Why shouldn't I buy SR4? |
Why shouldn't I buy SR4? |
Dec 6 2005, 10:15 PM
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#76
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Oh, you are definitely doing IT....again. IT being misunderstanding to start with and then pissing on me for something i didn't do. Even when it is explained that you missed the subject to start with, and you are given more information to straighten it out. How much effort did you put into reading that thread before you came to the conclusion that the second post linked wasn't the about the same subject first post linked? You didn't notice the mention of an "example" in the first post linked? I posted the second link to try help you grasp the question, because, hey, it can be hard trying to pick up a long discussion in an old thread. Yes, i support you not replying to my posts....until you are able to stop doing IT. Not just because Bull is pissed off, but because it is a waste of my time (and yours, and anyone foolhardy enough to follow) getting past the mounds of detritus left in the wake of your obscuring prejudices and/or your lack of reading comprehension.
Recap: There are flaws in Ellery's interpretations when translating to the math, and even deeper ones coming back from the math. When it's garbage in and garbbled out the accuracy of the middle part is mostly irrelavent to the only faint hope of getting a useful result, luck. :rotfl: |
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Dec 6 2005, 10:45 PM
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#77
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
I could tell the difference though, you didn't spit partially chewed caviar over the railing of the 84th floor executive lounge patio onto the people lined up to buy your products. 8) |
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Dec 6 2005, 10:50 PM
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#78
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
To recap:
Ellery's primary complaint was that people had a noticable chance of failing on "easy tasks" if they sucked. His favorite example was people who had a dice pool of 2, which he compared to characters in SR3 with a dice pool of 2. This despite the fact that a character in SR3 with a dice pool of 2 has an actual skill of 2, and a character in SR4 with a dice pool of 2 has no skill at all. So a normal human in SR3 with no skill is forced to default to an attribute, which means that the "easy task" (TN 2) is now TN 6, and he rolls 3 dice and fails 42% of the time. A normal human in SR4 with no skill also has to default, which gives her a base dice pool of 2. The task is easy, so she gets 4 dice, and therefore she can buy a hit unless there is some kind of danger or distraction. So Ellery's claims about the effects of easy tasks on unskilled people was completely false. Ellery's complaints about the ease of profoundly difficult tasks performed by extremely talented people is harder to evaluate. Certainly in SR3 it took six times as many dice to reliably succeed for every +6 TN, while in SR4 it takes 6 more dice to reliably succeed for every -6 dice pool penalty. :shrug: --- That being said, blakkie is still being an asshole, even though his basic premise that Ellery was consistently using obfuscatory apples/oranges comparisons in the math to demonstrate points is completely true. I don't give a crap about the tool kit/tool shed analogy being thrown around, it honestly doesn't mean a thing on close inspection. The fundamental fact is that SR3 has more rule books published for it than SR4 does. I have faith that the rules presented in Unwired will be more playable and comprehensible than the rules in Matrix 3 or Rigger 3. But those rules do not yet exist. Therefore it comes largely down to people who would rather have extremely convoluted rules they could barely understand than have no rules at all - and that's reasonable. I found that mostly people ad hocced the rules in Rigger 3, so I don't personally see the benefit. But I could see how one might. -Frank |
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Dec 6 2005, 11:35 PM
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#79
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Those aren't the only things Ellery asserted, and to be fair they aren't all totally lacking merit. But largely Ellery didn't, for whatever reason, shake the variable TN mould her mind was in, and fixed TNs don't work well when you try use them like variable TNs.
Yes, i'm being extremely blunt at this point. I have little compasion left to show to mfb, and even less patience after months of IT. |
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Dec 6 2005, 11:45 PM
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#80
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
The general difficulty of a task translates into threshold - where do those 2 bonus dice come from? |
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Dec 6 2005, 11:58 PM
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#81
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
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Dec 7 2005, 12:54 AM
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#82
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
Ellery's big comparison showed a skill of 2 against a TN of 2 against a dice pool of 2 in SR4. Those aren't the same thing at all. The TN of 2 comes from having a -2 TN modifier, which is equivalent to having a +2 (or higher) dice pool modifier in SR4. A dice pool of 2 generally only happens in SR4 if you are defaulting. --- So a more logical comparison would be a character defaulting in SR3 vs. a character defaulting in SR4 (3 dice vs. TN 8 or 2 dice vs. TN 5), or to compare a character with a low skill (probably about a skill of 1 in SR4) vs. a character with low skill (2 dice vs. TN 2 or 4 dice vs. buying a frickin hit in SR4). It was not a well thought out comparison. Not because the math was inaccurate, but because Ellery didn't actually learn enough of the system to compare similar characters and similar actions before setting up the math. -Frank |
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Dec 7 2005, 01:55 AM
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#83
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Quick note: Not everyone dissects their game until all they have left is an overblown math problem.
