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#376
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
We already touched on that elsewhere. However, I wanted to point out that the only sourcebook we currently have available is the core, basic book. The power spectrum is, right now, the smallest it will ever be in this edition because we presently have zero expansion material available. At present the Ghosts in the back of the core book are probably just "run of the mill" operatives, put to text to give us something to chew on for the time being. You can bet that the "badassest" Ghost is going to be completely tricked out with extra crunchy goodness once it becomes published material. |
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#377
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
we indeed touched on it; i remain unconvinced that SR4 characters are more street than SR3 characters. future expansions will most certainly widen the gap. but because of the caps inherent in SR4, that gap simply can't be widened by very much.
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#378
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
To be clear, MFB: Your inflexible position is that standard SR4 characters do not generally start out any less potent than standard SR3 starting characters?
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#379
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
sorta. it's like this: in SR3, the unaugmented attribute cap for humans was 9, with a realistic augmented max of about, what, 16 or so? that means that a guy with 3 Str, say, has achieved 33% of his possible unaugmented Str and about 19% of his possible augmented Str (these are loose figures, but they're close enough for my purposes). in SR4, the unaugmented attribute cap for humans is 6, and the augmented cap is 9. that means that a guy with 3 Str has achieved 50% of his possible unaugmented Str and 33% of his possible augmented Str. 3 is a lot closer to his utmost potential in SR4 than it is in SR3, which means that characters who have reached their fullest potential are a lot closer to 'street-level' characters than they were in SR3.
the same thing goes for skills, and can even be somewhat applied to device ratings. it's not a question of how potent characters are, really, if you're talking about things like comparing the relative difficulty of similar tasks for SR3 characters vs SR4 characters. it's about looking at the scale of characters that are possible, and plotting where on that scale each system puts starting-level characters. SR3 characters were near the bottom of the heap--just look at a starting SR3 character compared to, say, Elissa Carey's Ghosts in Corporate Punishment. then compare a starting SR4 character to the Ghosts in SR4. SR4 starting characters are a hell of a lot closer to the possible top end than SR3 characters are, and that is my complaint. |
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#380
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
Okay. From your specific complaints, it's been hard to tell if you've been trying to say that the new ceiling is too low or the new floor is too high. All you really care about is the actual headroom.
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#381
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
indeed. i view this basic issue as being a symptom of an even more basic issue, which is the system itself. if you lower the floor, making starting characters less competent, you start running into the problem of characters being completely incompetent, unable to perform in the face of even minor adversities without resorting to Edge. if you raise the ceiling, you run into the opposite problem, where top-end characters are completely infallible even in the face of what reasonably ought to be utterly impossible odds.
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#382
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
What about the fact that the opposition operates within the same scale?
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#383
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
that's part of my argument. basically, NPCs that are supposed to be high-end badasses aren't far enough ahead of the street-level characters--and they can't ever get any better (not by much, anyway) because of the caps. moreover, even if they did get better--by removing the caps--the system would completely fall apart. high-end characters would be able to perform completely impossible feats without even spending any Edge.
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#384
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
So you're saying both the headroom is too small and the ceiling is too low.
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#385
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
yes. and i'm saying that you can't raise the ceiling without introducing serious structural problems.
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#386
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Moving Target ![]() ![]() Group: Members Posts: 475 Joined: 13-March 06 From: dusty Mexican borderlands Member No.: 8,372 ![]() |
If you're just looking at base numbers, you're missing a lot of the point, in my estimation. Street-level isn't just stats. You're a street-level runner because you have street-level contacts, street-level gear, street-level support. Not because you can't bench-press as much. Any jackhole prison inmate who lifts rusting, awkward weights in the yard every day can achieve a 6 in STR. Does that mean you should get a higher stat because you're using a gym full of digitally augmented equipment, instead? Of course not. You'll probably get there faster and with less sodomy, though.
The primary difference between an experienced, professional shadowrunner team and an experienced, professional government spec-ops team lies in resources and support, as far as effectiveness is concerned. If you runners are calling up Joe the fixer who deals out of alleys and are getting military 'ware and equipment and highly skilled subcontractors, the GM is fucking up. Until they reach the upper eschelons of the shadow support structure (and maybe not even then), they should be receiving middle of the road gear (at best) that fell off the back of a truck somewhere. Meanwhile, the spec-ops team is being issued equipment that's SOTA and beyond, cutting edge technology designed exclusively toward making them even better at their given tasks. A spec-ops team can call in reinforcements, satellite imagery, even a goddamned airstrike when authorized, but what can shadowrunners call? Hoss's Heroes, the local go-gang? A bartender? When it comes to basic skill and abilities, I see no reason for there to be any demarcation between the two. A dedicated, talented street samurai can sneak up on your ass and cut your throat in an alley just as well as a special operative can in the jungle. If they couldn't, corporations would never hire those resources. Instead, they'd operate secret training facilities and maintain their own groups of special operations teams with total deniability. Indeed, what separates an experienced, professional shadowrunner (NOT just out of chargen) from those other teams is the ability to operate entirely without a dedicated, efficient support structure. Instead, their support structure is a rag-tag economy of cut-throat black marketeers, gangs and racketeers, most of whom themselves have no efficient, dedicated support structures, and most of whom would betray you for a percentage of the pay you expect to earn on your current run. That's street-level. It has nothing to do with numbers. It has to do with people. I know it's hard, I know it's scary, but I want you to look past the character sheet, and whole fucking world of interconnected individuals, all trying to hustle their own fortune from other people trying to do the same. On the other side of the tracks, you have the gleaming towers, the hive-like efficiency, and the huge power wielded by those with wealth and connections. That's the difference. |
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#387
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
I submit, then, that your actual objection can be simplified by the statement of "the ceiling is too low." If the ceiling were higher then that would obviously create the headroom you want.
