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> DICE POOLS, only in Combat?
Luca
post Feb 1 2005, 11:14 PM
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i'm a bit new of this game and so probably I'm asking something obvious.
Can dice pools only be used in combats?
I think that they must be used in combat, one of my players is not so sure about that.
If a rigger is trying to drive a rotorwing is a storm (but not in combat) is it allowed to use control pool or he must only rely on Karma pool?
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mfb
post Feb 1 2005, 11:17 PM
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control pool can be used anytime you're controlling a rigged vehicle.
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James McMurray
post Feb 1 2005, 11:18 PM
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You can use any of your pools outside of combat, even the combat pool. For example, if you are in target practice or a competition, you can use combat pool to add to your shot.

If you couldn't, then you would be better at shooting targets while in a firefight than when out of one. :)

"Dammit! I just can't seem to hit the target today. Joe, can I get you to fire off a few rounds at me?"
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Aes
post Feb 1 2005, 11:35 PM
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IIRC, Combat pool can be used for combat maneuvers (IE: stuff that involves weapon), control pool for anything that relates to vehicles (while jacked in and rigging), hacking pool to anything related to decking (while running hot ASIST), spell pool to all magicky stuff and task pool to all kinds of nice stuff (B/R etc).
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Crimson Jack
post Feb 2 2005, 01:46 AM
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QUOTE
Players may allocate dice from the Combat Pool to any offensive or defensive combat-related tests, such as Pistols, Bows, Throwing Weapons, Clubs, Unarmed Combat or any similar offensive Combat Skill Tests.  They may also use dice from the Combat Pool to dodge and help resist damage from normal attacks.


By the letter of the law, your Combat Pool can be used outside of combat.
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Cynic project
post Feb 2 2005, 01:52 AM
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QUOTE (Crimson Jack)
QUOTE
Players may allocate dice from the Combat Pool to any offensive or defensive combat-related tests, such as Pistols, Bows, Throwing Weapons, Clubs, Unarmed Combat or any similar offensive Combat Skill Tests.  They may also use dice from the Combat Pool to dodge and help resist damage from normal attacks.


By the letter of the law, your Combat Pool can be used outside of combat.

Combat pool is just a name. It could be called action pool and do the same thing. Besides any skill that you could use it,are used mainly in combat. Yes, you can use those dice to shot a target, at a shooting range. But if you some how couldn't do,then could use combat pool to shot someone with a sniper rifle?
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Crimson Jack
post Feb 2 2005, 01:55 AM
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Right. That was my point. What do mean by your last question CP?
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Sandoval Smith
post Feb 2 2005, 02:00 AM
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He meant what would the logic be in not being able to use combat pool to shoot at a picture of a man, but if you shift a little to the left, to the guy sitting next to the picture, you suddenly have all of these extra dice.
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Crimson Jack
post Feb 2 2005, 02:05 AM
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Ah, okay. I wasn't sure if that was a rhetorical question or something he was posing in retort. That makes sense and I agree. :P
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Luca
post Feb 2 2005, 08:09 AM
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It does not make sense to me to use too often the dice pools outside combat. The problem is that one do not know how to manage the regeneration of dices.
A rigger have to do a drive test outside combat: he is driving a car on an old road which runs too near to a cliff during a storm. HE is in a stress situation, therefore he uses the control pool for the test and he is successful. 4 seconds after the first test a tree fall in the middle of the road and the rigger want to brake and(again) not fall out of the cliff. He can use still the control pool, but how much the pool is regenerated? OK, the tree fell 4 seconds after the first test, so because a combat turn is 3 seconds, one must suggest that the pool is regenerated.....but what happens if the tree fell 2 seconds after the first test?
I know the example is absurd and the Master can make his life easy simply by putting the tree to fall after 3 seconds....but what exactly happens in situation like these?
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Crimson Jack
post Feb 2 2005, 08:14 AM
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QUOTE (Luca)
The problem is that one do not know how to manage the regeneration of dices.

Have the pool refresh after the taxing scene. Once the stress is gone... POOF... dice pool regenerates. Just a thought.
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tisoz
post Feb 2 2005, 09:16 AM
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QUOTE (Luca)
It does not make sense to me to use too often the dice pools outside combat. The problem is that one do not know how to manage the regeneration of dices.
A rigger have to do a drive test outside combat: he is driving a car on an old road which runs too near to a cliff during a storm. HE is in a stress situation, therefore he uses the control pool for the test and he is successful. 4 seconds after the first test a tree fall in the middle of the road and the rigger want to brake and(again) not fall out of the cliff. He can use still the control pool, but how much the pool is regenerated? OK, the tree fell 4 seconds after the first test, so because a combat turn is 3 seconds, one must suggest that the pool is regenerated.....but what happens if the tree fell 2 seconds after the first test?
I know the example is absurd and the Master can make his life easy simply by putting the tree to fall after 3 seconds....but what exactly happens in situation like these?

I'd call it combat, man vs nature.
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mintcar
post Feb 2 2005, 10:17 AM
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The rules for dice pools only make sense if they are only used in situations where thereīs some kind of opposition. I donīt think characters are ment to be twice as good at stuff they use pools for. I see pools as a means of puting some stratagy into certain important situations. When you are in a combat situation, having your combat pool handy doesnīt automaticly improve your chanses because your opponent also has one to counter with. Dice pools can only be a manageble game mechanic if you only use them in antagonistic situations, or complex procedures like rital sorcery. I would never allow any dice from any pool eccept task pool to be used in a single skill test out of combat. Yes it seems unfair, but the game doesnīt make any sense if this is handled differently. Why would a character with no combat training be able to double her chances when shooting a target, while being stuck with her basic skill when doing the thing sheīs really good at, what ever it is? I think this is the big dilemma.