As to "easy tasks", what is it that you're calling "easy". I know in our game, if it's "easy" and your character doesn't have an IC reason for not being able to do it, he/she can. |
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Dec 7 2005, 03:44 AM
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#84
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
In fairness, she didn't actually have the rules in front of her at the time because that really wasn't possible. Her comparisons were all being made in the absense of actual facts, as very few were being made available to the general public in the months leading up to SR4's release. Further, those that were were often so vague and misleading that drawing comparisons was very nearly an excersize in futility. That said, Ellery did make her point that the exponential increase in difficulty inherent in a variable-TN system made for some interesting combinations. I still think it's possible to create a good system that can iron out the quirks in SR3's TN system (TN6==TN7 was the biggie) and integrate all three ways of modifying difficulty: dice pool modifiers, variable Target Numbers, and variable Thresholds. It would have required far more work, however, and without a very well-organized core book would be hopelessly confusing. I guess I'm not terribly surprised that the SR4 devs shied away from it, especially with the brutal timetables they gave themselves for developing and playtesting the game. |
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Dec 7 2005, 05:18 AM
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#85
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Yup. If you want it to be harder than a TN6... it's a TN8. And I only had my iron turned up to polyester. :) |
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Dec 7 2005, 05:47 AM
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#86
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
not everyone does--but game developers should. for instance, if the SR1 crew had done this, we might not have had the problem where TN 6 is identical to TN 7 in SR1-3. |
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Dec 7 2005, 06:22 AM
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#87
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Shooting Target Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
The mathematical problem with having the dice results affected in three dimensions is that it's not a simple thing to judge the difficulty of any given roll. If the TN is only 2 but you're at -4 dice and need a threshold of 5, then is that test supposed to be easy or hard?
You start to create all sorts of mathematical artifacts representing "sweet spots" in those 3 dimensions, as well as "sour spots." I, as a player, even went so far as to program my graphing calculator to figure up the optimal number of dice to roll once I found out the TN and other modifiers. That's a hanging offense in Vegas, but it sure made my PCs more comfortable when the dice started rolling. Nowadays the math is simple enough to eyeball the odds without the need for a programmable calculator. I have 10 dice with a net modifier of -3 to get a threshold of 2? Okay, odds are I can do that. That's handy from a player perspective, but it's even more handy from a designer standpoint since you can pretty easily guess at someone's performance level given X dice and Y threshold. Overall, SR4 seems pretty well balanced from a numeric standpoint (with a few exceptions). |
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Dec 7 2005, 07:29 AM
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#88
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
a) since when are thresholds a major part of SR3, and b) those sweet and sour spots are good. they reward players who are experienced with the system, without unduly punishing those who aren't familiar with it. they put challenge into the game part of the role-playing game. like i've said before, if you view an RPG system as nothing more than an engine to carry your stories, go for SR4. if you enjoy the gaming part, though, SR3 is a richer experience.
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Dec 7 2005, 07:32 AM
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#89
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
No. Sweet and Sour spots are bad. They punish gamemasters who are trying to learn the system by having tasks they assign arbitrarily end up being crazy difficult or hilariously easy.
-Frank |
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Dec 7 2005, 08:09 AM
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#90
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
If you're stupid, sure, you don't like 'em. If you know how to use them -- and so does your GM, and so do the other players -- they're a lot of fun, and they reward you for understanding a little math, and the SR3 rules set.
SR4 should be right up your alley if you're looking for a more basic, no thinky-thinky, sort of game. Have fun with it. |
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Dec 7 2005, 08:12 AM
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#91
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
extreme sweet and sour spots are bad, yes. that's part of the game designer's job, is to make sure those spots aren't massive game-breakers.
