In the SR4 forum a few people came up with the idea to develop open source rule mechanics for use with SR.
I wonder if we could find agreement on what we would want from an ideal SR ruleset. So I've collected a few ideas.
New rules should deliver dice mechanics that reflect
- a well balanced influence of talent (attribute) and learning/training (skill) on the probability of sucess (unlike in SR4)
- diminishing returns for higher ability (unlike in SR4)
- possibility of sheer dumb luck successes
- higher ability must mean better chances in every situation (unlike in SR3)
- a possibility for char developement
- a realistic limit to char developement (unlike in SR3)
Further wishes:
- same base mechanics schuld be applicable in pretty much all contexts and situations
- general SR feel should remain. i.e. rolling numerous d6s.
- roughly equal benefits achievable through magic or technological augmentation at roughly equal costs - at least in key areas like athletics, combat and initiative
- flexibility for use with different playing styles
I'm sure there's much to be added to this list. Please do so!
You might want to check out http://forums.dumpshock.com/index.php?showtopic=8169 Kagetenshi started up a while ago.
Your list is pretty much mine as well. As Spookymonster mentioned, Kage has started SR3-Rev, which I checked out a bit. I haven't had time to read all the threads though. Anyways, I like most of what I've heard about SR4, but there are a few critical problems that need to be addressed. Chargen and character advancement are relatively easy to fix. However, modifiers are something else.
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an olympic rifleman in SR4 would have attribute 6, skill 6 (maybe 7), and specialization, for a grand total of 14 dice. -3 for range is 11 dice, and -8 (or is it -4? i don't recall) for total darkness. that leaves him with 3 dice, which means that statistically, he's going to hit the target every single shot. go find me an olympic rifleman who can hit a target at extreme range in the pitch black. what's that? you can't? whoah! |
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| There most probably are ways to fix this problem, but I'll need to think about it some more, and I suspect the solutions to be somewhat dependant on what the circumstances are, i.e. what it is that you really need to succeed. In the above example, how would you even know that there is something to shoot at if you can't see anything and the thing is at long range? How far is long range for a rifle? 301 to 700 meters for a sniper in SR3... Let's say you heard the guy yell in the distance and have a general idea of his location because of it. A 78% chance of hitting the guy - if he doesn't know you're shooting at him, he can't dodge, right? - seems much too high. We need a mechanic that allows for slim chances of success out of sheer luck, as you said, and slightly better chances of success for people with higher skill, but we need to avoid the type of situation mentioned above. I'm not entirely sure what you mean by diminishing returns on skill though. I think there are circumstances where there is increasing returns, other with constant returns and yet others with diminishing returns. Hmmm... I don't know enough about the particulars of SR4 yet to see how it does on this point. |
acttualy,t hats not true, even in D20, you will ALWAYS have a 5% chance of failure, by rolling a natural 1
Not on skill checks. Natural 1's and 20's mean nothing special to skill checks, only on attack rolls and saves do they make a difference.
| QUOTE (El Ojitos) |
| I wonder why they ever put a modifyer for blind fire inro SR (3 as well as 4). As a GM I would only allow that shot if the attacker has a good chance of guessing where the opponent is because he saw him run behind a wall for cover or can hear him talking behind a door. |
hmmm, i thought otherwise for some reasoin, but dont have my books to check it, and since my d20-f is weak to begin with, i'll just say ou know better and accept it...
You already have diminishing returns on the Karma spent, after a point it donest help to be spending 30 karma for just a 1/3 of a hit on a particular test.
I haven't seen SR4 yet, so apologies if my suggestion is way out of line, but based on discussions, what about adding a mechanic which is basically effective maximum effect is modified by the total penalties?
So say for the absolute darkness of -8 perhaps it's a max cap of penalty/2 or -4 dice off of the max, minimum 1 die. This allows for anyone to have the pure luck chance of a single die, but not regularly making the shot.
Another option is to say that after a certain level of penalties, 1s explode down. Rather than just taking away the high die for each one, roll them again and if you roll a second 1, take away another die.
Just brainstorming.
With a sweep of his...
Hat
| QUOTE (phelious fogg) |
| You already have diminishing returns on the Karma spent, after a point it donest help to be spending 30 karma for just a 1/3 of a hit on a particular test. |
| QUOTE (El Ojitos) |
| In the SR4 forum a few people came up with the idea to develop open source rule mechanics for use with SR. I wonder if we could find agreement on what we would want from an ideal SR ruleset. So I've collected a few ideas. New rules should deliver dice mechanics that reflect - a well balanced influence of talent (attribute) and learning/training (skill) on the probability of sucess (unlike in SR4) |
| QUOTE |
| - diminishing returns for higher ability (unlike in SR4) |
| QUOTE |
| - possibility of sheer dumb luck successes |
| QUOTE |
| - higher ability must mean better chances in every situation (unlike in SR3) |
| QUOTE |
| - a possibility for char developement |
| QUOTE |
| - a realistic limit to char developement (unlike in SR3) |
| QUOTE |
| Further wishes: - same base mechanics schuld be applicable in pretty much all contexts and situations |
| QUOTE |
| - general SR feel should remain. i.e. rolling numerous d6s. |
| QUOTE |
| - roughly equal benefits achievable through magic or technological augmentation at roughly equal costs - at least in key areas like athletics, combat and initiative |
| QUOTE |
| - flexibility for use with different playing styles |
"Abstract thought" is not a defense for lack of evidence or reasoning. Perhaps if you presented your arguments rather than passing them off as too deep for us mere mortals to understand?
~J
| QUOTE (Kagetenshi) |
| "Abstract thought" is not a defense for lack of evidence or reasoning. Perhaps if you presented your arguments rather than passing them off as too deep for us mere mortals to understand? ~J |
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