My solution is to keep a strict difference between situations where pools are used and situations where its not used. When a pool is used, there should be an opposing force also using the same pool (unless the opposing force is unable to use said pool, in wich case there is an appropriate advantage). There are a few exceptions to this: One is when thereīs a complex procedure going on, like some cases of ritual sorcery or enchanting. There is no opposing force, but the reason for using dice pools is the same; to put some strategy into the procedure in this case. The purpose is NOT to make you better at preforming the procedure than you would be in a single skill test. And these situations are resolved in a manner that compensates the extra dice with several, additional, difficult tests so that isnīt even the case. The other exception is task pool, wich I think is a bit confusing. Itīs not really like the other pools, because itīs really just a bonus gained from certain cyberware.

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Austere Emancipa...
post Feb 2 2005, 10:48 AM
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QUOTE (mintcar)
Why would a character with no combat training be able to double her chances when shooting a target, while being stuck with her basic skill when doing the thing sheīs really good at, what ever it is? I think this is the big dilemma.

There's only a dilemma there if you assume that a "success" in a "test" is a concrete thing and always describes the ability of the character acting instead of the nature of what is happening, and that successes in different kinds of tests are always equal in value and mean the exact same thing.

In other words, it's only a problem if you assume that getting 4 successes in shooting at a paper target on a shooting range means that you are a good shooter, and getting 2 successes in repairing a bike means you're a bad mechanic, and the two together mean that you are twice as good at shooting as you are at repairing bikes.

But successes aren't meant to work like that. Getting 4 successes when shooting at a paper target doesn't make you a good shooter, nor is the degree of success meaningfully comparable to the degree success of a mechanic who got N successes on his/her test. Successes are a purely abstract system of indicating how well you succeed at something, and can only meaningfully be compared to some other successes when the parameters of the tests are 100% equal -- and even then it's more and indicator of what's abstracted as "luck" (dice rolls) than of skill.

I'm interested in how you then explain the fact that characters tend to manage certain tasks much easier during combat than they would outside of combat. For example, under your ruling a sniper is twice as likely to hit a still vehicle when someone is shooting at him/her (but missing, thus no or little CP spent on Dodging) than s/he would be if s/he were to try to hit the same vehicle at his leisure.

This post has been edited by Austere Emancipator: Feb 2 2005, 10:52 AM
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Luca
post Feb 2 2005, 11:36 AM
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Sorry if it could seem dumb to ask it again but i'm quite new to Shadowrun rules, expecially 3rd edition.
SO, IN summary, in the above example you are for regenerating or not the pool between the two tests? Consider that it is not a combat in the normal sense and there are no combat turns or combat passes (who can calculate the reaction of a falling tree?)
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Sandoval Smith
post Feb 2 2005, 12:08 PM
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If you are going to be throwing repeated tests at a character, then the pools should regenerate every three seconds.

I can't think of a situation where you would need to make a test, but would not be able to use an associated pool. They get to use just as many dice shooting the picture of a man as they do the man.
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mintcar
post Feb 2 2005, 12:13 PM
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Austere Emancipator: You do have a point. But do you not agree that the purpouse of a skill test is simply to find out how well you succed, and the purpous of combat pool is to add tactics to combat. Why then roll twice as many dice when there is no element of tactics in using the die pool? Then adjust the difference between that and a regular test by enterpreting the amount of successes differently? Doesnīt it make more sense to lower the difficulty to hit the target when thereīs no stress? Or to apply more penalties for being under fire? This is allready part of the game.

My point is that you should be consistent in your use of dice pools, and it makes more sense not to use them in single skill tests.
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Austere Emancipa...
post Feb 2 2005, 12:47 PM
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QUOTE (mintcar)
But do you not agree that [...] the purpous of combat pool is to add tactics to combat.

No, I don't agree it's necessarily tactics that it adds to combat, I think of it more as what you concentrate on in combat. Regardless of your tactics or lack thereof, you can take a snapshot at the enemy while dedicating yourself mostly to staying out of the way of the incoming bullets (spending all CP on Dodging, none on shooting) or you can concentrate on the shooting while paying little attention to incoming fire (spending all CP on shooting, none on Dodging).

For example, while moving accross a 6-meter-wide street, if a character uses all his CP on Dodging and none on shooting, while still taking a few quick shots at an opponent, I visualize that as him sprinting in a semi-crouched position and making every effort to use cover effectively, to make him as small a target as possible, etc. and paying little attention to what he's shooting at.

On the other hand, if the same character were using all his CP on shooting and none on Dodging, I see that as him jogging/sidestepping quickly but steadily accross the street in an upright position while concentrating on his opponent and firing a few accurate shots.

QUOTE (mintcar)
Then adjust the difference between that and a regular test by enterpreting the amount of successes differently?

The tests where Combat or Control Pool are applicable are completely separate from the tests where they aren't, so you have to "interprete" the successes differently anyway. 4 successes in melee combat cannot possibly mean the exact same thing as 4 successes in Electronics.

QUOTE (mintcar)
Doesnīt it make more sense to lower the difficulty to hit the target when thereīs no stress? Or to apply more penalties for being under fire? This is allready part of the game.

No it isn't. At least I have never noticed any penalties to ranged attacks for being under stress or under fire.

[Edit]Screw gender-neutrality, it's too much trouble, and plural forms just don't fit these kinds of examples.[/Edit]
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hahnsoo
post Feb 2 2005, 12:55 PM
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I've always thought that Pool dice represents natural talent, the contribution of Attributes to the active use of skills. After all, they are directly calculated from your attributes (with some modification from things like VCR, Encephalon, Tactical Computers and other ware). While this can represent tactical knowledge (as evidenced by the Tactical Computer), it probably is a lot more than just that.
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Austere Emancipa...
post Feb 2 2005, 01:05 PM
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Perhaps I should correct my above message to say that I think of the use of Combat Pool as representing what you concentrate on in combat. I certainly did not mean to suggest that those with greater Combat Pools are better at concentrating or anything of the sort.
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mintcar
post Feb 2 2005, 02:11 PM
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1: What you are describing are tactical choices in combat, and represent exactly the reason for having dice pools in the game.

