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Target ![]() Group: Members Posts: 70 Joined: 5-September 02 From: Everywhere and Nowhere Baby Member No.: 3,225 ![]() |
Well in a few posts about the new system and the hate it is causing requests have been made as to why do we need a new system. Basically asking what is wrong with the current system, as the question has been asked I will try to put an answer here.
The most basic flaw with Shadowrun 3 and in fact this is common to all of the first three editions of Shadowrun is the variable target number system. Well not variable target numbers as such more the fact a target number modifier isn’t a constant modifier. That might sound like nonsense so I will try to explain using a magical example. If Billy Mage was wanting to cast a invisibility and a personal bullet barrier on himself and sustain them. He gets much better benefits for casting the invisibility first. Ok so working with my limited stats knowledge (sorry but if I make mistake) and using average success here is how it works out. Invisibility First Cast invisibility 12 dice against target 4 = 6 successes Cast barrier 12 dice against a target of 8 (base 6 + 2 for sustaining) = 1 successes Total successes 7 Barrier First Cast Barrier 12 dice against target 6 = 2 successes Cast Invisibility 12 dice against target of 6 (4 + 2 for sustaining) = 2 successes Total Successes 4 That’s a difference of 3 successes, and its all because making a 4 to a 6 is much worse then making a 6 to an 8. Now SR4 is trying to address this and make it all equal as the target number will always be 5 and you will just need more successes for casting a spell while sustaining, or perhaps have less dice. The point is that the spell you want the most successes on will be the spell you cast first. Now I am sure I aren’t saying anything here we all don’t already know. The variable target numbers has been an issue in Shadowrun from day one. So has the fact that 7 is basically the same target number as 6. So there is my one reason to change. I may be able to think of more as more FAQ is released. |
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Why oh why didn't I take the blue pill. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,545 Joined: 26-February 02 From: Gloomy Boise Idaho Member No.: 2,006 ![]() |
I haven't noticed anything about if you are going to need variale successes in the new system. Or if one success is good enough for the whole shabang.
The problem as I see it in SR4 is that it is a new system for the sake of a new system. Liking or disliking variable TN aside the basic mechanic works great. I suppose the variable dice static TN will work fine. But you can only have so many variables before they flatten out. Heres an example. Caracter A: Quick (or whatever it is in SR4) 4 Pistols (or whatever) 4 Total dice pool: 8 Character B: Quick: 2 Pistols: 2 Total Dice Pool 4 Situational modifier -7 dice Now both characters get the same amount of dice to shoot with. 1. So all of A's skill don't really mean anything. |
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Lo-Fi Version | Time is now: 30th July 2025 - 04:04 AM |
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