn't get the job. < snip > |
| QUOTE (Kyoto Kid @ Sep 4 2007, 04:33 PM) |
| One of the downsides of your last suggestion is that the team doesn't accept the offer and walks. Basically the game session is over and everyone just wasted their time getting all their stuff ready and travelling to the location where the game was held. This was a distinct possibility I faced and personally I was not into doing all the prep work and drag myself halfway across town only to pack everything up after 15 minutes and go home. |
| QUOTE (Fortune) |
| See, I don't get this. I've had my groups turn down jobs all the time, and it doesn't ever spell the end of the gaming session. All it means is that I have to do some stuff on the fly, or better yet, have the players (and their characters) set the direction of the game. |
| QUOTE (Kyoto Kid @ Sep 4 2007, 01:33 AM) |
| One of the downsides of your last suggestion is that the team doesn't accept the offer and walks. Basically the game session is over and everyone just wasted their time getting all their stuff ready and travelling to the location where the game was held. This was a distinct possibility I faced and personally I was not into doing all the prep work and drag myself halfway across town only to pack everything up after 15 minutes and go home. |
| QUOTE (Cthulhudreams) |
| This strikes me as a bit silly. Look at from the corp perspective - I don't send you out with a bottomless expense budget. I (the black ops line manager) assign an expense budget, you (The johnson) work with it. If pretty boy elf won't work with the expense budget, he doesn't get the job. And whats more, if the johnson does not keep some of the budget, he gets a bad performance review. In the rest of the company thats not a problem, you get put in a remedial program and maybe miss a promotion. However, this is black ops, and they have a strict performance plan for dealing with people who don't uphold the companies end of the deal - and if you don't improve while on the performance review you are going to get killed. Or assigned to investigate mana storms in australia. either way, same outcome. Therefore Johnsons arn't going to walk into the trap over and over. For starters there is a fixed upper limit on budgets that the johnson cannot exceed without authorizations form his manager - which he is never going to ask for unless he really has to, to avoid losing face with the boss. Even asking for it once in a year means you are going to get put on the performance review plan if the controller gets involved. Asking twice in one year? That means the black ops controller will get personally involved, which will then end your career. Thus he isn't going to do it. Non negioatible. Secondly, the team is going to get a rep as 'expensive' and 'low value' and won't get the jobs. Whats more, the thumbscrews are going to get put on both the fixer that recommends them and the johnsons that are hiring them to keep down the expenses budget. Why are we dealing with these clowns who charge through the nose but don;t do top shelf stuff. So really no-one is going to want to deal with the team because they cannot get something done that suits everyone. Now this is a co-operative storytelling game so your not just going to screw the team, but you can start putting longer downtime between jobs, and start escalating the danger levels for the same fixed budget range - as people are only coming around when they cannot get anyone else to do it. Drop some subtle hints via the fixers 'Man, everyone seems to think you guys are really expensive low value adding talent, Mr J keeps saying you guys cost to much!' and go from there. |
Personally, I wouldn't allow that a simple roll makes the target brainless
Even if the Johnson succeds very well, the Runners will NOT work for free... So, I would rule that there are limits: A very good negotiation result will make the Johnson go to his limit - but he will not use more than his budget is, simply because he is not allowed to do so. At the very best, he will call his boss and ask.
| QUOTE (Irian) |
| Personally, I wouldn't allow that a simple roll makes the target brainless |
Please, show me the table where the threshold for "Convincing the Johnson to give you his suit" is shown. ![]()
Sorry, but it's clear that combat kills. Look at the wars, it really happens. But social skills are no magic. There simply are limits - unless you use a spell. How often does it happen, that professional negotiators (Glithces excluded) pay more money than they have?
Or do you allow to negotiate "Please, commit suicide!"? If the Johnson looses, he takes the suicide pill? ![]()
But let's make it short: Please, show me the page in the rule books where the threshold for such actions is given. As long as you can't do that, common sense must suffice.
I'll do that as soon as you show me where RAW states that there is a limit. Common sense tells me that if the rules do not state a limit, there isn't one. As long as you cannot do that, common sense simply cannot suffice.
So you really think, there is no limit? That's fine for you, then have fun playing in a group where it's possible to negotiate the Johnson into stripping and making out with the troll bouncer before commiting suicide.
Sorry, of course there ARE limits. That's not even common sense, that's simply reality. We can argue about where the limits are, ok, but not about IF there are limits.
Same thing as with guns: There are limits you don't need to mention. You can vaporize someone with a (normal) heavy pistol, no matter if you got 1 or 10.000 hits. You can kill one for good, sure, but even with 10.000 hits you can't hit the ZĂĽrich Orbital with a Hold-out. Limits. Simple. You can argue where the limits are, but normaly you can always define something, that's clearly outside the limits.
| QUOTE (toturi) |
| I don't suppose you allow people to get dead with 1 or 2 simple rolls either? |
| QUOTE (Irian) |
| So you really think, there is no limit? That's fine for you, then have fun playing in a group where it's possible to negotiate the Johnson into stripping and making out with the troll bouncer before commiting suicide. Sorry, of course there ARE limits. That's not even common sense, that's simply reality. We can argue about where the limits are, ok, but not about IF there are limits. Same thing as with guns: There are limits you don't need to mention. You can vaporize someone with a (normal) heavy pistol, no matter if you got 1 or 10.000 hits. You can kill one for good, sure, but even with 10.000 hits you can't hit the ZĂĽrich Orbital with a Hold-out. Limits. Simple. You can argue where the limits are, but normaly you can always define something, that's clearly outside the limits. |
You're wrong. As long the shadowrun rules do not cover the game reality 100% (and they never will, because they never can), there will always be things that aren't possible, even if there's no rule forbidding it. Rules are almost never complete and never ever perfect. That's why we have GMs. Or are GMs.
But that's fine, simply play the way you want and let's agree on disagreeing.
| QUOTE (toturi) |
Why the hell can't you hit Zurich Orbital with a Hold Out with 10000 hits? The limits are clearly stated in the book. The limits, if there are, are already clearly stated. No, that isn't reality. That's reality in real life. But reality in SR is defined by its rules. And there's no limit. You keep thinking real life when you should be thinking Shadowrun when talking about Shadowrun rules. |
levitate spell, ghosts, spirits and projecting mages?
