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Moving Target ![]() ![]() Group: Members Posts: 588 Joined: 26-February 02 Member No.: 227 ![]() |
There's been some mention as to stats having caps, or being very hard to raise past a certain point at game creation or later. Some folks asked why, thinking this made no sense...
To me, it makes a lot of sense if you look at the fundamantal nature of dice pools in a fixed TN system, vs how things worked with a variable TN. A character with a huge dice pool simply is not affected by modifiers (bonuses or penalties) to that pool nearly as much as one with a smaller pool is. If pools regualarly rage up to 20 dice (which would be a PITA to roll) then mods would have to be really huge pool mods for the situational mods to matter. A TN mod affects every die in a pool, and allows for big and small pools to be more equally affected, but those have thier own problems and obviously have been ruled out for SR4. Honestly, I think SR3 should have had more mechanics to keep TN's from ranging so widely; TNs of 2 and 6+ were much to common, and huge / tiny dice piles threw results off. I'm glad to see SR4 is adressing this issue right off the bat by keeping stats in line with the mods that will affect them. |
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Lo-Fi Version | Time is now: 28th July 2025 - 10:02 PM |
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