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#1
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
This is an idea which popped into my head in another thread but mathematically it seems to work out quite neatly.
One of the problems in game for humans is metas always have larger dice pools (attribute + skill). This is largely because the 'bundled' attribute costs of metas is lower and that's without even considering their higher attribute caps which come with them. Generally I don't feel +1 edge makes up for it. The idea is rather simple... Reduce skill costs by 25% for humans. This means more and more varied skills at chargen. And lower advancement costs to the caps. If you then proceed to remove the rank6 skill cap. It has the added benefit of giving mundanes unlimited advancement in the same way that magical/technos do and giving humans a slight edge there. (the positive quality which allows a rank7 skill could easily be reworked as pig a 'tag' skill then that one gets an equivalent cost reduction). Generally the problem w/ street sams and hackers is they run out of things to spend karma on and eventually run out of essence... this addresses that problem. Thoughts? Problems? |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 102 Joined: 26-April 11 Member No.: 28,868 ![]() |
Seems a bit extreme to apply it to all skills. I don't have the time atm to work out the exact math but my gut instinct is that the bonus that would give would vastly outweigh any dicepool advantage from metatype for a high skill character. Maybe better to apply it to a smaller subset like a particular skill group or something.
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#3
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Moving Target ![]() ![]() Group: Members Posts: 187 Joined: 3-May 11 Member No.: 29,372 ![]() |
The first idea is feasible. 3 bp for a skill, 8 bp for a group. If using karma, the savings could get egregious, so maybe limit it to char-gen.
But I disagree with ditching skill caps. For one, it removes a bit of realism within Shadowrun that I find to be attractive of the system. There is a limit to what is possible. I don't really think that non magic characters realistically run out of things to buy with karma or upgrades. Really, at what point can a character afford delta grade move by wire system rating 3? |
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#4
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Moving Target ![]() ![]() Group: Members Posts: 189 Joined: 21-February 11 Member No.: 22,370 ![]() |
I could see something like a small skill discount at chargen. If you wanted to be crazy about it, you could have the player pick a single skill to get a discounted/free aptitude in (personally I think that just reeks of D&D's human favoritism, but YMMV).
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#5
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
Remember in prior editions skills weren't capped. There were differing costs... it was less expensive to raise a skill up to the level of an attribute and more expensive after that. It was also far less common to raise attributes over paying karma for skills.
I really like the SR4 system more than the earlier ones. But one thing I don't like is that normally the skill portion of the dice pool is the smallest. Things I've considered but not played with are a finer grade skill system... (say 12 ranks... but at the same cost as knowledge skills are now). As far as the suggestion for chargen only. I disagree... An elf can easily get 12 dice in agility (muscle toner 4, genetic optimization agility... 8 (12). The elf always retains an agility advantage... and the attribute is half the dicepool. There is nothing a human can ever do to overcome this advantage. I disagree on not affecting karma later. The net effect of not lifting caps is just that it costs humans less to max out. (I also don't like the chart w/ newbie... professional... exceptional... as the bigger question is the dicepool at the end and the threshholds that pool needs to meet). Once maxed out on skill... there's little to spend karma on except other skills and attributes becoming more of a jack of all trades. Removing the caps is mostly a musing addressing a concern that mundanes have limited advancement while magical/techno's have unlimited while harkening back to prior editions where the skill level tended to be more important. Favoritism isn't my goal at all. Karmagen and it's egregious implementation only gave metas an even bigger mechanical advantage. BP greatly favours metas as well. If metas have an advantage in attributes... why not try giving humans an edge in skill advancement. In terms of setting, but not necessarily mechanics, metas are more likely to be awakened than humans are as well... so one has natural ability, the other has an edge in learning skills is the idea. |
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#6
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Moving Target ![]() ![]() Group: Members Posts: 187 Joined: 3-May 11 Member No.: 29,372 ![]() |
If you want to make skills more important, then use the optional rule to limit a player's dicepool by twice the skill+ attribute.