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Dec 7 2005, 08:13 AM
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#92
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Moving Target Group: Members Posts: 715 Joined: 4-September 05 From: Metaplane GEPLK136 (The one with the lizards. You remember the lizards, don't you?) Member No.: 7,684 |
Sweet and Sour spots mean more time calculating, and less time playing and developing plot. This is a bad thing.
This is something I'm really starting to like about SR4 -- it is extremely easy to judge the difficulty of a test, and the odds of success. This means that as a GM, if I have to improvise, I can do so quickly and fairly. I was originally a big fan of the variable TN's of previous editions. Until I remembered that either I was prepared, and operating in my chosen field (target number 2ish) or unprepared and doing something I didn't have all the gear and skills for (target number 12ish). I really can't understand how people criticize SR4 for being "too easy at the high end" and "too hard at the low end" compared to SR3; as I recall rolling well over a dozen dice against TN's of 2 and at other times rolling two dice against TN's of 10 and higher. The only real "clunkiness" in the SR4 die system is that the odds of a glitch are worse on odd-numbered rolls than the lower even-numbered roll; and the odds of a glitch are actually much higher with 3 dice than with 1 (depending on how you decide to round, as there are no default rounding rules in SR4?) |
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Dec 7 2005, 08:19 AM
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#93
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Moving Target Group: Members Posts: 715 Joined: 4-September 05 From: Metaplane GEPLK136 (The one with the lizards. You remember the lizards, don't you?) Member No.: 7,684 |
Now see, this is the kind of comment that is just annoying. It implies that the person who likes to be bludgeoned with math is somehow a superior gamer to those who prefer to spend their time with plot development. Seriously, if I wanted to listen to masochists with superiority complexes, I'd go find myself a goth club. At least there I'd be able to watch women in leather and fishnets. Plotting out massive graphs of target number parameters to look for flaws in the system to exploit is a great metagame and all; but it doesn't mean you're *smarter* for *wanting* to do that. It means you enjoy the metagame more than the game. I can understand that; I've been there. But really, that doesn't attract new players, and it doesn't lend itself well to the game experience itself. Besides, SR4 leaves plenty of room for it... just go min/max nuts at chargen. Plenty of anomalies there to exploit if that's your shtick. |
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Dec 7 2005, 08:19 AM
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#94
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
I don't see what the problem is with thinking and planning. Even -- or, rather, especially -- mid fight. It's a fantastic way to make you feel in character as a hardened killer that knows what he's doing. It's a great way to simulate the feel of a high combat skill or SUT (or both).
Take two seconds, and figure out if it's better to aim and invest combat pool in a single shot, or take cover and snap off multiple shots, playing it more defensive and hoping for a lucky roll. Do a little tactical thinking. Allocate your own die pools, make your own decisions, take your character's fate into your own hands. Look at the difference between a pair TN 6 shots or a TN 5 shot if you take the time to aim, think it through -- same number of dice, twice, at higher TN? Or half as many dice (only one shot), with twice the chance of a success per shot? Look at the smartlink ammo-counter on your gun, think about how many baddies are left, think about your teammates and how bad they might need this guy to go down. Then make a decision, after looking at your available pools and TN modifiers, and do what needs doing to win the fight. I don't see those as bad things. I see them as awesome things. If the above paragraph takes you 5+ minutes to do before every action for every character (PC or NPC) in every gunfight, I can certainly see why SR3 isn't for everyone; however, I've never said it is for everyone. I've just said I like it, and so does my gaming group. We accept it for what it is, and use it accordingly. The things that needed fixing could have been fixed without the over all dumbing down/streamlining. The ability to manipulate your TN and add/subtract from your die pool was (or, rather, is) amazing, in the RPG industry. But because it requires people rub two brain cells together, it's been chucked out with the bath water, and Edge is the poor-man's replacement. Which is too bad. |
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Dec 7 2005, 08:21 AM
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#95
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i don't see what y'all are talking about, with calculations in SR3. sure, you could break out the calculator if you really felt like it, i guess. but i like to think i'm pretty damn good at SR3, and i've never bothered with calculations at all.
