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> Are hard caps set at staring caps good?, Really?
So what do you think?
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chevalier_neon
post Jan 13 2006, 04:54 PM
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My understanding in your example is that with a 7 in this skill, the doctor has read all the books... But with his one in intelligence, he has some issues to coordinate all the information, and to use it efficiently.
The guy with 1 in this skill will have a really basic knowledge, but with a 6 in intelligence, he will be able to exploit this knowledge to get the right conclusions...
But then again, the p69 rule seems, in my opinion, to be necessary in order to have a more realistic version of the game...
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FrankTrollman
post Jan 13 2006, 05:29 PM
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One thing to note is that SR4 can actually have problems even in areas where it outshines SR3. It is well known that Blind Archery was simply too difficult in SR3. There are people who can really do it with a high rate of success, and that would have required a skill well over 12 in SR3, while a character in SR4 can actually do it as a starting character. That's a gain for realism.

But that doesn't address the fact that there really are people who can't do a backflip who are able to perform world-class feats of marksmanship. SR4 split quickness and intelligence up, and that goes a long way towards making more realistic characters (finally you can make someone who is really perceptive who isn't also a prize-winning physicist), but it still means that anyone who is really good with a gun is by definition quite proficient in Gymnastics, and we know that isn't true.

Despite the gains made in SR4, there are still some hanging issues:

1. Skills are too expensive. It costs 10 BP for +1 die to every skill in the Firearms group. It costs 10 BP for +1 die to every Agility linked skill. That's bullshit.

2. Skill caps are unrealistic. Sorry guys, there really are things that people can do that they can't do in SR4 because the skill caps are too low. From marksmen to bakers, world class people can perform enviable feats so consistently that from a Shadowrun POV they are "buying success" on tasks that the caps simply will not allow for mundanes. And yet, we know that every man woman and child on Earth is a mundane.

---

On the other side, of course, letting up the skill caps would make people roll larger piles of dice, and that's a pain in the ass. So it's an open question of whether the extra realism of allowing actual world class experts into the game is worth the extra annoyance of having more pieces of plastic flying around. But don't pretend that the limits are there for any other reason - they aren't.

-Frank
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Kerberos
post Jan 13 2006, 05:45 PM
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QUOTE (FrankTrollman @ Jan 13 2006, 12:29 PM)

Despite the gains made in SR4, there are still some hanging issues:

1. Skills are too expensive. It costs 10 BP for +1 die to every skill in the Firearms group. It costs 10 BP for +1 die to every Agility linked skill. That's bullshit.

2. Skill caps are unrealistic. Sorry guys, there really are things that people can do that they can't do in SR4 because the skill caps are too low. From marksmen to bakers, world class people can perform enviable feats so consistently that from a Shadowrun POV they are "buying success" on tasks that the caps simply will not allow for mundanes. And yet, we know that every man woman and child on Earth is a mundane.

---

On the other side, of course, letting up the skill caps would make people roll larger piles of dice, and that's a pain in the ass. So it's an open question of whether the extra realism of allowing actual world class experts into the game is worth the extra annoyance of having more pieces of plastic flying around. But don't pretend that the limits are there for any other reason - they aren't.

-Frank

I totally agree with the part about skills, and it becomes even worse since skill groups are actually more expensive when it comes to post character creation advancement. As for the abilities of existent mundanes and the ability or inability of shadowrunners to match those I must admit it doesn't concern me that much. If nothing else we could justify their skills as pre-awakening adepts.
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Moon-Hawk
post Jan 13 2006, 05:48 PM
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QUOTE (FrankTrollman)
From marksmen to bakers, world class people can perform enviable feats so consistently that from a Shadowrun POV they are "buying success" on tasks that the caps simply will not allow for mundanes.

Hehe. A baking adept. Look out! He's got buns of steel!
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Azralon
post Jan 13 2006, 06:38 PM
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QUOTE (FrankTrollman)
1. Skills are too expensive. It costs 10 BP for +1 die to every skill in the Firearms group. It costs 10 BP for +1 die to every Agility linked skill.


I wholly agree that skills are disproportionately priced in relation to attributes.

QUOTE (FrankTrollman)
2. Skill caps are unrealistic. Sorry guys, there really are things that people can do that they can't do in SR4 because the skill caps are too low. From marksmen to bakers, world class people can perform enviable feats so consistently that from a Shadowrun POV they are "buying success" on tasks that the caps simply will not allow for mundanes.


Thresholds: Easy = 1, Average = 2, Hard = 3, Extreme = 4.

Grand Bagel Master Bob has a 6 Baking skill and +2 dice for Specializing in bagels. Let's say that he's got a modest 4 in his linked Attribute (Logic, for Baking? Maybe Intuition?). That's a theoretical 12 dice. He can "take 4" and toss down 3 hits ("Hard" difficulty) without even trying or he can play the odds for an average of 4 hits ("Extreme" difficulty) if he decides not to phone it in.

Note that I didn't even include Aptitude in there (which any world-class fella should have) nor a particularly awesome linked Attribute, nor Edge use.