Well if you're going By The Book then you wouldn't be able to hit Zurich Orbital with a hold out pistol even with a billion squillion (that's a number, really!) hits - it's outside the 50m extreme range of a hold out pistol (assuming you were firing from sea level).
Taking the rules to be absolutely ironclad is not a sensible approach in my mind, there are simply things that the rules system cannot either account for or was never thought about in the first place. Limitations should be there, in game, combined with common sense, or else i get to spend three days chipping away at skyscrapers foundations with a toothpick to destroy one corp facility on the third floor - unrealistic and just plain stoopid.
| QUOTE (hobgoblin @ Sep 4 2007, 09:35 AM) |
| levitate spell, ghosts, spirits and projecting mages? |
Consider the sharp con man (9 dice) vs the yokel, defaulting from Cha 2, so rolling 1 die. Can the con man convince the yokel to trade his cow for magic beans? If we bump the con man to 10 dice (so he's quite good) that gives him a 9 dice advantage over the yokel. Now here's the problem, if we compare the con man to the pronomancer (with 24 dice), the pornomancer has more of advantage over the con man than the con man had over the yokel.
So you want the con man to be able to bilk the yokel out of his cow, the pornormancer should be able to bilk the con man just as easily.
But no where in the rules does it expressively not permit a mundane character from walking through walls or flying around without the use of magic - so why bother with spells and spirits?
No - it's common sense that joe mundane can't walk through walls or fly - we take that for granted as much as we do breathing. So why can't that common sense be used elsewhere with the rules as well?
I don't get people who don't think that 'talking to people' should have real rational limits.
If the johnson is going to get *Shot in the face* if he engages in action XYZ he.. isn;t going to do it.
Or do you think that the elf can persuade security guards to commit suicide by walking up and saying "you know, it would be a really awesome idea if you just killed yourself now"
Crazy cults aside (that incidentally take months/years of conditioning and isolation when it works in real life!) that sort of shit just doesn't happen.
But hey if you want to go into rules discussions in that the rule doesn't provide any limits - it also doesn't say what happens when you suceed with that negotiation check either.
So whats going to happen is the Johnson is going to see the elfs perspective, settle for an average performance review instead of a great one and up the ante by 1:nuyen: ![]()
And then blacklist them as 'not suckers'
| QUOTE (Mr. Croup) |
| But no where in the rules does it expressively not permit a mundane character from walking through walls or flying around without the use of magic - so why bother with spells and spirits? No - it's common sense that joe mundane can't walk through walls or fly - we take that for granted as much as we do breathing. So why can't that common sense be used elsewhere with the rules as well? |
Sorry, but "If A, then B" doesn't allow you to conclude "If not A, then not B".
"If you're a mage, you can do it" does NOT say "If you're not a mage, you can't do it."
what is this, logics 101?
if one end up the GM of a group with a negotiations god, keep a 2x4 handy, or just say no...
| QUOTE (Irian) |
| Sorry, but "If A, then B" doesn't allow you to conclude "If not A, then not B". "If you're a mage, you can do it" does NOT say "If you're not a mage, you can't do it." |
| QUOTE (Irian) |
| Sorry, but "If A, then B" doesn't allow you to conclude "If not A, then not B". "If you're a mage, you can do it" does NOT say "If you're not a mage, you can't do it." |
| QUOTE (toturi) |
| ...no common sense required. |
| QUOTE ("toturi") |
| then you could assume |
Maybe some people here should be writing some kind of "Runners of the Stick" since they think about the rules the same way Rich Burlew does to write Order of the Stick (purposefully "forcing" the rules to the point were they break - applying the rule to the litteral without commom sense applied and so on).
At least, would be funny.
| QUOTE (raphabonelli) |
| At least, would be funny if it wasn't so true. |
| QUOTE (eidolon @ Sep 4 2007, 09:27 PM) | ||
You can't go around stating that the rules are ironclad, and implying that they require no outside arbitration because clearly the rules are all you need, and then start saying that there are things that you can assume even though they aren't in the rules. Well, you can (and just did), but it pretty much shoots your argument in the face for money. |
| QUOTE |
| Because there are rules for magic to walk through walls and fly around, then you could assume that the joe mundane cannot do such without. |
Reminds me of the old thread about taking the rules literally.
A shadowrunner can never walk, they must always run, and stay in the shadows – except when they live their fake SIN as an ordinary citizen and must act according to their chosen “real� profession…
| QUOTE (toturi) |
| No, I'm assuming that all I need is to follow the rules that state that I can do something. Not do-something-that-is-not-forbidden-in-the-rules. If there are rules that allow me to fly in the rules, then in order to fly, I need to follow those rules. So my argument still stands. |
| QUOTE (Irian) | ||
Ok, would you kindly show us the rule that says, that you can convince the Johnson to give you more money than he has or even to commit suicide? |
As my father used to say: You can take a horse to water, but you can't make it wash it's face.
Face it ladies and gents, there's no point arguing any further with toturi as he/she is clearly happy as a rules lawyer and isn't going to change his/her stripes any time soon. In fact, i'd daresay the more we debate the idea that he/she has the wrong end of the stick the more he/she is going to clutch the end of the stick for dear life in spite of the reasoned arguments leveled against his/her point of view. So, unless we want several pages of circular argument that equates to nothing (i know it's sort of a tradition around these parts), i suggest we just let it drop and go onto other subjects...
It is with great self restraint that i'm not adding "who am i kidding?" to the end of this post.
Oh.. woops...
Even with commanding voice it's not very likely, that you can kill someone that way, because it says, that the target either does what you want OR stands around confused - GameMaster's Choice
Personally I would allow such an extreme command only to succed if the target rolls a critical Glitch, but that's something each GM must decide himself...
But yes, of course, with Commanding Voice, Spells, etc. you can tell him "Give me all your money!". But we're talking about the skills Negotiation, etc. here, combined perhaps with Kinesics, but not with Spells or something like that.
So the question is still on the table: Where does it say, what you can get on a very successfully Negotiation roll?