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#7
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Moving Target ![]() ![]() Group: Members Posts: 102 Joined: 26-April 11 Member No.: 28,868 ![]() |
If you want to make skills more important, then use the optional rule to limit a player's dicepool by twice the skill+ attribute. I don't think that actually fixes anything as the major problem lies with attribute differences EDIT: Wait is that 2xSkill + Attr or 2x (Skill +Attr) |
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#8
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 ![]() |
2(skill)+Att. Which still doesn't fix much.
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#9
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Moving Target ![]() ![]() Group: Members Posts: 347 Joined: 28-June 10 Member No.: 18,765 ![]() |
One way of looking at it is, humans may be weaker but we all start the game with a character who has progressed to a certain level of excellence (400bp or so) regardless of how much that power in a character is from natural aptitude, skills, or equipment.
It does seem like non surge humans do have a disadvantage. Rather than making every other meta-type rebalanced, you could add a few other small advantages to humans. -You could say humans can spend up to 60 points on equipment. -Or maybe 40 points in qualities at the start. -Or exceptional attribute is 15 for humans instead of 20. Being less extraordinary at the start, exceptional attribute is not as difficult to get. -Or maybe humans can put more points into attributes at the start. Being that a few less attributes get spent on meta-type it would not imbalance the character if they could spend a few more points in areas where you are limited, while giving humans a small advantage at the start to balance things out. I like the small perk humans have, edge. You could slightly enhance that. Say human edge refreshes slightly faster. But that is hard to quantify, as it is up to the GM. The other advantage humans have is that metahumans get discriminated against in a mostly human world, but that is up to the GM to make an issue and I think a lot of GMs don't bring that up to much because it is not that fun. Being hassled all the time because you are and ork or troll. |
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#10
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Moving Target ![]() ![]() Group: Members Posts: 187 Joined: 3-May 11 Member No.: 29,372 ![]() |
In reference to Half-life's comment:
QUOTE (SR4A pg61) Optionally, gamemasters may choose to cap dice pools (including modifiers) at 20 dice, or at twice the sum of the character’s natural Attribute + Skill ratings, whichever is higher. QUOTE (SR4A pg 75) The total hits scored on any test are limited to no more than the character’s skill rating x 2. This increases the relevance of skills over attributes, but it also means that low-skilled characters will have a more challenging time. Defaulting tests would be limited to 1 hit. Edge, however, would allow you to bypass these limits. Alternatively, you could humans a negative bp cost. |
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#11
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
I don't like the way this feels like AD&D: max levels based on race, XP multipliers by class/race…
You could just give the humans a second free Edge (problematic), or increase everyone's metatype costs by 5, etc. I like the 'human race costs -BP' idea, too. (IMG:style_emoticons/default/smile.gif) These are all, of course, *if* you think they need changes. |
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#12
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Moving Target ![]() ![]() Group: Members Posts: 584 Joined: 15-April 06 From: Pittsburgh Member No.: 8,466 ![]() |
Humans start off with more points to spend on everything since they don't have to drop significant BP to choose a race. They are the dominant race socially, and are the societal norm. The troll can't even fit into older buildings much less find a chair to sit down on comfortably, the elf has stalkers and slavers after him, orcs get turned away from the finest establishments, and well dwarves have to deal with being little people in a big world. Humans don't have to deal with any of that, it is a human dominated world.