2: Fine, but that doesnīt give any good reason for using combat pool in single skill tests.

3: The use of modifiers is a mechanic heavily used in the game. A few more would easily solve your concern about the sniper. And it would be a much better solution than using combat pool out of combat, in my point of view. Read below for more reasoning on this. Iīm beginning to swing your way.

My opinion is still that thereīs no reason for using dice pools except in situations that are trailed in detail by the rules, like in combat. (again, task pool aside)

Having said that, I have to say you are making more sense than I would like to admit. I still think the reason for using pools dissapear when a single test should be preformed. But the possebility of enterpreting successes differently when using dice pools opens for an even more consistant use of dice pools. It is tempting to be able to give the simple anwer "sure, you can always use them" when players ask if they can use their dice pool. I just think that there needs to be a line between pools and no pools. And that line can not go between the combat skills and the social skills. Iīd much rather have it go between combat and no combat.

I think that Iīve always enterpreted successes differently depending on if its combat or not. So I would probably say shooting a target at the shooting range is more similar to using a B/R skill or something, in terms of how the skill is used in the game and why. Youīre simply out to determine if the test succeeds and how good. If, on the other hand a sniper is not in a combat situation, but will engage combat by his shot, targeting a vehicle or a person —then I would allow full use of combat pool, naturally. There really does need to be a very clear difference between tests made with pools and tests without. Maybe its easier to define conditions when pools cannot be used. You know, those situations covered in the "skills" chapter in the BBB as opposed to the "magic" or "combat" chapter.

So instead of using modifiers to even things up (I trash that idea even though it was mine) you would tell the character who gets one success when shooting a target, then gets five when shooting his friend in the leg, that its two entirely different situations in the game and the extra successes go towards more damage that is then soaked by the target. What would you tell the guy running around the stadium while someone else is at the shooting range? Whats the reason then that one gets twice as many dice?
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James McMurray
post Feb 2 2005, 04:04 PM
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So let's say I'm shooting at a target, TN6, I need one success to hit it. I've got pistols 4, so I've got a decent chance to hit it. But then someone starts shooting at me. I ignore the shots and keep firing at my target, but sine I'm not in combat I can add 4 combat pool dice and greatly increase my chance to hit the target?
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mfb
post Feb 2 2005, 04:28 PM
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you can use your combat pool any time you shoot a gun, even when no one's shooting back at you.
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James McMurray
post Feb 2 2005, 05:06 PM
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That's the way I do it too. Mine was more of a question to those that say you can't use pool out of combat. I'm wondering how they rationalize the above scenario.
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mfb
post Feb 2 2005, 05:24 PM
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ah. yes, i agree. i think that if using combat pool outside combat doesn't make sense to you, you're probably looking at it the wrong way. combat pool is purely a game mechanic; if the fluff you've come up with for combat pool conflicts with the mechanics, change the fluff.
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Kagetenshi
post Feb 2 2005, 05:25 PM
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QUOTE (mintcar)
2: Fine, but that doesnīt give any good reason for using combat pool in single skill tests.

Because you're not having to spend any attention whatsoever to dodging or soaking damage. All of your attention is focused on making the shot.

~J
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mfb
post Feb 2 2005, 05:29 PM
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mintcar, your method is extremely complicated, requires several rules changes, and doesn't add anything to the game that i can see. it's much simpler to change the rationalization you're using for why dice pools do what they do; that way, everything's the same, there are no rules changes, and the game still works fine. i just don't see any strong reason to not allow the use of pools outside combat.
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Austere Emancipa...
post Feb 2 2005, 05:49 PM
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Thanks all for making my point for me clearly and concisely.

QUOTE (mintcar)
1: What you are describing are tactical choices in combat, and represent exactly the reason for having dice pools in the game.

To me, "tactics" is on a larger scale than that: movement patterns, target choosing, etc. Not so much the minor issues like exactly how much of yourself you present around a corner for how long a time when taking a shot. But since I figure neither of us isn't a native English speaker, and it isn't really central to the issue, I guess we shouldn't get bogged down on that.

QUOTE (mintcar)
2: Fine, but that doesnīt give any good reason for using combat pool in single skill tests.

To me it does. On a firing range, you can concentrate fully on shooting and don't have to bother yourself with dodging, etc. If you concentrate just as much on shooting in the firing range as you would in combat when you aren't dodging, then why wouldn't you get the CP for it?

QUOTE (mintcar)
3: The use of modifiers is a mechanic heavily used in the game. A few more would easily solve your concern about the sniper. And it would be a much better solution than using combat pool out of combat, in my point of view.

You could say the different dice Pools are also a heavily used mechanic in the game, and I think they deal with the stress of combat situations in a far superior way than any TN modifiers ever could.

-1 TN when not being fired at? What if you were fired at 3 CTs ago? 1 CT ago? +2 TN for being under heavy fire? What's the limit, 5 shots per CT? 10 shots per CT? With Combat Pool, you as a GM don't have to make such judgement calls -- the player himself decides whether his character is concentrating more on staying away from the line of fire or on hitting his targets.

QUOTE (mintcar)
And that line can not go between the combat skills and the social skills.

Why not? That distinction, of combat skills vs non-combat skills, is already clearly defined in the rules. You know exactly when Combat Pool can be used and when it can't be. Restricting CP the other way, you as a GM now have to make judgement calls about what counts as a combat situation and what does not, and you also run into the problem of people being more accurate in combat than on a firing range.

QUOTE (mintcar)
I would probably say shooting a target at the shooting range is more similar to using a B/R skill or something, in terms of how the skill is used in the game and why. Youīre simply out to determine if the test succeeds and how good.