If toturi didn't talk nonsense, there must be a paragraph somewhere that states, that you can convince your target to do almost(?) everything (otherwise his statement "all I need is to follow the rules that state that I can do something." makes no sense). I am very sad that I missed that paragraph and hope that someone can enlighten me.
| QUOTE (Fortune) | ||
See, I don't get this. I've had my groups turn down jobs all the time, and it doesn't ever spell the end of the gaming session. All it means is that I have to do some stuff on the fly, or better yet, have the players (and their characters) set the direction of the game. Even if worst comes to worst and I can't think of anything, some kind of social situation and/or shopping trip would work. Anything but end the session prematurely. |
Most of the time the actual details of the result of a roll is described by the GM. The paragraph detailing Social Skills only states that when the character attempts to influence another, it is an opposed test. From the example, in the book, we can see that successful "influence" will result in an outcome that is favorable to the player or PC. Nothing within "Using Charisma-linked Skills" allows the player to dictate the details of that roll - just like a street sam's player does not have the ability to describe the result of his PC's pistol skill, how that result is described is the GM's responsibility. For the most part, the player does not have the ability to say that his PC goes up to the guard and convinces him to kill himself. All he can say is that his PC scored so many hits and if the GM is rolling in the clear, so many hits more than the NPC.
So by "using Charisma linked skills" alone, there is no rule that says you can "convince the Johnson to give you more money than he has or even to commit suicide." Because the description of the result is still in the GM's hands.
Err, you mean that the player can't say "I try to convince Mr Johnson to give us more money" (or even better roleplay his question to Mr Johnson) but can only say "I use con on Johnson" ?
And then it's up to the GM to decide the outcome of the action ?
I mean the player can say "I try to convince Mr Johnson to give us more money using X skill". But the GM decides how much and in what manner. But strictly speaking, I could see a GM running it your way, Blade.
| QUOTE |
| ...did I miss anything? |
When a player reaches that point of power-gaming, my final weapon is almost always "turning the tables." If a player is consistently, and blatantly "breaking" the game and flaunting their abilities as a Social Adept or whatever, I usually just pull out an NPC who has exactly the same skill set as them.
So when your social-muncher finally burns you (as the GM) for the final time, just have the other PC's run into a corp assassin who has the same uber-muncher social skills and have him convince every other PC in the group that their social adept friend has been swindling them, and is planning to kill them, so you better kill him first. Then when your mucher/rules-lawyer PC argues with you, use every one of his arguments against him for why the NPC assassin can do just that.
After the PC is dead, maybe you can have an "I won't do it if you won't do it" talk for the next character.
If a player spends a ton of points on something, they should be good at it (social fu, combat, magic, hacking, whatever). I have no problem with Social Adepts, as long as a player plays them sanely and realizes that social skills often take time to work. So while fast talking a bouncer takes seconds, slowly manipulating the King of Rohan so that he falls under your malign influence takes a long time.
So if the super social adept said "My male elf pornomancer adept walks up to the Mafia Don, turns him gay, seduces him and convinces him to give me all his money. Oh, and I rolled ten successes", I would say no.
But if he said this:
"I'm going to try to meet some low level mob flunkies and get some work. I'm going to work my way up the ladder, eventually becoming a made man. I'm going to charm my superiors and establish alliances with other mobsters. I'm going to try to get promoted to captain of my own crew. I'm going to make sure the mob boss notices me. I'll use my social fu to get him to like me. I'll offer good advice and eventually, I'd like to be his consiglieri. Then, after he trusts me, after years of loyal service, I'll stab him in the back, take over the organization, and marry his hot young wife who I seduced in the meantime."
Or this:
"I'm going to have my sexy lady social adept research everything about the Don and find out what his turn ons are. I'll get a job working at his favorite bar/nightclub/strip club and I will try to get close to him. Then I'll try to seduce him. Later, I'll try to get him to divorce his wife then convince him to marry me. Then I'll get myself named in his will"
I'd let him roleplay it out over the campaign, make his die rolls and give him a chance to succeed.
-JKL
| QUOTE (laughingowl) |
| To me the simple problem I have scalability... 1-7 is to small of range. There needs to be more then even 3 dice (1 hit) to reflect a 'professional' and 'the best world renowed'. If the system had been moved to a d10 system maybe... but even 11 ratings mean a fairly small difference between a nobody, a amature, a professional, and 'the best' A 'new character' off the street should not be Fastjack's skill level. (sure Fastjack is going to be a lot more 'rounded' but he should still also be able to smack around any starting character... The difference of pistol 4 and pistol 7. (a well trained professional and 'the best') is stastically a single hit.... |
it's not SR3...
| QUOTE (Fortune) |
| No, it is a Physical Skill (as in the category). You can even get a Reflex Recorder for it. |
| QUOTE |
The reflex recorder adds 1 to the rating of a specific skill or skill group (Combat and Physical skills only) linked to a Physical attribute |
| QUOTE (Cheops) | ||
Sorry to derail the thread back to this earlier statement but I'm am literally sitting here studying about Binomial Distributions and I have to take up issue with this. Sure the Means of the two skills only differ by 1 but that's not the full story. Let's say that both marksmen, using only their skill dice, need to roll 4 hits to succeed. The 4 only hits 1.2% of the time while the 7 hits 16.82% of the time. In addition, they get 0 hits 4=20% of the time and 7=6% of the time. The skill 7 shooter also has less risk per unit of return (coefficient of variation) than the skill 4 guy. Which means it is less risky for him to expect large returns. So at skill 7 I know I can reliably hit you in the head whereas at skill 4 I'm just aiming for CoM. |
| QUOTE (jklst14) |
| If a player spends a ton of points on something, they should be good at it (social fu, combat, magic, hacking, whatever). I have no problem with Social Adepts, as long as a player plays them sanely and realizes that social skills often take time to work. So while fast talking a bouncer takes seconds, slowly manipulating the King of Rohan so that he falls under your malign influence takes a long time... |
Oftentimes, I have a problem with roleplaying a social encounter. The player doesn't necessarily know what to say or how to act. Roleplaying a social encounter, especially one where you're trying to manipulate a character with skills your character has (but you don't), is near impossible.
In these cases, it might be that the group as a whole comes up with ideas as to how the character handles the situation in-game, giving ideas on actual dialog and such. But the dice do the talking.