there's quite a bit more clunkiness than that, Feshy. impossible tasks can only be made difficult through GM intervention--i call that pretty clunky. |
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Dec 7 2005, 10:59 AM
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#96
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Moving Target Group: Members Posts: 715 Joined: 4-September 05 From: Metaplane GEPLK136 (The one with the lizards. You remember the lizards, don't you?) Member No.: 7,684 |
Now see, this again is what I have the problem with; the insults. You give a perfectly good reason right here:
That's right, it takes a long time for any actions. You don't mind, not everyone does. Great! Wonderful! It doesn't bother you, but you clearly admit this would bother some people. But then you go on with this:
In other words, even though you admit that your style isn't for everyone, what you are saying now is that people who like a faster-paced play style are "just too stupid" to enjoy your five to ten minutes of slogging through rules, modifiers, and target numbers. I say, that's a steaming pile. There is more to Shadowrun than statistics. Look at your example of combat, for instance -- at the options you give. With the exception of figuring out how to allocate your combat pool, every single tactic and option you describe is just as valid in SR4. The only difference is, you can tell at a glance how each option is likely to go; and *none* of the options is suddenly going to yield a sweet spot that will double your hits. Now, you've said you *like* a system that would have you figure out the statistical odds 20 different ways, and find the one that will suddenly balloon out into an auto-kill. That's fine; as I said, some people really enjoy the meta-game of finding the "optimal solution" within a fixed set of rules more than they like the game itself. No problem at all. But do not assume that just because not everyone does, that they are "too stupid" to enjoy it. That's just beligerant nonsense. The advantages the SR4 system gives is this: In the time it takes a "new" player to calculate the odds for every possible combat option in SR3 and decide the best course of action, the SR4 newbie has finished two to four rounds of combat. Since most new players just aren't that into the game yet, chances are in SR3 they're dead weight on the team. Why? Because the GM, and everyone else, already knows were to find that "sweet spot" and gets at least twice as many hits for the same skill level. In SR4, if they don't know every nook and cranny of the rules, they are down a die or two. Maybe you feel like this doesn't reward "experienced" players enough. But I prefer, as do many others, that these rewards be in the form of story as opposed to game mechanics. An inexperienced SR4 player will still have a difficult time, as they won't know the right courses of action to take. But their character, who according to the stats should be successful at any actions they *do* decide to take, won't be penalized because they just didn't have the time, inclination, or knowledge to search a statistical probability set. But that still doesn't mean they are just too stupid to enjoy it your way. All it means is that, to them, the overall story (which *will* proceed faster) is more important than figuring out every nuance of what is *supposed* to be an abstract combat system anyway.
Yes, experienced players will generally already have a good gut feel for which way the results will turn out best (read: suddenly double your success.) New players will not. Nor will they have the time invested to learn. Nor will they want to, as they are already having an unpleasant time since their characters, with the same stats as everyone else, are half as effective as they should be.
Show me that A) it takes too much GM intervention to say "impossible tasks are impossible," and B) that SR3 didn't have the exact same problem. Then we'll talk clunky. Take the example people are so fond of dredging up: Blind fire at extreme range. In both systems, it is possible to hit. It *might* be slightly easier in SR4, depending on the dice pools. It also *might* be infinitely easier in SR3, because in SR4 you can't even attempt it if your pool isn't high enough -- again, depending on the pools (unless you depend on Edge -- that is to say, pure luck and "hero of the plotline" advantage -- which is the only appropriate roll to use for blindfire at extreme range anyway.) But in both systems, this seemingly impossible task is possible with a high skill and a lucky roll. SR3 was not any better in this regard. Yes, in SR4, there is a sharper divide between "impossible" and "seemingly too easy for such a difficult task." That is a problem, of course. But note that it happens in extreme cases in SR4 -- like the above example. In those cases, no one would blink if a GM said "sorry, that's impossible." In SR3, you hit the wonky problems with the dice system every time your modifiers added up to more than +2. The problem might not have been as extreme, but it happened EVERY GAME. Heck, you don't even need to go as high as +2, +1 will do. Let's say you and your buddy, who are both seasoned shooters, head down to the range. He's got a laser sight, you've got a smartlink. Both systems do essentially the same thing -- put a dot where you're going to hit. The Smartlink is a bit better at figuring out where that dot will be; but at most ranges, that's almost