That is just as much the case when you're trying to fire at a moving target that also happens to fire back. The test is still there just to determine whether you succeed and how well you do it. The fact that there is an additional game mechanic (Dodge and Damage Resistance tests) before you get the final "grade of success" does not mess with this basic statement.

QUOTE (mintcar)
If, on the other hand a sniper is not in a combat situation, but will engage combat by his shot, targeting a vehicle or a person —then I would allow full use of combat pool, naturally.

Why? For the sniper, this is exactly the same as shooting at a human-like target on a range under the same conditions. The test is the same, the TN is the same. The sniper might even go unnoticed after the shot, in which case there is no actual "combat" in any case -- just one shot and a lot of shuffling about afterwards.

QUOTE (mintcar)
So instead of using modifiers to even things up (I trash that idea even though it was mine) you would tell the character who gets one success when shooting a target, then gets five when shooting his friend in the leg, that its two entirely different situations in the game and the extra successes go towards more damage that is then soaked by the target. What would you tell the guy running around the stadium while someone else is at the shooting range? Whats the reason then that one gets twice as many dice?

Very silly question. Like I said, the successes on something like an Athletics test to run around are in no way comparable to the successes on a Rifle test to hit a paper target on a shooting range. Apples and orange paint.

The grade of success of the runner is only compared to other runners in the same race (or for the same distance under certain, standardized conditions), in which case you can compare the successes scored (during a certain time period) between those runners. They will all get their dice for the tests according to the same principle: their Athletics skill and perhaps some bonuses from misc. places. From that comparison, you might be able to say that Runner A is "bad" or "good" or "excellent".

The grade of success of the shooter is only compared to other shooters firing on the same range (or at similar targets at the same distance under certain, standardized conditions), in which case you can compare the successes scored (over several shots) between those shooters. They will all get their dice according the same principle: their Rifle skill and Combat Pool and perhaps some bonuses from misc. places. From that comparison, you might be able to say that Shooter A is "bad" or "good" or "excellent".

Then you can compare the good (compared to other runners) Runner A to the excellent (compared to other shooters) Shooter A without trouble. They are now judged based on the same principle.

Am I still not making sense to you?
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RedmondLarry
post Feb 3 2005, 12:36 AM
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QUOTE (Austere Emancipator)
Regardless of your tactics or lack thereof, you can take a snap shot at the enemy while dedicating yourself mostly to staying out of the way of the incoming bullets (spending all CP on Dodging, none on shooting) or you can concentrate on the shooting while paying little attention to incoming fire (spending all CP on shooting, none on Dodging).

For example, while moving accross a 6-meter-wide street, if a character uses all his CP on Dodging and none on shooting, while still taking a few quick shots at an opponent, I visualize that as him sprinting in a semi-crouched position and making every effort to use cover effectively, to make him as small a target as possible, etc. and paying little attention to what he's shooting at.

On the other hand, if the same character were using all his CP on shooting and none on Dodging, I see that as him jogging/sidestepping quickly but steadily accross the street in an upright position while concentrating on his opponent and firing a few accurate shots.
QUOTE (Austere Emancipator @ Feb 2 2005, 05:05 AM)
Perhaps I should correct my above message to say that I think of the use of Combat Pool as representing what you concentrate on in combat. I certainly did not mean to suggest that those with greater Combat Pools are better at concentrating or anything of the sort.

This is the same way I think about the use of Combat Pool. It makes a lot of sense to me and it's easy to explain it to new players.
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mintcar
post Feb 3 2005, 06:29 AM
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My method of using combat pool doesnīt change the rules. Any rules changes I have sugested has been sugestions for solving any problems people might have with the rules as they stand.

Players may allocate dice from the combat pool to any offensive or defensive combat-related tests...

p 43 BBB


Now, I never even thought of interpreting this like you all do. But you may be right.

Iīd like to emphesize that the only difference between yours and my way of using combat pool is that I only allow it in combat. Itīs not like I changed the game for some reason. I just did what it said according to me.

If what Iīve been saying has made any sense to anyone, some out there might realize this:

I consider using dice pools in a simple, single skill test out of combat contradictory to the purpouse of dice pools.

Now, again: This is the way I read the rules, not some rule of my own.

But your probably right. YOU ALWAYS GET TO USE THE POOLS THEN

This is very important. Itīs been a problem for ages. Maybe now it wont be. :)
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mintcar
post Feb 3 2005, 06:30 AM
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You totally missed my point Kage! :wobble:
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Kagetenshi
post Feb 3 2005, 06:45 AM
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QUOTE (mintcar)
You totally missed my point Kage! :wobble:

You're right, I did. What was it again?

~J
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mintcar
post Feb 3 2005, 06:47 PM
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:S






Forget about it. I sort of missed YOUR point. Thought you ment making a single shot in combat.
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mintcar
post Feb 3 2005, 07:40 PM
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Look. Iīve obviously been confused when it comes to these things. You guys are totally right. And you seriously humbled me in a way, when I re-read this thread. Good work ;)


So would anyone care to explain this thoroughly. A "Complete imbicileīs guide to dice pools", if you will. I understand all the applications of the different dice pools and I also understand what youīve been telling me in the previous posts. But Iīd like a more comprehensive look at dice pools and the logic behind them from some insightful individual.

The way theyīre described in the rules, Iīve always gotten the feeling that you can only use them when things are hot (p43 BBB). I never got it through my thick skull until now that they mean any time you use either combat, magic, decking or rigging. Wich incidently are the main chapters in the book, the basic core concepts of the game and have one dice pool each. This make these stand out from other activities, I guess. But thereīs not a single example in any book I know of, detailing for example a simple driving test made by a rigger when not engaged in vehicle combat. And how heīs able to use maximum control pool. Some posters in the beginning of the thread prove Iīm not the only one who didnīt grasp this. It seems clear to me now though.

