IPB

Welcome Guest ( Log In | Register )

Rolemodel
post Aug 24 2005, 04:30 PM
Post #1


Moving Target
**

Group: Members
Posts: 117
Joined: 17-February 05
Member No.: 7,094



One thing we can all agree on is that Fourth Edition Shadowrun is a dramatic mechanical departure from it's predecessor. Some of us favor this change, and some of us do not. What I would like to believe is that those of us who are looking forward to it will not be so blind to believe it will not have it's own downfalls, while those of us who have reservations will not throw it out as unable to be saved. Perhaps, then, it is possible to address concerns, and find a happy medium?

Ideally, any change to the system should be a minor one, at best, that facilitates the 'feel' of the game, and rather seamlessly integrates itself inside, without detracting from the 'feel' in it's own rights. It should not be overly complex to overshadow other mechanics, neither should it be so shallow as to be ineffective. And as we, as gamemasters, have the final say on all products we allow into our games, despite a system we may not agree with -completely-, we retain full control in what is used, and what is not.

Perhaps we can use this opportunity to add constructive comments and points into this new system?

One thing that I've noticed being brought up is the attempt of One-Trick-Pony's at effectively 'breaking' certain supposed standards of performance, in their respective field of expertise. While I will save my opinion, at this time, on the creation or availability of said archetypes, I will present what I believe -could- be a viable solution, with an absolutely minimal amount of alteration to the structure of the game. Minimal, as in, hardly any at all.

And all of this, based solely in the linear properties of Shadowrun 4th edition.

Observe, as we pit one of our Beloved-One-Shot-Love-Stain against an entirely average Mook-Mookerson, in several different scenarios.

Scenario#1 (No atmospheric modifiers)

BOSLS: Agility:7 + Pistols: 7 + Smartlink: 2 + Aim: 1 + Adept Dice: 7
24 Total, Expected Successes: 8

MM: Reaction: 3
3 Total, Expected Success: 1

Net Difference: 7

Summary: It will be a given that in a normal situation, with that kind of power, a character that has nearly maxed out the system in a task will easily outperform the 'lesser mortals' that plague this earth. With that understood, there is no big surprise here.

Scenario#2 (Horrible atmospheric modifiers)

BOSLS: Agility: 7 + Pistols: 7 + Smartlink: 2 + Aim: 1 + Adept Dice: 7 - Mods: 12
12 Total, Expected Success: 4

MM: Reaction 3
3 Total, Expected Success: 1

Net Difference: 3

Summary: The crux of our presented problem, then, stems from the belief that despite somehow being 'skilled' far, far, far beyond mortal means, our character should still be bound inside a performance that is 'Reasonable' when a situation get's extreme. In this case, despite -HEAVY- penalties, our BOSLS still easily hits MM.

Scenario#3 (Horrible atmospheric modifiers, proposed solution)
BOSLS: Agility: 7 + Pistols: 7 + Smartlink: 2 + Aim: 1 + Adept Dice: 7
24 Total, Expected Success: 8

MM: Reaction 3 + Mods: 12
15 Total, Expected Success: 5

Net Difference: 3

Summary: By instead of applying penalties against the performance of our BOSLS, but applying them as a bonus to the performance of our MM, we find that the Net Difference should -average- (After an infinite number of tests) a net difference of 3. Like our previous test. However, we have mechanically altered the system fairly dramatically, in a minimal change: By decreasing the comparative difference between the number of dice thrown, we have introduced the possibility of more deviance from 'average' probability in the count of successes that were otherwise contained inside the result of one or two successes. The Net result has not changed, so far as averages are concerned, but our BOSLS no longer effectively throws 400% the amount of dice as MM. He'll now throw less than 200%. Where previously, our standard of deviation for the mook was a minute number of successes, it can potentially range much higher at a rate constant with expected averages. Ahh, fun with linearity.

To clarify, where previously our Mook could not possibly roll the same number of successes as the average roll of the BOSLS, now it is possible, but still retains the same linear curve as the previous system.

Scenario#4
BOSLS: Agility 7 + Pistols: 7 + Smartlink: 2 + Aim: 1 + Adept Dice: 7
24 Total, Expected Success: 8

MM: Reaction: 3 + Edge: 3 + Mods: 12, exploding.
18 Total, Expected Successes: 7

Net Difference: 1

Summary: After tweaking our linearity, we have further altered the system by introducing the exploding possibility of sixes, through edge. As our mook rolls 18 dice, 6 of which will likely be successes, three of which will likely explode, one of which will likely become another success, we see that the gap has closed further. Further, we have increased deviation -even farther-, leading to the possibility that throw the saving graces of the Dice Gods, our Mook may survive an encounter with a literal DemiGod. At least long enough to radio for backup.

In conclusion: I have not extensively playtested this at the broad levels of play experienced in this game. I do not know how it works at lower levels. I do not know how it works at mid range levels. But I do know that the mechanic is simple and nearly transparent to implement. And when their are instances when there are modifiers, not opponents, working against the character, the GM can neatly set aside a number of dice equal to the situational modifiers, and apply any successes against the player's total. A GM can let the player know what the modifiers will be, or now he can effectively apply 'secret' modifiers, unknown to the players.

-And- this will address the issue those of you have brought up, regarding players being simply unable to successfully perform an action, simply by not having any dice to roll, to begin with.

If I have made any oversights, by all means, please correct me. If anyone would like to run with this concept, or add additions of their own, by all means, please do so. And naturally, this alteration may not be necessary in the majority of games. It is, however, an entirely available tool to 'repair' what is perceived as 'broken'.

-RM

*EDIT: Adept Dice totals correctly changed to 7 in all scenarios.*
Go to the top of the page
 
+Quote Post

Posts in this topic


Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 29th July 2025 - 10:14 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.