Are hard caps set at staring caps good?, Really? |
Are hard caps set at staring caps good?, Really? |
Jan 11 2006, 08:20 PM
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#1
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Running Target Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 |
I am not saying remove hard caps..I just want to know why so low?And do people like them at this level?
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Jan 11 2006, 11:28 PM
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#2
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Running Target Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 |
For those who said yes, why? Magic can be raised above 6,and I don't see people bating an eye. Is it because that is how the rules were made, or is there any reason to it?
So those who said yes, would you mind magic being capd at 6 as well? |
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Jan 11 2006, 11:35 PM
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#3
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Running Target Group: Members Posts: 1,219 Joined: 26-February 02 From: Lofwyr's stomach. Member No.: 1,320 |
Ah, I see you were hoping that we would vindicate your stance.
The reason I like the Hard cap is because it doesn't make sense that the body can grow endlessly in power. There is a limit to how strong you can get, simple as that. you will never be able to lift a 747. There is a limit to how flexible. You will never be able to tie your arm in a sheepshank. Mentally, there is also a limit. You will never be able to do math as fast as a computer, never be so good at guessing as to seem psychic, never be so willfull as to resist torture indefinately and so charismatic as to charm a bus of nuns into having sex with you on the spot. I also beleive you can only be so lucky, so edge is good too. magic, on the other hand, breaks the rules. Thats what it does. All those things I just described ARE possible with Magic. Insanely powerful magic is the stuff of legends, and it should be let to run wild. Now that said, I'm not so happy with the cap on skills. But attributes, especially with the way the are mechanically, caps are good. |
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Jan 11 2006, 11:52 PM
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#4
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
this isn't a vote for whether you approve of hard caps or not.
it's a vote for whether you think the hard caps should be different from the chargen caps. |
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Jan 12 2006, 12:51 AM
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#5
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Target Group: Members Posts: 14 Joined: 6-January 06 Member No.: 8,139 |
I believe in hard caps, but I do not believe in these caps limiting augmentation in any way. Half again racial maximum for natural stats has always existed.
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Jan 12 2006, 01:05 AM
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#6
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Neophyte Runner Group: Members Posts: 2,026 Joined: 23-November 05 From: Seattle (Really!) Member No.: 7,996 |
Absolutely, if the caps were any higher I'd need a bigger table to accomodate all the flying dice :D
Really I do actually like the caps, if I wanted unstoppable superhuman characters and enemies I'd play a superhero game. I like the characaters very good at what they do, but still limited. |
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Jan 12 2006, 02:04 AM
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#7
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i think that using the same progression for both chargen and character advancement is bad for several reasons. for one thing, it devalues the upper limits of character advancement--if a starting character can be just as good at one thing as someone who has spent an entire career advancing that same thing, being "the best in the world" suddenly becomes commonplace. for another, it buries the gaming portion of the roleplaying game experience; your character can't advance in his specialty, which takes away a lot of the impetus for improvement, which takes away a lot of the fun of playing the game. few people play games just for the sake of playing them; on some level, most people prefer to feel they've won something, or at least could have won something.
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Jan 12 2006, 02:37 AM
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#8
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Moving Target Group: Members Posts: 261 Joined: 26-February 02 From: Massachusetts Member No.: 2,115 |
I actually prefer the idea of having the starting caps be lower. It would make a lot of sense to not allow 6's for skills and attributes of starting characters, and to not allow the positive qualities that let players advance to 7 at chargen.
One of the things that keeps RPGs fun is character advancement, and if you can start at the cap (or even just under the cap) then that takes away most of the effect of character advancement. Allowing characters to advance beyond ratings of 7 is an option I like much less. Basically, the only difference between the two options is how many dice a player throws for the average test - and I see absolutely no advantage to that number being higher rather than lower. On the other hand, more advancement is good so it might be worth making some very expensive way to get a "higher skill" in addition to lowering the starting maximum. The next time I run a game, I may use the following house rules: - Characters may not start with a rating of 6 in skills, or a racial maximum rating in attributes. - Edges that increase the starting maximum for skills or attributes may not be taken at character generation. - The following positive quality is available to waste karma for mundane characters: == Positive Quality: Mundane Mastery (20 points, i.e. 40 karma) This quality may be taken only by characters with no magic or resonance attributes. Select a skill group - you must have all the skills in the group at a rating of at least 4, and one skill in the group must have a rating of 7. When you make a test with a skill in that skill group you may add an extra die to the dice pool. This quality may be taken up to two times, and must apply to the same skill group both times. |
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Jan 12 2006, 07:31 AM
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#9
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Not all of us want to play newbie-runners. I want my character(s) to have had experience in the shadows, to be aged, in my 'prime', so I want access to my 'cap' at generation. And for realism, around 25 to 30 is a person's prime in both physical and mental growth. After that, your growth is in skills...
