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#701
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
I don't see your problem here. Edge is meant to simulate those lucky breaks. If anything, this is just removing the absurd ability to stack enough dice that the one in a million lucky shot is a certainty. So instead of the system being set up to provide the potential for lucky breaks, it makes lucky breaks impossible except when you decide you should get one. That's the problem. |
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#702
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 ![]() |
I have to say, just giving a look over and half making a test character(within the limits of what the preview rules allow), I like how the priorities feel.
Attributes actually give you a solid amount of points. A allows a 4 in everything for a human, and A SHOULD allow you a good spread, which is a vast improvement of the A in the RC Priority(4 4's and 3 3's, which is B in this, which I feel is appropriate.) Skills seem well-I'm curious to know what the second number is(in the old 4.5 priority system, that was how many skill groups you could have.) Nice amount of points for A and B, dwindling down a bit but it does the job. Curious to know how much Specializations cost or if they're going to be done SR3 style(where your Pistols 3 would become Pistols(Semi-Automatics) 2(4).) I like the race bit where you can pick your priority for them, at the cost of special attribute points. Don't care about them, can take it low and free up room for other stuff. Nice enough deal. Really like the special attributes. Mystic Adepts seem like they're really cool now and less spread super thin. The Karma bonus is cool, I'm guessing you'll be able to use it for any sort of finishing touches? That would be neat. Like the bonuses as well(free skills that go along is a nice deal.) REALLY like the list of different power levels in terms of resources and the like. I also like how the differences in power levels are shown with resources and contacts rather than raw attributes and skills. Anyone should be able to get themselves trained physically, mentally, or whatever skill-wise, but it's the resources and the people you know who have a difference with SOME, say, skill bonuses with the extra Karma if you can use it for them. (I'd have MAYBE put Availability at 16 for Prime runners instead of 15 which cuts out some gear I could see primes having, but we never played with the rule anyway so it doesn't affect us, per se.) Will of course have to see more, but from what I can tell I am digging how the stuff is set up so far in the preview. I admit that the metahuman special attribute bonuses seem to increase kind of strange and I'd maybe adjust that a bit, if I had some criticism about it. |
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#703
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
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#704
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 ![]() |
What? The circular arguments ad nauseam?
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#705
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
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#706
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
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#707
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
So you dislike the entire "add your edge dice" mechanic, then. (Or is choosing to spend edge on a roll somehow different than "you decide when you should get a lucky break"?) Nope, I dislike the whole "Limit your hits" mechanic, because I think it is stupid... I thought that was obvious. I don't generally consider my charcters to be "Lucky," and when a mechanic is forced upon me so that I have to "Be Lucky" then it annoys me, a lot. I would rather that the luck just flow from the dice roll, rather than being forced to spend a resource to make my hits actually mean something. |
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#708
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
Nope, I dislike the whole "Limit your hits" mechanic, because I think it is stupid... I thought that was obvious. You misunderstood my post, then. I get your position quite clearly. "[the system] makes lucky breaks impossible except when you decide you should get one" does not match that position, because Edge--as a mechanic--is inherently contrary to this statement. |
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#709
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,962 Joined: 27-February 13 Member No.: 76,875 ![]() |
I haven't had a chance to number-crunch the priority table, but the general gist is that an attribute factors into many skills, so improving the attribute is more cost-effective than raising all the associated skills. We know it's still attribute + Skill, so I'm not violating my NDA by saying that much. We also know that attributes are used to calculate Limits, so they're even more valuable than skills. The bottom line is that attributes are (supposedly) seriously undercosted, to use your term. Undercosted to the point where raising skills is a bad idea, raising attributes is much more cost efficient. Again, I haven't run the numbers for myself, so take this with a grain of salt. But as long as the base SR4.5 system is being used, attributes are far more valuable than skills. Adding even more benefit to attributes is taking things in the wrong direction. We also know that what is usually thought to be the "worst offender" (Agility) is not a factor in limits. What we don't know is what the Karma costs for skills looks like. And it is very clearly intentional that Attributes be more valuable than skills, so the line of argument would have to be somewhat more in depth than "attributes are worth more than skills" - especially since it's not a zero-sum situation. You forgot attribute only tests like judge intentions or composure. Something for which there is no skill analogue. Yet another strike against skills. So if they think 3 skills is worth 1 attribute... yes badly undercost. I think at last count there was something like ~9x the number of skills in game compared to 8 link attributes. A skill group with a mere fraction of the skills linked to that attribute costs the same as the attribute