How, within that viewpoint, do you reconcile the existence of "twinked out" characters? The forums have demonstrated multiple times that such-and-such of a build can throw 20-30 dice on a particular task. This ceiling is not high enough for you? |
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#388
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
This is me, tapping the tip of my nose while emphatically pointing at Geekkake. |
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#389
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
except that our current discussion is about the numbers. yes, in general gaming, numbers are only part of the story. but as far as this discussion is concerned, numbers are the beginning and the end of the story. sure, you and i can make and roleplay 'street' characters regardless of system. the question is whether or not the system (including our stats) backs that up; i'm saying that the SR4 system doesn't. whether or not that's important is up to the individual gaming group; but it's important to me, and it's what we're discussing.
those characters break the ceiling, and are why my argument can't really be simplified into "the ceilings are too low". characters who can regularly throw 30 dice at a given task, in SR4, are a headache for everyone involved, because it is literally impossible to stack on enough modifiers to throw into doubt the outcome of any roll within their specialty. once you raise the ceiling high enough, NPCs who max out are impossible to defeat, and PCs who max out are impossible to challenge. if i had to sum up my complaints about SR4, it would be that the range is too narrow. the lows are too high, the highs are too low, and there's not enough room in between them. |
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#390
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
I think you'd feel a lot better if you didn't think of high-dice characters as "breaking" the ceiling so much as defining it.
Seriously: You say that the ceiling is too low, but then in the same post you talk about people within the current system who supposedly can't be challenged because they're just too good. I dunno, man, I give up. It's not your objections that I take exception to -- it's their mutability. |
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#391
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
that's because you're trying to simplify what i'm saying into a single statement, when i'm actually making two (or more) seperate but interrelated points. point one: the difference between the average starting character and the average top-end character is too small. point two: the ceiling for top-end characters can't be raised by very much without breaking the game. these objections to SR4 are seperate, but they are related to each other on several points.
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#392
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
It has to do with the system breaking points. All games break down past certain levels. In SR4's case, that breakdown can occur right out of chargen. You can play a "lower power" game if you like, but as mfb pointed out, then you start running into the problem of incompetent characters. The middle ground, between too powerful and not powerful enough, is very thin in SR$-- if it even exists at all.
There's a very good reason for the demarcation. In the Shadowrun world, there's supposed to be a very clear hierarchy of power in the shadows-- gangsters and thugs on the bottom rungs, experienced shadow teams somewhere in the middle, and the super-elite at the top. If the stats for the gang-bangers are too close to the stats for the super-elite, then we run across a serious suspension-of-disbelief issue: why would anyone hire the expensive super-elite, when they can do almost as well with a bunch of cheap thugs? And the people in the middle-- what player characters are supposed to be-- are totally left out in the cold.
The system doesn't have to enforce a character build. It just has to *encourage* one. I'm sure I could create a totally useless SR4 character within the rules. People can always choose to play less optimized characters in a game. However, that doesn't change the fact that unless a system has a set of *working* checks and balances, those who play the balanced builds will get screwed over by the min/maxers. Ideally, you do this by making the balanced build the "optimal" one. SR4 fails miserably at this; there's enough sample characters on this forum to prove that.
I can see "less effective", but... "Less efficient"? Due to the progressive karma costs, Mr. Lucky can increase his skills to match the generalists more quickly than the generalists can improve. What's more, assuming that they're developing in the same way, sooner or later everyone's going to cap out anyway. At any event, Mr. Lucky has no relative weaknesses, as you yourself has stated. He's not quite as good in every area, but he's not so far behind as to be completely terrible, nor will he have to rely on Edge for every single die roll. He can more than keep up in areas where he's not specialized, and can overpower others in his specialty. Furthermore, you've made it clear that you're running an investigation-and-infiltration game. So, someone who munched out a face/ninja would become the overpowering character in your game. Mr. Lucky would overpower a "standard" game, but he'd be next to useless in a magic-heavy game, or a military campaign. "Efficient" depends on the type of campaign you're running; but the point is that you can still horribly min/max out a character, and have no relative weaknesses. |
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#393
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
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#394
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
heh. i've never claimed to be in the majority. just in the right!