However; the more I try to actually use all the rules of Shadowrun in my games the more complicated they seem. I need some deep understanding to be able to make judgement calls. Help me!
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Nikoli
post Feb 3 2005, 08:08 PM
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Well, for rigging, the only time you should ever need to make a skill check (thus the involvement of the control pool) is for dicey situations. you don't even need a single point in the skill to drive around normally unless normal driving includes mountainous cliff roads that are if you are lucky wide enough for a 1 cm margin of error and prone to rapid erosion..

In the Matrix book they do cover use of the hacking pool in writing your own programs IIRC and in MiTS for spell design, etc.
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mintcar
post Feb 3 2005, 09:16 PM
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Thanks, but I know that. Donīt make me go into a long explanation about my beef with dice pools again. Just tell me your over all view of dice pools and their place in the game. Mfb or someone told me to change my fluff. Well, Iīm out to change my fluff.
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hahnsoo
post Feb 3 2005, 09:59 PM
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Again, think of dice pools as your natural talent... the contribution of your attributes and cyber to skills. Skill alone gives you X amount of dice. Talent/Raw Ability/Physical and Mental acuity give you another X amount of dice (which is your pool dice). It's an attempt on the part of the game mechanics to add the contributions of physical and mental parameters without a direct addition of attributes + skills. In d20, they distill attributes down to +/- modifiers to certain tasks and rolls. In Shadowrun, attributes contribute to dice pools.

It's also a tactical element of the game that gives Players the oh-so-wonderful feeling of choice. You choose to use your dice pools in a manner that you feel would contribute the best in a situation. In a sense, it's a way for Players to direct the action of a scene in their own way. In Castle Falkenstein, you are given 4 playing cards which you play at any time to modify the test of your choice. In Shadowrun, it's dice pools.
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mintcar
post Feb 3 2005, 10:12 PM
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Why does your natural attributes only help you in combat? I donīt like that.
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Crimson Jack
post Feb 3 2005, 10:13 PM
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They don't. Where did you get that idea from?
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hahnsoo
post Feb 3 2005, 10:14 PM
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QUOTE (mintcar)
Why does your natural attributes only help you in combat? I donīt like that.

Erm, they don't. In my games, dice pools are used whenever and whereever. If a person wants to take a single sniper shot out of a combat situation, they are free to dump up to their Skill in Combat Pool for that shot.
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Austere Emancipa...
post Feb 3 2005, 10:27 PM
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You still seem to have problems with how Combat skills have a Pool associated with them in a way that other skills don't. You just need to get over it. The Combat Pool is essential for SR combat, and for logic's sake the CP has to come into play whenever Combat skills are used, whether it's an actual combat situation or not (as we went to great lengths to demonstrate).

There is no Technical Pool or Social Pool available for most players because those are not essential for gameplay. So you roll a few less dice for Social tests than in Combat tests in general. So what?
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BitBasher
post Feb 3 2005, 10:35 PM
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Also, combat pool is a limited number of dice that need to be divided tactically amongst a potentially large number of oppportunities to use it. In reality this varies dramatically from the idea of a social pool or task pool in that in those instances the pool equates to free dice because you really never have to use the skill twice so fast the pool dice don't come back.

The two are really not comparable.
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hahnsoo
post Feb 3 2005, 10:39 PM
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QUOTE (BitBasher)
Also, combat pool is a limited number of dice that need to be divided tactically amongst a potentially large number of oppportunities to use it. In reality this varies dramatically from the idea of a social pool or task pool in that in those instances the pool equates to free dice because you really never have to use the skill twice so fast the pool dice don't come back.

The two are really not comparable.

Heh. If you were playing a variant of Shadowrun where all of the characters are politicians in a debate, I could see the benefit of having a Social pool ("I allocate 3 dice to defend myself against Senator Kinsey's accusation"). *grin* Just kidding.
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BitBasher
post Feb 3 2005, 10:50 PM
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QUOTE (hahnsoo)
QUOTE (BitBasher @ Feb 3 2005, 05:35 PM)
Also, combat pool is a limited number of dice that need to be divided tactically amongst a potentially large number of oppportunities to use it. In reality this varies dramatically from the idea of a social pool or task pool in that in those instances the pool equates to free dice because you really never have to use the skill twice so fast the pool dice don't come back.

The two are really not comparable.

Heh. If you were playing a variant of Shadowrun where all of the characters are politicians in a debate, I could see the benefit of having a Social pool ("I allocate 3 dice to defend myself against Senator Kinsey's accusation"). *grin* Just kidding.

I allocate three shadowrunners to kildnapping the good senatror's daughter to guarantee he bones the debate. ;)
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mintcar
post Feb 3 2005, 11:29 PM
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So basicly the answer is "get over it"?

I already said that I accept that combat pool can be used out of combat. But my last question has to do with something else.

"Why does your natural attributes only help you in combat?" was ment like this: Why do you need cyber or magic to enhance your preformance in any other task than combat (related skills)?

Iīm getting tired of this. You proved your point, and I realised I had missinterpreted the rules. Now you have proven that the rules are simply screwed up, and we have to live with it. Ok fine.
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tisoz
post Feb 4 2005, 12:15 AM
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Do you need cyber to get a hacking pool?
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hahnsoo
post Feb 4 2005, 12:25 AM
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QUOTE (mintcar)
So basicly the answer is "get over it"?

I already said that I accept that combat pool can be used out of combat. But my last question has to do with something else.

"Why does your natural attributes only help you in combat?" was ment like this: Why do you need cyber or magic to enhance your preformance in any other task than combat (related skills)?

Iīm getting tired of this. You proved your point, and I realised I had missinterpreted the rules. Now you have proven that the rules are simply screwed up, and we have to live with it. Ok fine.