negligible. It's also probably more clear and easy to spot. So, slightly better. Let's say you want to practice for real combat situations, so you fire your shots while moving, at a "walking" pace (and set the target drones to not be stationary.) You roll the targets out to a "long" range, and open fire. What happens? In SR3, the TN's are 5 and 6. The character with a smartlink will do twice as good as the character with a laser sight -- twice as many dice will roll hits. Even though both the laser sight and the smartlink do essentially the same thing, one just slightly better. *That* is "pretty clunky." But it gets worse. Imagine after half an hour of this, the brass is littering the flooor (today is "retro cased-ammo day at the range.) Now they are walking on "difficult ground," an additional +1 to target numbers. That's now a 6 and a 7 -- which means that the character who WAS getting twice as many hits is now getting EXACTLY the same number of hits, because of one teeny tiny change in the situation. This is what I am talking about above when I say searching through all your possibilities can balloon your hits twofold. It wasn't hyperoble; and it didn't require any extreme or unusual situations. In SR4, the guy with the Smartlink will roll one extra hit approximately every third shot. That is, the Smartlink will perform *slightly* better than a laser sight, as it was intended. It doesn't matter WHAT else is going on, the range of the shot, or whatever -- the smartlink will perform slightly better, every time. No sweet, no sour. I'll take arbitrating the extreme situations (which are every bit as present in SR3) over the wonkiness that shows up almost every third die roll in SR3. But hey, maybe I just don't like to rub my brain cells together, as Critias says. |
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Dec 7 2005, 11:17 AM
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#97
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
The reason I can't help but pepper my speech with insults is that I've been saying the same thing(s) around here for probably 6 months. If Blakkie can use that as an excuse to be "an asshole" smilingly, I'll use it as an excuse to flavor my comments with a bit of condescension.
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Dec 7 2005, 11:21 AM
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#98
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
You don't need a calculator for SR3. . The probability of success is always [7-(remainder of TN/6)]*[(1/6)^(1+(the quotent of TN/6))] for any specific die. I don't see how the math could get any simpler.
Thresholds, on the other hand, I have no idea how to begin to calculate the probabilities for those. |
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Dec 7 2005, 11:31 AM
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#99
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
I understand -- and I've said as much -- that the SR3 level of complexity isn't for everyone (and I'm just talking basic combat here, that's the bit I use/like/enjoy the most). But what bothers me is that it was among the first games to offer you that sort of thing, and now it's back to not offering you that sort of thing. It's a backwards step, I think.
SR4 feels like "Shadowrun Basic," to me, by comparison. If that means there'll be some future book that has rules for recreating Combat Pool or something, great. It might be enough to make me switch to SR4 (yes, really). But if not, it just feels like something is missing. I might as well be playing D&D (add up modifiers, roll dice, laugh or cry) or WoD (add up modifiers, roll dice, laugh or cry). Edge is better than nothing, I guess, but I see it only replacing one of the old pools/modifiers you used to be able to call upon (karma pool), and the much more common and everyday usefull pool (combat pool) is still conspicuous in it's absence. |
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Dec 7 2005, 12:09 PM
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#100
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Dragon Group: Members Posts: 4,328 Joined: 28-November 05 From: Zuerich Member No.: 8,014 |
I guess I am odd - in my group, we don't calculate what we do beforehand, we say what our character tries to do, then we check the TN and such and roll. No big deal at all. And I fail to see what the big deal is about the 6/7 controversy.
For those among us who don't really care about rules to the degree of running probability calculations in their head, and already simply most stuff down to a few rolls, SR4 may be worth it for the wireless concept and other such "Fluff" ideas as well as other concepts. (And, for those who do care: I always go by a rule of thumb: 1 in 6 will roll a six, on average, and half of those will roll 4 or better, so a skill of six means one success for a TN of 10, as an example. Karma pool makes up the difference, and dealing with the odd fluke row of misses is often fun. That's coming from someone who likes to let players roll 1d6 often, as a sort of "fate/random encounter" check - 1 means something bad comes up, maybe that cop at the corner dislikes the character's metatype, 6 means something good comes up, maybe the stolen car turns out to have a tuned engine - which may result in some gang boss getting angry at the runners stealing his wheels, but those are typical SR twists....) |
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