A player shouldn't have to do research into rocket science in order to play a rocket scientist. A player shouldn't have to know how to speak effectively in order to play a social adept.
| QUOTE (Malachi) |
| Looks like this might have been a case of "Where else do we put it?" Since Perception is definitely not a: Combat, Magical, Social, Technical, or Vehicle skill, it got dumped into Physical. A new category (Mental Active skills) almost needs to be created to avoid some of these unreasonable situations... |
| QUOTE (Malachi) | ||
... or amend the Reflex Recorder to say:
|
i don't see the problem with making perception a recordable skill. learning to keep your head and eyes moving so that you can take in more of your surroundings, learning to make the most of your peripheral vision, learning to move your head to shield your ears from wind and other background noises--there's no reason these shouldn't be able to be recorded.
Especially in a world where almost every (meta)human ability in existance can be bought on a microchip anyways.
Going back a bit, nerfing a social adept in play, especially after the player has spent a lot of time and effort into creating that character is just plain cruel. Not evil, as in the Evil GM's Union, but just plain mean-spirited and cruel. It's one thing to put the kibosh on a character *before* game begins, b ut afterwards? That's blatant GM abuse.
And to hit on another topic: a tactical game that relies heavily on GM handwavium is, IMO, a poor system. Rules are meant to clarify the situation, so the amount of time where you rely on guesswork is minimized. This also reduces the appearance of GM abuse.
| QUOTE (Cain) |
| Going back a bit, nerfing a social adept in play, especially after the player has spent a lot of time and effort into creating that character is just plain cruel. Not evil, as in the Evil GM's Union, but just plain mean-spirited and cruel. It's one thing to put the kibosh on a character *before* game begins, b ut afterwards? That's blatant GM abuse. And to hit on another topic: a tactical game that relies heavily on GM handwavium is, IMO, a poor system. Rules are meant to clarify the situation, so the amount of time where you rely on guesswork is minimized. This also reduces the appearance of GM abuse. |
| QUOTE (Big D) | ||
Uberallies, ally sustainment, Task spirits? |
The hardest thing hasn't changed since first ed: Finding players who appreciate legwork enough to do it under pressure and that 'clique' enough to be cohesive.
I suppose the corollary is also true that finding a knowledgable, entertaining GM challenging enough without being an horse's behind is also hard.
The rules are mutable, player personalities are not.
| QUOTE |
"Okay this is my problem <blah>. My proposed solution is that you are always going to get a *fair to good* rate from the johnson - the big bonus you are going to get for that awesome skill is lots of extra little tidbits of intel that the johnson has. So he might be able to give you accounts that a corp hacker set up when he scoped out the situation, some survelliance info, etc, that he wouldn't give out normally 'cause the guy likes you. He might also direct more high profile work through next time. If you keep performing you'll get a top shelf rep and rates etc will pick up to match (but so will risk). If you want to reshuffle your abilities around a bit, I can work with you on that." Which isn't taking a huge dump on him, does give him a sizable ROI on his skill investment, and if he feels screwed you can rework the character with him too. |
| QUOTE (jklst14) |
| If a player spends a ton of points on something, they should be good at it (social fu, combat, magic, hacking, whatever). I have no problem with Social Adepts, as long as a player plays them sanely and realizes that social skills often take time to work. So while fast talking a bouncer takes seconds, slowly manipulating the King of Rohan so that he falls under your malign influence takes a long time. So if the super social adept said "My male elf pornomancer adept walks up to the Mafia Don, turns him gay, seduces him and convinces him to give me all his money. Oh, and I rolled ten successes", I would say no. But if he said this: "I'm going to try to meet some low level mob flunkies and get some work. I'm going to work my way up the ladder, eventually becoming a made man. I'm going to charm my superiors and establish alliances with other mobsters. I'm going to try to get promoted to captain of my own crew. I'm going to make sure the mob boss notices me. I'll use my social fu to get him to like me. I'll offer good advice and eventually, I'd like to be his consiglieri. Then, after he trusts me, after years of loyal service, I'll stab him in the back, take over the organization, and marry his hot young wife who I seduced in the meantime." Or this: "I'm going to have my sexy lady social adept research everything about the Don and find out what his turn ons are. I'll get a job working at his favorite bar/nightclub/strip club and I will try to get close to him. Then I'll try to seduce him. Later, I'll try to get him to divorce his wife then convince him to marry me. Then I'll get myself named in his will" I'd let him roleplay it out over the campaign, make his die rolls and give him a chance to succeed. -JKL |
I'm pretty much on the same boat as Toturi and Laughingowl on this one. GMs have options when it comes to dealing with Social specialists. That players do not dictate the response of a given NPC should be a given. Another smart move is to simply make sure the real big movers in the Shadowrun world rarely deal with the PCs directly (kinesics and pheromones require a certain amount of close proximity to be effective). After all, the big boys all want to cover their asses against potential threats, and mind influencing 'ware and magic are definitely threats. People know this stuff is out there, that's why Pheromones are illegal as hell and mind control magic gets cracked down on in the majority of jurisdictions, corp and country alike. Playing it smart and simply being proactive with what kind of characters you want to see at your table has worked fine with my group, and our GM is liberal enough to allow Cyber Social adepts and teamwork tests at the negotiating table.
laughingowl, it is true to a certain degree that the GM controls the description of the results. But as I have stated before, this will go out of the window once the player can add his own comments to the GM's descriptions and then it is not so much that the player cannot add "even after he pisses on the Don's mom" but that the player and the GM has to sit down and talk about why he wants to add that.
| QUOTE (toturi) |
| laughingowl, it is true to a certain degree that the GM controls the description of the results. But as I have stated before, this will go out of the window once the player can add his own comments to the GM's descriptions and then it is not so much that the player cannot add "even after he pisses on the Don's mom" but that the player and the GM has to sit down and talk about why he wants to add that. |
| QUOTE (toturi) |
| I'll do that as soon as you show me where RAW states that there is a limit. Common sense tells me that if the rules do not state a limit, there isn't one. As long as you cannot do that, common sense simply cannot suffice. |
| QUOTE |
| CHARISMA-LINKED OPPOSED TESTS Skill Used Acting Character Rolls: Target Character Rolls: Con Con + Charisma (Con or Negotiation) + Charisma Etiquette Etiquette + Charisma Perception + Charisma Intimidation Intimidation + Charisma Intimidation + Willpower Leadership Leadership + Charisma Leadership + Willpower Negotiation Negotiation + Charisma Negotiation + Charisma |
| QUOTE |
| Crazy Mary rolls 5 hits, and the exec rolls 2. With 3 net hits (5 – 2), the gamemaster decides this guy is so afr aid of Mary that not only does he escort her into the office complex, but he takes her in through a back entrance to ensure that no guards will see them |
My "gripe" is not about any of the rules, but more about style. Conciously or not, I think the developers are going the White Wolf route, using the "dystopian future" thing as an excuse for prurience. Maybe I'm just too attached the the "old" SR way of writing. But I sincerely hope they go no further down this new road. SR has been the best rpg on the market for at least the past 7 years, IMHO, and I look forward to seeing it remain so for many years to come.