Hey, no offense, buddy. I wasn't trying to insult you or anything, and I do think that it is important to raise such questions when it comes to developing a game mechanic that is right for you. I believe that there are a million and one ways of playing Shadowrun, and each group plays it differently. It just so happens that I used to play in a group that had a sort of "Social Task Pool" for certain situations (mostly to offset the unbalancing effect of Tailored Pheremones).

One possible reason that B/R, Knowledge, and Technical skills receive no such attribute bonuses is that the bulk of the application of the skill relies on skill alone. Also, the rolls involved in using B/R and Technical skills (not so much knowledge) are typically timed tasks, unlike combat success tests. As far as knowledge skills, an ability to sort data, make connections, and perceive differences (i.e. Higher intelligence) doesn't suddenly give you the capacity to remember details of things you haven't learned (although it does allow you to make intuitive guesses)... Knowledge skills are more like accumulated trivia that "sticks" to your character after years of living.
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Crimson Jack
post Feb 4 2005, 12:33 AM
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QUOTE
So basicly the answer is "get over it"?


Yes. That or adjust the rules so you can sleep at night.

QUOTE
"Why does your natural attributes only help you in combat?" was ment like this: Why do you need cyber or magic to enhance your preformance in any other task than combat (related skills)?


What game are you playing? You don't need cyberware or magic to enhance your preformance in any other task than combat-related skills. Seriously, what are you talking about?

QUOTE
...the rules are simply screwed up, and we have to live with it. Ok fine.


No they're not. They make perfect sense as to their purpose.
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Necro Tech
post Feb 4 2005, 05:35 AM
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QUOTE (tisoz)
Do you need cyber to get a hacking pool?

No, its based on your intelligence and MPCP on a hot asist deck. No, it cant be used for programming. I wish.
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mintcar
post Feb 4 2005, 07:54 AM
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What??

It seems to be true that there are thousands of ways to play Shadowrun. Maybe thatīs because every situation in the game is an exception. There are special rules for everything. Nothing holds together.

Guys, Iīve been playing this game for ten years and Iīve always defended it as one of the best systems out there. Only until resently I used the game mechanics when it suited me, and didnīt read to much into them. Now when Iīm using more of the rules to try and bring more choices and challanges to my players, it just seems to much to keep track of.

Maybe I need to take the things I really like with the system, and overhaul the rest. Donīt worry, I wont bring it to the boards. It would just be begging for a bashing.
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Austere Emancipa...
post Feb 4 2005, 09:46 AM
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QUOTE (mintcar)
Why do you need cyber or magic to enhance your preformance in any other task than combat (related skills)?

And that's exactly what I was trying to answer. It is because combat in SR is run with rules which require a game mechanic like Combat Pool to allow for choice, to describe concentration (of your natural talent, if you wish) on different aspects of combat. And, as was explained, logic requires Combat Pool to be applicable to all Combat skill tests even outside of actual combat.

Similarly the way decking is handled requires such a pool (the Hacking Pool), as does rigging (the Control Pool). The former is available when you are in a certain, clearly separate realm (the Matrix), the latter is available whenever rigging through a VCR.

No other aspect of the game requires such a system. The situations where physical, social, technical and knowledge skills are used are far more abstracted than combat, decking or rigging; they are often plain skill tests against a set TN and the amount of successes tells you how well you succeeded, or there might be one additional layer of "resisting", an opponent's test, such as Perception vs. Stealth, but it's still just two tests which are not affected by any outside aspects. Combat isn't that simple, you need to choose between a huge number of possible actions and they all affect each other.

If SR handled sneaking around with a large number of options (Low Crawl, Crawl, Crouch, Scan for Better Route, Follow the Shadows) as well as stages of vigilance and different perception options for the spotter, with a large number of skills determining how well you succeed in all those options, a Sneaking Pool might be in order. Similarly if Electronics were broken down into several sub-skills and using them were as detailed as decking is, an Electronics Pool would be called for.

But that isn't the case, and it remains a fact that only the few special situations call for a pool. In the wholly abstracted system of sneaking or socializing or repairing things, such a pool would only server to double the amount of dice rolled and to screw up game balance by often also doubling your chances of success.
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mintcar
post Feb 4 2005, 10:29 AM
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Yes I understand.

What you are saying now is much like what I was saying in the beginning of this argument. I still have to make some changes eather to my "fluff" or the rules to make sense of it.

I think I will be giving all characters Hacking and Control Pool in the future. Allowing for the use of Control Pool in regular vehicles and Hacking Pool when using a tortoice. If you dont have a VCR or a cyber deck, the pools will be much smaller anyway. And that way these pools will be more in line with Combat Pool. I dont think Iīll impliment a universal Task Pool though. Because, as you say, there would be no reason for it. As I have repeatedly said: Using dice pools in single skill tests contradict their purpouse. (Except in the very limited example of shooting a gun in a target range, wich Iīll view as a bug in the system)
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tisoz
post Feb 4 2005, 02:32 PM
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It's not just the shooting a gun at a target example, there are numerous similar examples. They involve any example you could use a skill with a pool out side of combat. It comes down to why should I be better at something because I'm engaged in combat?

Another example, a magician trying to cast a spell, shouldn't need a friend to take a swing at him so he can use his spell pool to cast a Makeover spell.
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mintcar
post Feb 4 2005, 02:51 PM
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When casting a spell you still have to account for drain, so the pool has some use there.
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James McMurray
post Feb 4 2005, 03:48 PM
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A rigger shouldn't be able to take hair pin turns at high speeds because he is in combat. A decker shouldn't be better at downloading becaues he has some ICE trying to fry his brain.