itself. Reframe this another way... why is there a limit of half BP to spend on attributes in SR4... (further broken by metas giving even more points for attributes above this limit). Yet there is no limit on points spent on skill. If the costs were in line there would be no need for a BP limit on attributes. As I said, I'll grant that they're undercosted. That is very different from too valuable. Further, I'll reiterate that what is relevant is the real value of an attribute, not the potential value of Attributes as compared to skills. If anyone's not sure what I mean, let's go through the Agility list. Archery - Ranged Combat Automatics - Ranged Combat Blades - Close Combat Clubs - Close Combat Escape Artist Exotic Melee Weapon - Close Combat Exotic Ranged Weapon - Ranged Combat Forgery Gunnery - Actually used through Matrix actions in nearly all cases, so it doesn't even count. Gymnastics Heavy Weapons - Ranged Combat Infiltration Locksmith Longarms - Ranged Combat Palming Pistols - Ranged Combat Throwing Weapons - Ranged Combat Unarmed Combat - Close Combat See all of those Ranged Combat skills? They count ONCE, because most characters won't have more than one of them in the first place, and even if they do it's still just one action. So that's 7, but it's not at all likely that a character is going to be making use of all that. The most agility focused character I can think of, the Infil/Sam is gonna be at about 6 (Close Combat, Ranged Combat, Gymnastics, Infiltration, Locksmith, and Palming), while even just a normal Sam might only have 3 or 4 (Close Combat, Ranged Combat, Gymnastics and perhaps Infiltration). A less Agility focused character might be using just Ranged Combat and MAYBE Infiltratoin. So the real value of Agility is about 2-5 Skills. Now because it's not zero sum, and because there needs to be space for the Agility focused character, the high-end value is completely out of the question. 3 times is actually a pretty decent evaluation. |
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#710
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Moving Target ![]() ![]() Group: Members Posts: 202 Joined: 24-May 13 From: UCAS Member No.: 103,046 ![]() |
I would have much rather seen a limit based on skill. For example, (3x skill + link attribute)/3. Skill would matter a lot more to the relevant test, while attributes continue to add a lot of dice to many different skills. Every skill die could potentially contribute a success while only 1 in 3 attribute dice could. Yes, me too. But this would definitely end up requiring a lot of paper work, especially for the GM. Something like Skill Rank + 2 would be much simpler. |
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#711
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,962 Joined: 27-February 13 Member No.: 76,875 ![]() |
Yes, me too. But this would definitely end up requiring a lot of paper work, especially for the GM. Something like Skill Rank + 2 would be much simpler. (1) Limits based on skill would, inevitably, get pretty horrifying on the paperwork side - especially when Limit modifiers come into effect. (2) Something like Skill Rank + 2 would deliver limits under what they seem to be after. Even if every involved Attribute is a 2, your Limit is 4. An average Ork is at Physical 7 (assuming rounding up) - based on SR4A's chargen skill limits, they couldn't get that for more than one skill out the gate using Skill + 2. |
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#712
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Moving Target ![]() ![]() Group: Members Posts: 202 Joined: 24-May 13 From: UCAS Member No.: 103,046 ![]() |
(1) Limits based on skill would, inevitably, get pretty horrifying on the paperwork side - especially when Limit modifiers come into effect. (2) Something like Skill Rank + 2 would deliver limits under what they seem to be after. Even if every involved Attribute is a 2, your Limit is 4. An average Ork is at Physical 7 (assuming rounding up) - based on SR4A's chargen skill limits, they couldn't get that for more than one skill out the gate using Skill + 2. My point is not based on the idea of providing a high limit. My iintent is to provide a limit based on skill level. I think limits based on Attribute is hokey. But that is, of course, my opinion. |
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#713
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
You misunderstood my post, then. I get your position quite clearly. "[the system] makes lucky breaks impossible except when you decide you should get one" does not match that position, because Edge--as a mechanic--is inherently contrary to this statement. It isn't, because Edge - as a mechanic - is the only way to bypass your limits. And thus it is the only way to apply your "Lucky Dice Roll" to have an actual effect, if the previews are to be believed. |
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#714
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Moving Target ![]() ![]() Group: Members Posts: 202 Joined: 24-May 13 From: UCAS Member No.: 103,046 ![]() |
It isn't, becasue Edge - as a mechanic - is the only way to bypass your limits. And thus it is the only way to apply your "Lucky Dice Roll" to have an actual effect, if the previews are to be believed. Of course it will still require edge, but perhaps you will be able to use that point of edge to negate the limit when you see you have managed to exceed your limit by a large number of hits. Still sucks though. |
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#715
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