Meh. Personally, I don't think they've handled anything particularly distastefully. But then again, my brain translates "penile implant" into meaning "waste of time and essence" virtually instantaneously, so it could just be me. I honestly don't view the game as being prurient at all, and even if it were, I doubt I would particularly care if the game could be played in such a manner. It's certainly more in keeping with the dystopian theme than the previous editions and their "We shoot working Joe security guards right in the face but it's OK because we're really just standing up for the little guy!" angle, which could quickly become outright laughable with some, or hell, maybe even most groups.
| QUOTE (Zhan Shi) |
| My "gripe" is not about any of the rules, but more about style. Conciously or not, I think the developers are going the White Wolf route, using the "dystopian future" thing as an excuse for prurience. Maybe I'm just too attached the the "old" SR way of writing. But I sincerely hope they go no further down this new road. SR has been the best rpg on the market for at least the past 7 years, IMHO, and I look forward to seeing it remain so for many years to come. |
| QUOTE |
| prurience: feeling morbid sexual desire or a propensity to lewdness |
| QUOTE (laughingowl) |
| Player MAY state desired outcomes... and GMs (if reasonable) will often run with the outcomes... but ONLY GMs can state outcomes. |
| QUOTE |
Ah yes, I agree. I was sad to see the shadow-slang go away, replaced by boring modern profanity. I found it an import nuance for giving the characters a sense that this is a different time and culture. The increased sexual content also seems to be an attempt to make the game more "edgy" and appeal to a different market that wants that sort of thing. I just hope it doesn't sully the overall quality of the game. |
| QUOTE (toturi) | ||
No, most of the time only the GM can state the description of the outcomes. There is an exception. |
| QUOTE (laughingowl) |
| Also to the 'word on the street says you are too high priced... we can't afford you...' |
| QUOTE (hobgoblin) |
| how else did they scrounge up up to 250000 worth of gear? |
| QUOTE (laughingowl) | ||||
When is the exception? |
| QUOTE (SR4 pg. 59) |
| A critical success means that the character has performed the task with such perfection and grace that the gamemaster should allow her to add whatever flourishing detail she likes when describing it. |
Agreed. The GM decides about the outcome, but the runner can look as cool as he/she wants while getting it
Sure, if it allowed the player to describe the outcome, I see what it would lead to:
"Ok, I created a mage specialised in counterspelling with the magic resistant quality, a fire resistant body armor and all kind of possible fire resistance bonuses. I ask a friend to cast a fireball at me. I roll 59 dice. Cool! I have 4 net hits! So here is what happens:
I negate the fireball. Lofwyr who was passing by is so impressed that he decides to give me all his money and tons of karma. Oh, and I get two hot elf chicks in the process."
| QUOTE (Fortune @ Sep 5 2007, 05:15 PM) | ||
'Flourishing detail' does not necessarily equate to 'outcome'. |
No, that's not what it says.
It says the GM still determines the outcome based upon the events, and the player should (ie, within reasonable limits) be allowed to add unimportant, flashy details to it. Yes, that critical success totally knocked the General's rank insignia off when it hit his chest. No, the critical success didn't cause the bullet to richochet off the General's insignia, nail his six guards between the eyes, before finally ricocheting back to the General and killing him dead.
As Fortune said, "flourishing details" doesn't equate to "outcome." It equates to "adding some fluff to the description, as long as it doesn't interfer with the outcome in any notable way."
| QUOTE (Doctor Funkenstein @ Sep 5 2007, 07:56 PM) |
| No, that's not what it says. It says the GM still determines the outcome based upon the events, and the player should (ie, within reasonable limits) be allowed to add unimportant, flashy details to it. Yes, that critical success totally knocked the General's rank insignia off when it hit his chest. No, the critical success didn't cause the bullet to richochet off the General's insignia, nail his six guards between the eyes, before finally ricocheting back to the General and killing him dead. As Fortune said, "flourishing details" doesn't equate to "outcome." It equates to "adding some fluff to the description, as long as it doesn't interfer with the outcome in any notable way." |
| QUOTE (American Heritage Dictionary) |
Flourish, Flourishing v. intr. 1. To grow well or luxuriantly; thrive: The crops flourished in the rich soil. 2. To do or fare well; prosper: "No village on the railroad failed to flourish" (John Kenneth Galbraith). 3. To be in a period of highest productivity, excellence, or influence: a poet who flourished in the tenth century. 4. To make bold, sweeping movements: The banner flourished in the wind. v. tr. To wield, wave, or exhibit dramatically. n. 1. A dramatic or stylish movement, as of waving or brandishing: "A few ... musicians embellish their performance with a flourish of the fingers" (Frederick D. Bennett). 2. An embellishment or ornamentation: a signature with a distinctive flourish. 3. An ostentatious act or gesture: a flourish of generosity. 4. Music A showy or ceremonious passage, such as a fanfare. |
| QUOTE (Dictionary.com) |
| flour·ish –verb (used without object) 1. to be in a vigorous state; thrive: a period in which art flourished. 2. to be in its or in one's prime; be at the height of fame, excellence, influence, etc. 3. to be successful; prosper. 4. to grow luxuriantly, or thrive in growth, as a plant. 5. to make dramatic, sweeping gestures: Flourish more when you act out the king's great death scene. 6. to add embellishments and ornamental lines to writing, letters, etc. 7. to sound a trumpet call or fanfare. –verb (used with object) 8. to brandish dramatically; gesticulate with: a conductor flourishing his baton for the crescendo. 9. to decorate or embellish (writing, a page of script, etc.) with sweeping or fanciful curves or lines. –noun 10. an act or instance of brandishing. 11. an ostentatious display. 12. a decoration or embellishment, esp. in writing: He added a few flourishes to his signature. 13. Rhetoric. a parade of fine language; an expression used merely for effect. 14. a trumpet call or fanfare. 15. a condition or period of thriving: in full flourish. |
Flourishing. Meaning "ornamenting". Something that doesn't really change the thing, but surrounds it in a decorating way.