I can't think of a single time when not being able to use combat pool outside of combat makes any sense.
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mintcar
post Feb 4 2005, 04:07 PM
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Iīm bailing out. The thread has reached the point when new posters donīt read the entire thing. Thanks to all who took this conversation with me. I needed to straighten some things out.

>>edit<< no intention of being rude there, James. Just that I got what I came for, and thereīs a risk of having to repeat myself if I keep posting.
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James McMurray
post Feb 4 2005, 04:18 PM
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No problem. I just find it confusing that earlier you said that you do use pools all the time, and then just now you said that it doesn't make sense. I guess I'm just trying to figure out why you flip-flopped.
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tisoz
post Feb 4 2005, 05:16 PM
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QUOTE (mintcar)
When casting a spell you still have to account for drain, so the pool has some use there.

So why would being in combat make it easier to resist drain?
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Crimson Jack
post Feb 4 2005, 06:01 PM
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QUOTE (mintcar)
Iīm bailing out. The thread has reached the point when new posters donīt read the entire thing. Thanks to all who took this conversation with me. I needed to straighten some things out.

The replies have been pretty straight forward, dude. Everyone is trying to understand why you have an issue with dice pools and your explanations have been rather unusual. No offense intended to you, but there isn't an issue with the game mechanics. The dice pool system works just fine. If you feel the need to "overhaul" the game mechanics to suit your understanding of an abstract system, then do so. For someone whose played the game for 10 years though, it seems a strange time to develop issues with dice pools. For the record, there is no need to create pools for every skill type... unless it'll ease your troubled mind, that is.

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mintcar
post Feb 4 2005, 10:16 PM
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Iīm sorry my arguments have been confusing. This is because Iīm changing the way Iīve been looking at the game for ten years. Not the easiest time to be completely straight forward :) To straighten things out I will go through my train of thoughts.

For ten years I have had some trouble understanding when you were supposed to use dice pools. In those years I developed the conclusion that you only used them in tight situations that required more detail in the game. To allow for choices as Austere put it, or to add tactics like I put it, same thing in this case. The argument Iīve had and the things pointed out to me in this thread has made me realize that there are situations outside of these bounderies that require use of dice pools because it creates to much trouble not to allow using them. I now agree that the simplest and best way of looking at it is that you use combat pool for all combat skill tests, matrix for all matrix test and so forth, no matter what the situation. I still think thereīs a reason thereīs not a dice pool for every skill type though, like you say. So ideally you wouldnīt use dice pools for single skill tests (when the pool is not in active use, when you donīt make any choices to allocate it). You do that because the alternetive is worse. Any other thing that Iīve said can be dismissed as rantings.

Crimson Jack: Iīm pretty sure I never suggested creating a pool for every skill type.

tisoz: Iīve never claimed that spell pool could not be used for all sorcery tests. I was pointing out that the pool is devided between two tests in that case, and so the pool is used in an active way unlike with the shooting range example. Because the pool is in active use when spellcasting, I never had a problem with it. (Well, in the beginning I did)
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mintcar
post Feb 4 2005, 10:31 PM
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Itīs very easy to get missunderstood when you have something specific on your mind and your limited to text messenges in a language that is not native to you. And thatīs a bit irritating so forgive my bitchiness.
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Crimson Jack
post Feb 4 2005, 11:38 PM
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Minty,

This statement made me think that you were going to start creating pools for everything and everyone:

QUOTE
I think I will be giving all characters Hacking and Control Pool in the future. Allowing for the use of Control Pool in regular vehicles and Hacking Pool when using a tortoice. If you dont have a VCR or a cyber deck, the pools will be much smaller anyway. And that way these pools will be more in line with Combat Pool.


Despite the fact that the book states this regarding Control Pool (p.44, BBB):

QUOTE
The Control Pool is used by riggers to augment tests strictly relating to controlling a rigged vehicle...


And this, regarding Hacking Pool (p.44, BBB):

QUOTE
Only characters with a cyberdeck can use a Hacking Pool.


The reason why riggers and deckers receive these pools is to reflect the fact that they're more proficient at handling vehicles and the matrix than your standard slot. Turtling through the matrix should rely on only one's Computer skill, as that is the only skill that will help them. Driving a car should rely only on one's Car skill, for the same reasons. They don't have the additional technology to give them the boost that a pool supplies.

With your rationale, there should be an plethora of pools for all of the skills. That was my point, sans sarcasm.
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mintcar
post Feb 4 2005, 11:51 PM
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I think that the game would be made more fun if everybody got their base reaction as Control Pool. You can still participate in vehicle combat even though you donīt have a VCR. In fact most participants in a vehicle combat will be without one in my games. There is still a need for spicing things up with some choices and tactics even though your not top of the line. As a rigger you will have more control pool, mighty sensors, more initiative and a bunch of other things that make you superior.

Hacking pool for turtles might be going to far.

(this was one of the rantings, by the way)
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Crimson Jack
post Feb 5 2005, 12:11 AM
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So, are you going to boost the rigger's Control Pool even higher then, to compensate for the fact that you're boosting everyone who can drive a car... regardless of whether they have the tech to give them the boost?
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Da9iel
post Feb 5 2005, 01:34 AM
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Meh. Base reaction control pool pales in comparison to the -TN for a VCR. Riggers also get the +2 to reaction per VCR level. Some meager control pool for non-riggers makes sense. Also makes the sudden bullet dodging capability of riggers a little less sudden and magikal.

This post has been edited by Da9iel: Feb 5 2005, 01:35 AM
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post Feb 5 2005, 12:37 PM
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The pools are functions of specific pieces of equipment not character types. Having possession of a cyberdeck gives a hacking pool - if everyone in the group wants a hacking pool they could always share ("it's my turn to have a hacking pool"). Bit more difficult with a VCR, but still - it's the equipment that gives the pool, not the character type. This isn't D&D where only deckers can use decks - it's the deck that causes a character to be a decker and the VCR makes a rigger, not the other way round. It makes this whole argument slightly pointless.