See all of those Ranged Combat skills? They count ONCE, because most characters won't have more than one of them in the first place, and even if they do it's still just one action. So that's 7, but it's not at all likely that a character is going to be making use of all that. The most agility focused character I can think of, the Infil/Sam is gonna be at about 6 (Close Combat, Ranged Combat, Gymnastics, Infiltration, Locksmith, and Palming), while even just a normal Sam might only have 3 or 4 (Close Combat, Ranged Combat, Gymnastics and perhaps Infiltration). A less Agility focused character might be using just Ranged Combat and MAYBE Infiltratoin. So the real value of Agility is about 2-5 Skills. Now because it's not zero sum, and because there needs to be space for the Agility focused character, the high-end value is completely out of the question. 3 times is actually a pretty decent evaluation. Not really quite accurate... I have seen MANY characters with most of those skills on their sheet. Hell, I have a character (Non-Augmented Sam) that I play that has all but 2 of them (the Exotic Weapon Proficiencies - which are unique to each exotic weapon anyways) on the sheet. Utility of skills is dictated by the uses the character is put. I can honestly even say that the character has used each and every one of those skills (sans ExWpns) too, so saying that some of them are useless or not being made use of is somewhat disengenuous. *shrug* Even my Infiltration/Ninja Adept uses almost all of those skills. I find it hard to believe that taking the vast majority of those skills is unique to just me. |
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#716
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
It isn't, becasue Edge - as a mechanic - is the only way to bypass your limits. And thus it is the only way to apply your "Lucky Dice Roll" to have an actual effect, if the previews are to be believed. So choosing to roll more dice is not "getting lucky when the player chooses"? |
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#717
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Of course it will still require edge, but perhaps you will be able to use that point of edge to negate the limit when you see you have managed to exceed your limit by a large number of hits. Still sucks though. And my point is that it shouldn't require that resource expenditure. *shrug* As others have stated, it just makes Edge that much more powerful, for no real reason. |
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#718
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 ![]() |
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#719
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,962 Joined: 27-February 13 Member No.: 76,875 ![]() |
It isn't, becasue Edge - as a mechanic - is the only way to bypass your limits. And thus it is the only way to apply your "Lucky Dice Roll" to have an actual effect, if the previews are to be believed. Well, one easy houserule option that's available is to go back to the old rules for combat pool and such - if you're not worried about dice pool inflation, you could simply change Limits to Pools. Stealth: Edge is a luck mechanic, pure and simple. What is the Edge reroll mechanic if not deciding to get lucky? |
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#720
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
So choosing to roll more dice is not "getting lucky when the player chooses"? You should not have to expend a resource to get lucky... that is stupid and ham-handed. In SR4A, you can Choose to TRY and get lucky, or just accept what luck you had at the whim of the dice, and I am okay with that. However, forcing someone to expend a resource to GET lucky (especially when they have ALREADY gotten lucky by obtaining a large number of hits from their DP roll) is a poor design choice. It Punishes you, rather than rewarding you. |
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#721
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
I think I would've rather seen attributes count half toward their skills, skills going from 0-12, and most modifiers pushing around the threshold instead of modifying the dice pool.
So an Agility 4, Pistols 6 character with a smartlink shooting an aimed shot at a target in cover at long range might face this: Agility/2 + Pistols = 8 dice to roll Long Range (2) + Cover (1) - Smartlink (1) - Aiming (1) = +1 8 dice vs target threshold 2 Say he gets 3 hits. One hit goes in the trash to cover the threshold modifier. The target now rolls his Reaction to try and dodge the 2 hits. The target doesn't need dice pool modifiers for cover since they're already factored into the shot (making that brand of cover worth about 3-4 dice on average), already leaving him with fewer hits to overcome. That's streamlined. There are only two sets of numbers to keep track of -- dice pool and threshold modifiers. Threshold modifiers are easy to apply on the fly, because they generally only come in three flavors: +1 or -1: bad or good +2 or -2: really bad or really good +3 or -3: insane Dice pools don't skyrocket (Body 15 troll with 10 skill = 17 or 18 dice depending on how you round), skill dice are more important than attribute dice (keeping attribute-heavy metas from completely dominating), and look, no limits (not needed with lower dice pools and variable thresholds). I'll mention again that I love tinkering with game mechanics. |
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#722
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Moving Target ![]() ![]() Group: Members Posts: 202 Joined: 24-May 13 From: UCAS Member No.: 103,046 ![]() |
And my point is that it shouldn't require that resource expenditure. *shrug* I wasn't disagreeing with you. As others have stated, it just makes Edge that much more powerful, for no real reason. Edge being more powerful because of this is an illusion. Everything else is being downplayed, so Edge only appears that way. An ork doesn't look like a giant next to a shadowrun elf, but when you change those elves to ones belonging to Santa, he looks like a giant. (IMG:style_emoticons/default/smile.gif) |
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#723
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Moving Target ![]() ![]() Group: Members Posts: 202 Joined: 24-May 13 From: UCAS Member No.: 103,046 ![]() |
what does NDA stand for?
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#724
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Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
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#725
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
You should not have to expend a resource to get lucky... that is stupid and ham-handed. So Edge in SR4, which is a stat that is the Luck Stat, and is a resource that can be spent to be lucky, is....fine....? Your argument makes no sense when compared to the existing rules which you have no problems with. |
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