Sphynx |
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Jan 12 2006, 07:57 AM
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#10
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
room for advancement doesn't necessarily mean playing a newbie. and i, at least, wasn't limiting the discussion of caps to attributes--skills have caps, too, in SR4.
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Jan 12 2006, 08:17 AM
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#11
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Attribute caps? Fine. There's limits, essentially, to the raw speed, power, and sometimes even stamina of the (meta)human body.
Skill caps? Poof. Get rid of 'em. Period. Cap at 5 or 6 at creation, sure, for "game balance" and "room to grow" and whatever; but other than that, leave 'em alone. The sky should be the limit, once the characters are up and (shadow)running, raking in karma. Let 'em grow as much as they want to -- some people are just crazy good at stuff. |
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Jan 12 2006, 08:45 AM
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#12
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Moving Target Group: Members Posts: 261 Joined: 26-February 02 From: Massachusetts Member No.: 2,115 |
I don't think it's reasonable for a starting Shadowrun team to consist of 4 deckers who are all as skilled as Fastjack - and that's what the current rules of "You can start with 7 & 7 and those are the absolute caps" are implying.
I'd like to see at least two, but more would be good too, different gradiations of skill between a high end starting character who might be "one of the top five in Seattle" and "Actually the best in the world". By the SR4 rules there are 7 possible levels of skill: 1, 2, 3, 4, 5, 6, and 7. The way that seems to break down based on actual characters I've seen generated is 3 levels of "poor", two levels of "good", one level of "very good", and a level of "exceptional". I think there's more value to differentiating between different levels of "exceptional" than there is to differentiating between different levels of "poor". Back to well known deckers, I'd say that all of the following people are "exceptional" deckers and that they all have different levels of skill - different levels that are likely greater than where a starting character should be: Faskjack, Jane-in-the-box, The Smiling Bandit, Slammo! |
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Jan 12 2006, 09:05 AM
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#13
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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 |
I'm going to make a completly irrevelant comparason to illustrate a point. A plain jane whitebread human gun adept build in SR3 VS an unarmored "average" human compared to a maxed out gun adept in SR4 s the same unarmored human. Both adepts wield Predators without any targeting aids and conditions are ideal resulting in no modifiers for either adept.
The fresh SR3 adept has the cliche Pistols 6, IA:Pistols 6. He rolls his 12 dice against a TN of 4 and averages 6 successes. Mr. Average dodges with his megar 3 CP and averages 1 success. With 5 net successes the Adept causes a deadly wound. Mr. Average rolls with 3 body dice and gets 0 successes. He dies. The SR 4 Adept had hit the augmented cap in both agility and pistols, rolling 20 dice. He averages 6 successes. Mr. Average rolls a megar 2 dice since he doesn't know how to dodge gunfire. He averages 0 successes. 5P + 6 is 11P. Mr Average rolls his 3 body dice and averages 1 success, droping it down to 10P. He still has one box left. So there you have it folks, the best gunman in the Shadowrun 4 world cannot reliably kill a pantspissing wageslave without a smartlink. Against skilled armored enemies, it becomes even more of a crapshoot, as it were. Of course, the above assumes that the augmented cap applied to IA dice which I don't believe is the case, unless there has been errata on it. If not, it just tosses mundanes rear first into the metaphorical gay troll bar. A quirk of the new damage system combined with the fixed 1/3 probability means that you need fragging huge dice pools to be reliable in combat. At least, that's how it works out on paper. In order to stack the odds in your favor you have two add at least 3 dice for every extra point of damage you wish to cause. This isn't really possible. The only other alternative is to reduce your oppenents pool. This is generally effective against enemies with small pools, but less effective against ones with hugepools. |
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Jan 12 2006, 09:56 AM
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#14
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Moving Target Group: Members Posts: 210 Joined: 6-January 06 Member No.: 8,137 |
Well if you define reliable, as being able to kill in one shot with a peashoter then yes.
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Jan 12 2006, 10:17 AM
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#15
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Yeah. 'Cause "peashooter" is what everyone thinks, when someone mentions an Ares Predator.
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Jan 12 2006, 10:25 AM
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#16
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
An Ares Predator, being the SR equivelant of the Desert Eagle, is hardly a pea shooter. And yes, you should be able to kill someone with one gun shot, even from a 'pea shooter' of a light pistol, much less a heavy.