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#395
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Technomancer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 ![]() |
Nice. I like that line :D |
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#396
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 ![]() |
SR4 seems to be written in such a way that the gamers and GMs are given credit for being able to reign in their "oh my god huge handful of dice" instincts. Instead of SR3's attribute 6 supposedly representing "Superhuman" (or whatever the description was), but humans actually being able to go all the way up to 9 without a stupid amount of effort, those definitions actually have some real meaning to them. 6 *is* as far as most humans can get without being extraordinary or augmented.
If the people you play with aren't understanding and respecting what these values represent, then they're stepping outside of what the system is intended to do. I don't feel that the system is inherently "flawed" because it lets you create godlike builds... I've never seen a system that you couldn't do that in. It's just placing more of the responsibility for being reasonable and attempting to reflect a character with statistics (rather than building a die pool with a name) on the heads of the GMs and the players. If you feel that a system should have built-in protections against god-build shenanigans, SR4 is really not going to be very good about that. It is, however, quite flexible in letting people create reasonably diverse "normal" builds that are playable and enjoyable. |
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#397
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
Yeah, cute. :) |
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#398
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
Exactly. Even the new edition of D&D, in all its intention to create a simple and easily-balanced "challenge rating" system of checks and balances, is horribly, horribly broken. I'm not even talking about brokenness due to all of the expansion books out there; I mean just within the core Player's Handbook you can put together a variety of gamebreaking characters. Does that mean we're not supposed to play in those systems just because they're not perfectly weighted? We're supposed to just bide our time until the Perfect System is developed? Of course not. Sanity is ultimately the responsibility of the gaming group. The nicer systems out there need less watchdogging from the players, but there isn't a roleplaying game on earth that's 100% bulletproof. Expecting anything like that is unrealistic, or at the very least sophmoric. Like I always say, picking a game is like picking a significant other: You stick with the one that has merits you can appreciate and flaws that you can tolerate. If you can't do both, then move on. ~~~~~ Shadowrun, moreso than most games, is for mature players. I'm not just talking about people old enough to psychologically deal with playing a paid assassin; I'm talking about players who understand that there is a line between "optimal" and "munchkin," and that line's exact position is consensually determined by each individual group. Going back to the D&D analogy, it's pretty dang unlikely that your L30 archmage is going to get one-shotted by a kobold with a pointed stick. However, in Shadowrun, your immortal elf mage still has to worry about getting head-shotted by a ganger with a holdout pistol. Is that demonstrating game balance? Not in the "my level is higher than your level" sense. But it is demonstrating more gritty realism. That's a merit I can appreciate. ~~~~~ Oh, and making high-powered characters straight out of chargen has been possible since SR1. No one should really be all that surprised that it's still possible three editions later. |
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#399
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,590 Joined: 11-September 04 Member No.: 6,650 ![]() |
remember kiddies power gamer != munchkin
the defining trait of a munchkin is the disregard for anybody else's fun and desire to wreck the game's base premises |
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#400
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
Savage Worlds. You can download the Test Drive rules, and see for yourself. You can get an awfully powerful character out of the gate, but you're going to have to make some serious tradeoffs, and "godlike" isn't going to happen. In fact, Savage Worlds tends towards the other problem mfb was talking about-- starting characters tend to be somewhat underpowered. At any event, the problem is that what the system is intended to do, and what it actually encourages, are supposed to go hand-in-hand. We're seeing a serious disconnect here. Tossing something out with a ton of holes, and saying "pretty please, don't abuse them" isn't good game development. It'd be like Microsoft putting out a new OS with massive vulnerabilities, and saying: "Okay, people, please don't write new viruses." When I buy a game, I expect it to work; I don't expect it to work after reading it over twenty times and coming up with six thousand house rules. And while a GM can always ask his players to keep it sane, after a certain point, it turns into him dictating exactly what their characters can and cannot have. Players start losing their creative input into their own characters, because they have to have so many extra limitations to keep the game from breaking.
There are many systems that do all of that. You can create diverse "normal" builds, and expect to be competitive overall against the hyperspecialists and min/maxers. As you said, SR4 is really *not* good about that at all. That is a major flaw, and needs to be addressed. And as far as "enjoyable" goes... in my experience, one of the most enjoyable parts of a game is where your character gets a chance to shine. For sams, it's combat; for deckers, it's the matrix, etc, etc. For a generalist character, it's having the right skill at the right moment. However, if your diversity isn't any greater than anyone else's, your character will never get into the limelight, being constantly shoved to the side by other characters who have hyper-advantages. The "playability" of a character depends entirely on the GM and the campaign he's running; but if everyone can do everything you can, and almost as well as you can, you're not going to get a lot of time to shine. |
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Lo-Fi Version | Time is now: 6th September 2025 - 11:49 AM |
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