I don't understand the desire to balance out the races via skills. Humans have no weak spots, the only other metahuman race which can claim that are elves and well you spend BP through the nose to be one, BP you don't get to spend on not having a weak spot. Humans are generalists they do everything well, don't expect them to be better at what individual metahuman races do better. Lastly mundanes are not supposed to equal adepts after a point otherwise Johnny Rocket puts a bullet in Lofwyr's eye. From a setting perspective it is pretty clear that eventually mundanes are going to be left in the dust unless they figure out how to blend tech and magic, and then it will still come down to karma sink versus nuyen sink. |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 102 Joined: 26-April 11 Member No.: 28,868 ![]() |
the only other metahuman race which can claim that are elves and well you spend BP through the nose to be one The elven BP cost is the same as if you bought the natural stat increases and you gain the advantage of higher caps as an added bonus, plus you get Low-Light. And it really doesn't make a fun game to say "well if you aren't magical you are just going to get left behind sorry." Honestly, that isn't as much of an issue if the GM/Players just retire their characters at meaningful power levels but I understand that doesn't always happen. |
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#14
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 ![]() |
2(skill)+Att. Which still doesn't fix much. I'll try to convice my group to cap dice at Skill x4 (defaulting counts as skill 1). Think about that. Fixes a lot, because Humans will have more BP for skills, while Metahumans' high attributes don't come into effect. |
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#15
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Moving Target ![]() ![]() Group: Members Posts: 187 Joined: 3-May 11 Member No.: 29,372 ![]() |
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#16
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Moving Target ![]() ![]() Group: Members Posts: 102 Joined: 26-April 11 Member No.: 28,868 ![]() |
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#17
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Moving Target ![]() ![]() Group: Members Posts: 187 Joined: 3-May 11 Member No.: 29,372 ![]() |
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#18
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Moving Target ![]() ![]() Group: Members Posts: 584 Joined: 15-April 06 From: Pittsburgh Member No.: 8,466 ![]() |
And every RPG worth its salt should try to avoid that Sure except when it is integral to the setting, which in the case of Shadowrun it is. In fact in general when you put magic in a system it is generally there to make the impossible possible. In Shadowrun we have two things which allow that, Cyber/Bio, and Magic. Cyber/Bio costs money, Magic costs karma, one is a technological solution, the other is integral to metahuman life. If you want to explore providing a higher ceiling for mundanes the place to look at is Cyber and Bio. |
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#19
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Moving Target ![]() ![]() Group: Members Posts: 102 Joined: 26-April 11 Member No.: 28,868 ![]() |
I understand that mundanes advance through ware primarily, but mages do too. The best way to build a mage is milk that little bit of essence that you can burn for the largest bio/cyber advantage possible. That still doesn't address the fact that mages can scale forever but mundanes inevitably cap an attribute and a skill. Magic doesn't cap, initiation goes on forever...
Personally, I think that shadowrun does a fairly good job of balancing mundane with magic for levels of karma that are fairly low and with players who are not intentionally trying to break the system YMMV as always. |
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#20
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 28-February 08 Member No.: 15,719 ![]() |
...players who are not intentionally trying to break the system... Wait, there's players like that?! Holy crap I think I have a group of power-gamers! (IMG:style_emoticons/default/nyahnyah.gif) |
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#21
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Moving Target ![]() ![]() Group: Members Posts: 102 Joined: 26-April 11 Member No.: 28,868 ![]() |
I like to think there are more people than just me who draw a line between a character that is "good" and a character that has taken optimization to a level where "good" has curled up in a corner with a bottle of jack because it just can't compete. |
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#22
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Moving Target ![]() ![]() Group: Members Posts: 189 Joined: 21-February 11 Member No.: 22,370 ![]() |
I like to think there are more people than just me who draw a line between a character that is "good" and a character that has taken optimization to a level where "good" has curled up in a corner with a bottle of jack because it just can't compete. We're a special kind of awful, aren't we? (IMG:style_emoticons/default/spin.gif) |
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#23
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
But I disagree with ditching skill caps. For one, it removes a bit of realism within Shadowrun that I find to be attractive of the system. Personally I wish that the caps were at 12, rather than at 6. It does a few things: 1) Spreads out the skill curve some (people with rating 10 in a skill aare good at what they do) 2) Fixes the "natural talent" (high attribute/low skill) vs. "highly skilled" (low attribute) problem. Natural talent can still succeed, but the trained professional will always do better 3) Fixes the "but I bought a 6 at chargen" advancement issue. |
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#24
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Yes, but DP inflation, which affects glitches, modifiers, everything else. It's not impossible, but it's an overhaul. :/
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#25
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
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