As for my opinion, attribute caps make just as much sense as they did before. But I like htem more like they were in SR 3 , where if you pump enough in to them, they can go higher. Real world example, those sary body builders. Are you going to tell me that everyone with a 6 str is like those monsters? no, I didn't think so. As for skill caps, Idon't believe in them. I charge more after 6 to keep them more in the scale of the game (x3 instead of x2) but what the @#$@ is the point of trying to be 'the best of the best; of something if you start out there and can never advance!? And simply saying that yhe most you can start wit his 4 in a skill to coutner that is just silly. Just as a psychological POV, if you want to feel that you're character really has some punch, you're probably going to want to throw more than a small handful of dice. Anyone that's ever done a D&D 20D fireball is going to balk at being a bad-a with 12 dice for "Best of the Best" anything. |
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Jan 12 2006, 12:44 PM
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#17
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Mystery Archaeologist Group: Members Posts: 2,906 Joined: 19-September 05 From: The apple tree Member No.: 7,760 |
ermm Hyzmarca the normal human has ten boxes of damage so in your examle is unconscious the formula is 8+half body rounding up. half of 3 is therefore 2 which when added to 8 is 10 not 11 as you postulate. Your gun bunny is about as effective.
I think that the absolute cap should be in but be a higher, maybe ten or twelve, probably with a rebuyable quality to allow it or requiring some sort of essence up keep to represent honing the skill. |
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Jan 12 2006, 01:03 PM
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#18
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
..after filling his overflow boxes, yes.
As Mr. Average only has 10 Boxes, he dies... after filling his overflow boxes. Bottom line: both cases result in Mr. Average bleeding to death. Big difference, huh? Hard caps are nice for comparison, as seen by grading systems. The creation system is too limited, even with the possibility of going to the max in skills and attributes - when it comes to gear, the system is not able to sustain the flexibility for high-level like it should be. |
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Jan 12 2006, 01:08 PM
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#19
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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 |
Exceuse me, I misread the condition moniter table. That's what I get for looking at the table but ignoring the text.
Rotbart van Dainig, the big difference is that a begining character who is dedicated to pistol combat in the world can perform the latter with reliability in SR3 with a small margin for error and The best pistol shooter in the world can perform the latter reliably with no margin for error. If Mr. Average has just one point of dodge or a related skill (I don't see why this wageslave should but others characters certainly will) then he'll have a box left. |
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Jan 12 2006, 01:18 PM
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#20
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Just in SR3, there's a fair chance he miserably fails in shooting someone in the leg.
:grinbig: |
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Jan 12 2006, 01:42 PM
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#21
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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 |
But called shots are a small part of the overall combat system and it illustrates my other point. One can stack the deck in their favor by manipulating TNs in SR3. In SR4, doing the same requires manipulating dice pools, which is far less reliable. Positive dice pool modifiers don't provide a significant number of hits unles they are very large while negative dice pool modifiers are most effective against characters with small pools. In many opposed tests, characters will be rolling a similar number of dice and thus have similar hit probabilities, generally increasing the randomness of the game. Removing skill caps and encouraging characters to specialize can alieviate the latter problem by increasing the general hit probability for the character's a speciality. Unfortuanrtly, I'm, not so sure how the latter solution will work on the former problem. One would have to greatly increase pool modifiers (and possibly thresholds) to compensate. All in all, I'm certainly in favor of the greater level of granularity that higher caps (and thus more significant gaps) would provide. |
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Jan 12 2006, 01:56 PM
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#22
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Wow. So a starting SR3 character and the single greatest combat pistol shooter that will ever be in SR4 are neck and neck. Yeah. You convinced me. Skill caps rule! |
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Jan 12 2006, 02:06 PM
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#23
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Trick shots are a small part of the combat system because they got nerfed - but trick shots is what world class is all about. Your point is that you miss one-hit-kills. That is valid, but neither necessarily realistic nor favorable for everyone.
No problem. It is not that hard to see that SR4 is less open to min-maxing. |
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Jan 12 2006, 02:34 PM
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#24
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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 |
It isn't that I miss one hit kills so much as that I prefer to think stratigly and set my character up for success rather than just randomly rolling dice and hope they come up right. The lack of one hit kills was the most dramaic example I could think of a the time, but it probably wasn't the best one for my point. The lack of one-hit-kills is the fault of the linear staging system as much as anything.
It is the effect on the skill cap combined with fixed TNs on opposed test in general that I find most annoying. SR4 characters are encouraged to be generalists and, unless poorly built, should possess both offensive and defensive stats at similar levels. Similar skill levels with fixed TNs and the same thresholds means unpredictible opposed tests. Hell, the example they give in the book is decided purely by luck. |
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Jan 12 2006, 03:02 PM
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#25
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Less predictable than opposed tests for very different skill levels in SR3, indeed - but most tests of that kind were success contests in SR3 anyway (which were about as unpredictable), and when pitting similar levels against each other in an opposed test, it was justs as unpredictable. The problem you have is mostly that the old strategies are not the most efficient anymore... |
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