Admittedly this does cause problems with some of the edges and flaws (If you spend 14000Y on a cheap-o deck you become a decker so can take the matrix flaws and get a few edges on the cheap...).
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mintcar
post Feb 5 2005, 01:06 PM
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I donīt share that opinion. Hacking Pool and Control Pool are not functions of equipment only, they are also functions of your attributes, specificly intelligence and reaction. You just cant use them without the equipment.
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Xirces
post Feb 5 2005, 01:27 PM
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QUOTE (mintcar)
I donīt share that opinion. Hacking Pool and Control Pool are not functions of equipment only, they are also functions of your attributes, specificly intelligence and reaction. You just cant use them without the equipment.

Yes, but (no, but yeah but no. I don't know what you're talking about, I wasn't even there...</Vicky Pollard>) you only GET the pools if you have the equipment. Only Riggers get a control pool and although I don't think Rigger is defined anywhere in the CharGen rules (I may be wrong) the only reasonable definition is - "A person with a VCR" - therefore it's the VCR that creates/gives access to the pool. Simplistic, I know, but I can't rationalise it any other way.

Maybe you could define a rigger as someone who drives|rides|pilots a vehicle, in which case everyone can have the pool...
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Kagetenshi
post Feb 5 2005, 01:44 PM
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Er, no. The pools are functions of equipment, but not of equipment only… that's why they incorporate stats rather than just being equal to MPCP or VCR Rating*something.

The idea behind only allowing those with the gear to have the pool is that the tech acts as an enabler, making it easy enough that one's natural talent is more able to be brought to bear.

~J
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mintcar
post Feb 5 2005, 01:58 PM
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Xirces: I know the game wants you to get a VCR if your going to drive and a deck if you are going to do the matrix. But the game allows for participation in these parts of the game even though you donīt have that equipment. Iīm thinking MY game might be more fun if everybody participating in vehicle combat had some pool dice to distribute. I think riggers are far to superior anyway. Even if you send ten lone star cruisers after a rigger they wont even break a sweat. In my particular game this change will be for the better.
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Jrayjoker
post Feb 5 2005, 02:24 PM
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I try to think of the pools as resulting from training and experience as well as natural abilities (stats). This rationalle is applicable to the combat pool for everyone and the magic pool for those who can astrally perceive. The fact that you need a deck to truly experience the matrix (physical damage as opposed to an image on a screen) can make the argument for the hacking pool working as a reult of training and experience, and the threat of death when getting dumped from a vehicle/drone is enough to rationalize the conntrol pool for me.

I can fight somone, but I have no training to do so, so now pool. I can post to a forum, but I can't take a hit from the IC guarding it, so no pool. I can read a spell formula, but I can't cast it, so no pool. I can drive my car agressively, but I can't feel the road or the gravel kicking up onto my windshield, so no pool.
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Jrayjoker
post Feb 5 2005, 02:24 PM
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Deleted double post.

:wobble:

This post has been edited by Jrayjoker: Feb 5 2005, 02:25 PM
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Kagetenshi
post Feb 5 2005, 03:25 PM
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QUOTE (mintcar)
Xirces: I know the game wants you to get a VCR if your going to drive and a deck if you are going to do the matrix. But the game allows for participation in these parts of the game even though you donīt have that equipment. Iīm thinking MY game might be more fun if everybody participating in vehicle combat had some pool dice to distribute. I think riggers are far to superior anyway. Even if you send ten lone star cruisers after a rigger they wont even break a sweat. In my particular game this change will be for the better.

Aside from the fact that at least one of those LS cruisers should have a Rigger, what with the insanely low price of a VCR-1…

~J
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Crimson Jack
post Feb 5 2005, 10:39 PM
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QUOTE (mintcar)
Xirces: I know the game wants you to get a VCR if your going to drive and a deck if you are going to do the matrix. But the game allows for participation in these parts of the game even though you donīt have that equipment. Iīm thinking MY game might be more fun if everybody participating in vehicle combat had some pool dice to distribute. I think riggers are far to superior anyway. Even if you send ten lone star cruisers after a rigger they wont even break a sweat. In my particular game this change will be for the better.

Again, you're free to do whatever you want in your game. But you should know that this very liberal interpretation of the rules and this would definitely be a house rule. I guess I don't understand why you don't encourage someone to play a rigger if they're interested in vehicular combat so much. It stands to reason that you get one of your players to make the thing that they think is so "fun", as you put it.

I guess I just appreciate the way the rules are written when it comes to this issue, as they make sense without the need IMO for twinking.
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Crimson Jack
post Feb 5 2005, 10:44 PM
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Mintcar,

I just noticed your post in the "Campaign Tone" thread:

QUOTE
Orc rigger Kurt Miller from CalFree. Has a military background from Pueblo, and does spy footage of famous people for CalHot sims as a side gig. No goodie two shoes but prefers not to kill people unnecessarily.


You already have a rigger in your group. Why the need to give everyone Control Pools when you already have this angle covered? I'm dying for this answer. :please:
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mintcar
post Feb 6 2005, 02:27 AM
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He needs some competition from those lone star cruisers. And I would like him to be able to steal cars and drive them like a son of a bitch too.

Iīm propably going to let riggers use the reaction modifier from their VCR (but not the other things) when driving with a data jack (the virtual dash board). I donīt know how Iīm going to explain it, but it seems they should have some edge when driving regular vehicles too.

This is rather of topic.
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Kanada Ten
post Feb 6 2005, 02:46 AM
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Not all cars come with a datajack port. In fact, of those listed, only those with rigger adaptation do.
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Crimson Jack
post Feb 7 2005, 04:40 AM
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QUOTE (mintcar)
This is rather off topic.

Hardly at all. Its relevant to the question of how dice pools are handled.
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