Edit: Too late, Fortune did it much better
Yes, so the GM describes a successful action and you add whatever "flourishing details" you want to it. Unless the detail doesn't embellish a successful action or does not make the result any more dramatic, it is a "flourishing detail" even under those definitions. The detail does not change the fundamental fact that the action succeeded, it embellishes it, it makes it dramatic. It is unlikely the player will choose a detail that downplays the success. The word is meaningless in the context.
That's nonsense, please stop it already. A detail CAN change the outcome dramatically. Simply example: You not only hit someone, but the bullet penetrates the target and kills the three people behind it. That's a detail that doesn't change "Success or Failure" but it really changes the outcome. And it's surely not a "flourishing" detail.
| QUOTE (Irian @ Sep 5 2007, 11:16 PM) |
| That's nonsense, please stop it already. A detail CAN change the outcome dramatically. Simply example: You not only hit someone, but the bullet penetrates the target and kills the three people behind it. That's a detail that doesn't change "Success or Failure" but it really changes the outcome. And it's surely not a "flourishing" detail. |
| QUOTE (Kyoto Kid) |
| Suffice to say, this particular situation has since been resolved. |
| QUOTE (Cain) | ||
It bugs me more that the shadowslng only mostly went away, to leave just enough to be completely jarring and incomprehensible. As far as the sex thing goes, I wouldn't mind it if it had been handled tastefully. Prurience is a good word for how it's been handled, though. Every time I read the orgy spell, I hear Beavis and Butthead: "Uh. Uh-huh-huh." |
Well, shit is only shit and not dreck if you're talking to people who don't swear in yiddish. I worked for a guy when I was a teenager who only swore in yiddish.
He kept saying 'the dreck that comes out of most people's mouths drives him meshuggah.'
I can concede that the Shadowslang is a matter of personal opinion. Some people may think it sounds silly to have these "imitation" words. I, conversely, find that profanity greatly degrades the quality of the work from an artistic standpoint (couldn't you think of anything else to say?).
I should also note that the shadowslang was not exclusively invectives but also general expletives ("Oh drek!"), adjectives ("The run got all fragged up!"), and neither ("What's up omae?")
I never thought the imitation words were silly, but I actually find the use of curse words to add to artistic standing of SR4. But, then again, I tend to curse like a sailor so my perspective may be skewed.
| QUOTE (Irian) | ||
Just as a sidenote: This is something, I would integrate into the outcome of the Negotiation roll, because Negotiation will also show you, what your Johnson CAN and WANT give you... I would let the player decide to get the maximum, but stay in the Johnson's "That's ok" limit or get more, but risk a "You're expensive" reputation... Normaly a very good Negotiater should decide that before he starts... |
| QUOTE (toturi) | ||||||
Critical Success. |
| QUOTE (Kyoto Kid) | ||
...your points are well put and echo responses to the same concern I had expressed in past threads relating to this very topic. I have since adopted a lot of these suggestions. At the time this was getting out of hand it revolved around a single player who had abused the magic and adept system to the Nth degree. The character in question was a control/social mystic adept who used a Spirit of Man to boost her already obscene Charisma. It was either escalate the conflict (which didn't work) or throw up the hands and give her the top price just to keep things moving along for the other players. The thing is this same player also was in my old SRIII campaign with a similar type of character and never was able to pull off the level of stuff she did in 4th ed. One of the downsides of your last suggestion is that the team doesn't accept the offer and walks. Basically the game session is over and everyone just wasted their time getting all their stuff ready and travelling to the location where the game was held. This was a distinct possibility I faced and personally I was not into doing all the prep work and drag myself halfway across town only to pack everything up after 15 minutes and go home. So it usually came down to cave into (and feed the ego of) the one player so the other players had a mission to go on, or have the Johnson stick to his offer & pack everything in when the team's spokesperson declines the offer. Yes this was a player issue, but one that I feel was precipitated by the way the mechanics were set up. Suffice to say, this particular situation has since been resolved. |
| QUOTE (NightmareX) | ||
How KK? |
| QUOTE (laughingowl) |
| tourti: Coming into it a little late but since your post was a reply to me... As others have said... Flourishing detail is not chaning the 'outcome' it is adding adjectives to the outcome... With an amazing shot, your shot drops the squad leader of the opposing security team... (player) "Putting the round directly between his eye exploding his head like a watermelon..." (good flourishing detail, doesnt really change anything ... unless they needed his old headware memory (player) "covering the three nearest security guards in the splattered blood and brains...." (even this I would probably allow as no 'real effect' (though if somebody made an intimidation attempt to make them run, this 'flourishing detail' probably WOULD get a -1 threshold or so...." (player) "covering the visor so they are totally blind and can't see whats going on....." (HELL NO.... the player now has gone from 'flourishing detail' to 'additional effect' the PLAYER can not make this call.... Now that being said... if they player scored very very well I might make the rulling to allow the above .... if I felt he had enough additional sucess on the attack roll... that he could have aimed in such a way to also cause this... but that is 'outcome' not 'flourishing detail' and that is my call (especially since no rules cover it..... |
Sure, as long as it doesn't change the basic outcome of the action.
Allrighty Then,
I think this topic has strayed a bit Tangentilly a bit long enough....
Does anyone have and "hardest thing" comments about Street Magic and/or Augmentation?
-Donk
| QUOTE (Donk) |
| Allrighty Then, I think this topic has strayed a bit Tangentilly a bit long enough.... Does anyone have and "hardest thing" comments about Street Magic and/or Augmentation? -Donk |
I found Augmentation to be very tittilating.
Sorry, could'nt resist.
But to answer your question, I did'nt have anything against either book rules wise. You may want to check out the Augmentation: ask the developers thread.
Is aug only avail as an E-Book or something? I usually order my stuff from Amazon, since I live an hour or so from the nearest actual city, so far it's not avail there...
Am I not in the loop or something???
No, it's been published. I would recommend nobleknight.com. Never had a problem with them.
From the Shadowrun Web Site ...
| QUOTE |
| Augmentation Street Date — August 31st! Just a reminder that the street date for Augmentation is this Friday, August 31st. This means if your local gaming store has already ordered it, they should have received their copies this week and are allowed to start selling it on Friday. If stores have yet to order copies, they can start getting them within days of ordering them. Call your local game store and let them know you want Augmentation from Catalyst Game Labs! |
Awesome, thanks.
ok, lemme reach back and comment on a couple things here.....
(from page 1)
| QUOTE |
I would say that Carlos Hathcock was combination of extremely high skill, extremely high agility attribute, and natural talent for the work he performed. He does not hold the record for most kills, but some of the more outstanding ones, one until recently was a record for the longest kill. |
| QUOTE |
...Perception being a Physical Skill |
| QUOTE |
(toturi) Look at it from a game mechanic point of view. The roll ensures that the Johnson sucks it up and takes the fall. All the negative aspects of the result of the roll should already be factored into the roll itself. If the negotiator wins despite the negative modifiers these negative repercussions would produce, then the Johnson sucks it up. It is not the pretty elf boy won't work within the budget, it is the pretty elf boy convinced you that the budget is too small and it is unworkable. Since you have been convinced, you get the short end of the stick to work it so that the pretty elf boy gets his nuyen and you get your job done. (irian) Personally, I wouldn't allow that a simple roll makes the target brainless Even if the Johnson succeds very well, the Runners will NOT work for free... So, I would rule that there are limits: A very good negotiation result will make the Johnson go to his limit - but he will not use more than his budget is, simply because he is not allowed to do so. At the very best, he will call his boss and ask. (toturi) I'll do that as soon as you show me where RAW states that there is a limit. Common sense tells me that if the rules do not state a limit, there isn't one. As long as you cannot do that, common sense simply cannot suffice. |
| QUOTE |
Why the hell can't you hit Zurich Orbital with a Hold Out with 10000 hits? |
My issue with the codification of the cyberpenis and breast implants isn't the fact that they're sexual so much as the fact that Pamela Anderson is down a point of magic.
Playing a guy who was in a horrible car accident and has his penis replaced is great. But if you're playing a mage who had his penis replaced you automatically loose 10 BP and have your Magic cap reduced by 1.
The result is mechanical penalties for fluff roleplaying choices. Fluff roleplaying choices should have fluff roleplaying advantages and disadvantages.
I'm not advocating that everything must be balanced. That's silly. But codified penalties for pure fluff choices does nothing but penalize those who want to use the fluff in their roleplaying.
| QUOTE | ||
this has always been a huge pet peeve of mine, and I don't say this to dog the achievements of one man, but, army snipers, marine snipers, and snipers of all other branches of the service have had just as much happen that, had the right people decided to try to measure things out and make a big deal out of, would have gotten them just as much credit as Hathcock got, he just was one of the first and did it in a place that wouldn't get anyone in trouble for admitting that they did it. |
| QUOTE (WearzManySkins) |
| A major part of what Hathcock did was counter sniper work, how could one get in trouble for that? |
| QUOTE (dhyde79) | ||||
please, tell me that this arguement was to prove a point and not actually serious, there's NO way you can talk someone out of money they don't have. it's really just that simple....I don't care how good your negotiations roll was, if the J only brought "X" amount of money, that's all you can talk him into paying you, or, you may talk him into more but when he gets back and you complete the run, you may find out you're being paid the excess in merchandise or company credit or something totally non-tangable
did I miss the page that says that you get extra range for every "X" number of hits? |
| QUOTE |
I'm still coming to terms with this, as well as Dodge being a required skill instead of something you rolled your quickness attribute to test, as well as having to have a counterspelling skill (to have spell defense dice) once you start to think about the fact that there are some that are WAY more perceptive than others, it makes sense that it became a skill. I understand it, I just hate having to remember it. |
| QUOTE |
| please, tell me that this arguement was to prove a point and not actually serious, there's NO way you can talk someone out of money they don't have. it's really just that simple....I don't care how good your negotiations roll was, if the J only brought "X" amount of money, that's all you can talk him into paying you, or, you may talk him into more but when he gets back and you complete the run, you may find out you're being paid the excess in merchandise or company credit or something totally non-tangable |
| QUOTE |
| as far as the arguements against having the sexual augmentations and rules in the books, honestly, my opinion stands at this: if you're mature enough to play a game in which you're running about planning and killing people, you certainly should be mature enough to accept that sexuality is a fact of life, and there are many parts of the world that're far less closed off about things of a remotely sexual nature than most people are in the US. |
| QUOTE (mfb) | ||
by telling stories about missions that didn't happen. |
| QUOTE (toturi @ Sep 11 2007, 06:42 AM) | ||||||
It was totally serious. If the GM so chooses to state that the effect of the successful roll was that the Johnson pays more, then it is so. Or if the roll was a critical success, then the player may have a say as to what detail she would like to add. Whoever said you were out of range? Like everyone else, you ASS-U-ME that Z-O is out of range. Did I miss the page that says you were out of range? |
| QUOTE (WearzManySkins) | ||||
Oh what stories are those? References please. WMS |
| QUOTE (Draconis @ Sep 11 2007, 03:32 PM) |
| This thread and logic still scares me. "Common sense tells me that if the rules do not state a limit, there isn't one." Otherwise known as the I can do whatever the hell I want unless you can show me the printed text that says otherwise clause. Player: "I'm gonna pull a rabbit out of my ass and throw it at corpsec distracting him long enough for me to get away." GM: "You're going to....wha?" Player: "Rabbit...Ass... what part of that didn't you get?" GM: "Um..I'm pretty sure you can't do that.." Player: "Why not? Show me the rule that says I can't transport small furry mammals in my rectum!" GM: "Screw this I'm going to go play Halo 3. Let me know when reality smacks you upside the head." |
How big is the rabbit, how big is the PC, and does the PC regularly engage in exercises to increase his carrying capacity? Because, a small rabbit, yeah, it'll work. I'd require that it be on his carried equipment list, however.
| QUOTE (hyzmarca) |
| How big is the rabbit, how big is the PC, and does the PC regularly engage in exercises to increase his carrying capacity? Because, a small rabbit, yeah, it'll work. I'd require that it be on his carried equipment list, however. |
http://www.videocaffe.com/video/w9PoMPXvfkM/Armageddon
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While the keister actually is a viable rodent storage compartment, the original sentiment stands.
A better example would be that the game doesn't specify that you can't eat an aircraft carrier whole without chewing. But common sense says that you can't. Also, it would make aircraft carriers sort of useless.
This argument is kind of silly considering that the game changes from GM to Gm, not just in house rules, but by how the house rules are taken. Personally, I take things with a grain of realism. Unless you actually shuved a rabbit up your ass before the mission, you can not pull it from there. You can't shoot space stations and you definitely can't take more money then someone has. If I played with players that insisted they could though, needless to say, all my Johnsons would have maxed out willpowers and pre-prepped anti social abilities so far out the ass that everytime the PCs open their mouth they lose 500 Nuyen. I can see it now. If theres anything i've learned it's never, EVER, piss off your GM. because he does have the power to fuck you.
I'd say it's best not to do physics defying stuff that pisses off your GM, because he can and will seek vengence.
| QUOTE (Kyleigh Wester) |
| I'd say it's best not to do physics defying stuff that pisses off your GM, because he can and will seek vengence. |
I believe the operative phrase is...
Do not meddle in the affairs of dragons for you are crunchy and go well with ketchup.
Note, I've always assumed the GM was a dragon.
| QUOTE (Draconic) |
| Otherwise known as the I can do whatever the hell I want unless you can show me the printed text that says otherwise clause. |
| QUOTE (WearzManySkins) | ||||
Oh what stories are those? References please. WMS |
I prefer to leave that clause in there, and just black-marker the crap out of any player that uses it.
Preserves the books, don't you know.
And, uh... WMS? You did, in fact, miss the point. They were saying he could have gotten in trouble by talking about missions that 'didn't happen' - that is to say, missions that they didn't want him to admit occurred and were black ops, CIA-funded, or otherwise compromising to national policy/security secrets.
Sorry. You missed it.
@Adarael
From all I have read or heard about Carlos Hathcock he never spoke/wrote of anything that was not "allowed".
Did he do "Spook" missions, more than likely, but for me that will be unverifiable. Thanks the Gods, my clearance was never anywhere near that level.
As for the point, you are in part correct.
As for the original point, the "Spook" ops may have better shots taken or at better ranges and even with better rifles, but being "Spook" ops we will more than likely never know.
There is a possibility that Carlos Hathcock himself made better shots under even more conditions, but since if they did occur under "Spook" ops, we will never know.
For non "Spook" ops, Carlos Hathcock's accomplishments are most impressive. From what I have gathered he did not "Beat his own drum" to gain fame.
WMS
Let's back up. You asked:
"How could a counter-terrorist sniper get in trouble for talking about sniping?"
The responding funny was, translated,
"He could talk about black ops that nobody's supposed to know about."
You said,
"Prove he did any!"
It was just a funny. I don't think anyone was trying to make a serious point with the crack.
OK lets back up
| QUOTE |
this has always been a huge pet peeve of mine, and I don't say this to dog the achievements of one man, but, army snipers, marine snipers, and snipers of all other branches of the service have had just as much happen that, had the right people decided to try to measure things out and make a big deal out of, would have gotten them just as much credit as Hathcock got, he just was one of the first and did it in a place that wouldn't get anyone in trouble for admitting that they did it. |
| QUOTE |
A major part of what Hathcock did was counter sniper work, how could one get in trouble for that? |
| QUOTE |
by telling stories about missions that didn't happen. |
I imagine that CIA black ops in South America have occasionally needed a sniper.
| QUOTE (Cain) | ||
In addition to what Hyzmarca said, there's the fact that it took up time and effort that could have been spent on something more useful (Like an index), took up a ton of space that could have provided more usfeul stuff (like more cyber- and bio- toys), and was generally handled with all the maturity of Beavis and Butthead. Your opinion is valid, but it doesn't address the problems with how Augmentation deals with sexual augmentation. |
I'll tell you!
1) The cyber-wang is not called "The Mr. Studd Sexual Implant"
2) The description text is not "All night, every night, and she'll never know. Also available in "Midnight Lady."
(That's verbatim from Cyberpunk 2020, if you didn't know.)
| QUOTE (Jaid) | ||||
omg, not 2 paragraphs! and it must have taken them forever to balance those things, too, what with them having such a large amount of space! woe is us, for clearly they could have made an index with that kind of empty space and with such a massive amount of time! [/sarcasm] and for the record, i don't see what's so horribly immature about the rules for the implants. |
As was pointed out to me on this site, the Midnight Lady implant gave a bonus to Seduction rolls.
It seems to me that having a cybernetic hoo-haa isn't the sort of thing someone is going to know until they are already well-seduced, unless your seduction method is to walk up and say "I have a cybernetic hoo-haa." (Which, in all fairness, would work on approximately 99% of heterosexual guys.)
See below!
Maybe they incorporate actual 'performance' into the art of seduction.
| QUOTE (Fortune) |
| Maybe they incorporate actual 'performance' into the art of seduction. |
| QUOTE (WearzManySkins) | ||||||
OK lets back up
Carlos was not just another sniper. He was an outstanding, gifted and talented person. To me what is quoted above is Dogging his accomplishments, despite words to the contrary. That is like saying just any baseball player could beat Ty Cobbs records. I said
Response was
How is counter sniper work and "Spook" ops related? WMS |
I love rants.
..and everyone forgets Rifleman Plunkett.
Poor Thomas Plunkett.
| QUOTE (Draconis) |
| I love rants. |
| QUOTE (Critias) | ||
Pfft. That wasn't me ranting, there wasn't enough cursing. That was me educating. |
Critias, if you don't mind I may sig your last post. You have no idea how many time I've said an approximation of those same words to people.
Chris
@Critias
I quote AH
| QUOTE |
"My advantageous mongoose masturbates with abandon over your mother's skeleton." |
That Armageddon video was too funny. I listen to Johnboy and Billy here at home on way to work in the morning.
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