So, I have to disagree with you on that point, Frank.
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Rotbart van Dain...
post Jan 13 2006, 06:40 PM
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It would be Artisan 6 (Baking +2) ;)
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mfb
post Jan 13 2006, 07:13 PM
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QUOTE (Rotbart van Dainig)
But I'm pretty sure I saw deckers being better than Dodger in SR3...

and? Dodger is good, but he isn't the best in the world by any stretch. now, if you said you saw deckers better than Fastjack, you might have a point--except that Fastjack doesn't have listed stats, which allows the GM to make use of one of the features of a no-cap system: all they have to do is say "Fastjack is better than you", and he is. moreover, i guarantee those deckers in SR3 weren't starting characters. unlike in SR4, you have to work to get to be badass in SR3, not just select it at chargen.
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Rotbart van Dain...
post Jan 13 2006, 07:20 PM
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QUOTE (mfb @ Jan 13 2006, 09:13 PM)
Dodger is good, but he isn't the best in the world by any stretch.

Actually, he is by canon - as a Spikebaby and trained by an AI... ranking as superhuman. ;)
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mfb
post Jan 13 2006, 07:22 PM
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as there is no 'superhuman' ranking in the SR3 skill descriptions, i believe you're mistaken. and find me ten people who'd bet on Dodger outhacking Fastjack.

besides, are you really saying that it's worse for characters to be on par with Fastjack or Dodger after spending karma working towards it, than is is for characters to be that good at chargen?
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Mr. Unpronouncea...
post Jan 13 2006, 07:32 PM
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QUOTE (Kerberos)
I totally agree with the part about skills, and it becomes even worse since skill groups are actually more expensive when it comes to post character creation advancement. As for the abilities of existent mundanes and the ability or inability of shadowrunners to match those I must admit it doesn't concern me that much. If nothing else we could justify their skills as pre-awakening adepts.

Err...am I missing something again?

at character creation:
single skill = 4 bp per point
skill group = 10 bp per point = 2.5x single skill cost

after character creation
single skill = 2x new rating
skill group = 5x new rating = 2.5x single skill cost

Now, attributes do get ridiculously cheap after character creation..and that's just dumb.
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Azralon
post Jan 13 2006, 07:33 PM
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FWIW, the pre-SR4 literature has made me suspicious that Dodger had gone technomancer prior to Crash 2.0.

A character had asked if Dodger was an otaku, and the reply was that he was "something.... else."

But eh, we might not actually find out.
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Rotbart van Dain...
post Jan 13 2006, 07:35 PM
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QUOTE (mfb)
as there is no 'superhuman' ranking in the SR3 skill descriptions

Yet there is one for NPCs...
QUOTE (Shadowrun Companion @ p. 84)
Superhuman



QUOTE (mfb)
and find me ten people who'd bet on Dodger outhacking Fastjack.

Sure:
QUOTE (Brainscan @ p. 133)
Perhaps one of the worlds best deckers, Dodger has developed a solid reputation both in the Seattle and throughout the world.

So, it is very likely that, depending which fanclub people are part of, there would be quite a discussion...

So, as both of your point are obviously wrong, I suggest you should check your references first before posting.
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mfb
post Jan 13 2006, 07:55 PM
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oops, you're right about the Superhuman rating. i haven't used those, so my memory on them is somewhat rusty. your second proof is not proof it all. "perhaps" and "one of" are not terms one uses to describe someone who is a match for an NPC like Fastjack.

all of which is completely tangential to the actual point of my recent posts, which you have thus far avoided answering. one might start to think it's because you can't.
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Kerberos
post Jan 13 2006, 07:55 PM
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QUOTE (Mr. Unpronounceable @ Jan 13 2006, 02:32 PM)
QUOTE (Kerberos @ Jan 13 2006, 05:45 PM)
I totally agree with the part about skills, and it becomes even worse since skill groups are actually more expensive when it comes to post character creation advancement. As for the abilities of existent mundanes and the ability or inability of shadowrunners to match those I must admit it doesn't concern me that much. If nothing else we could justify their skills as pre-awakening adepts.

Err...am I missing something again?

at character creation:
single skill = 4 bp per point
skill group = 10 bp per point = 2.5x single skill cost

after character creation
single skill = 2x new rating
skill group = 5x new rating = 2.5x single skill cost

Now, attributes do get ridiculously cheap after character creation..and that's just dumb.

I meant compared to attributes.
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Rotbart van Dain...
post Jan 13 2006, 08:10 PM
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QUOTE (mfb)
all of which is completely tangential to the actual point of my recent posts, which you have thus far avoided answering.

Oh, sorry - sometimes it is really hard to find an actual point in your posts other than your crusade...

QUOTE (mfb)
besides, are you really saying that it's worse for characters to be on par with Fastjack or Dodger after spending karma working towards it, than is is for characters to be that good at chargen?

No.

It is worse that they can be flat out better.

What they can reach at chargen is only a matter of guidelines at chargen, which are subject to change (as seen by MJlBB) - this is about the very system itself.
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mfb
post Jan 13 2006, 08:16 PM
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QUOTE (Rotbart van Dainig)
Oh, sorry - sometimes it is really hard to find an actual point in your posts other than your crusade...

funny, i was about to say the same thing.

the point you're trying to make conflicts with itself. you're saying that it's a problem that PCs can be better than Dodger, who is a Superhuman NPC. yet Superhuman NPCs are, by definition, always better than the group they're pitted against. if Dodger has both hard stats and a Superhuman NPC rating, that's a conflict in the rules, not a fault in the system.
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Azralon
post Jan 13 2006, 08:16 PM
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QUOTE (Rotbart van Dainig @ Jan 13 2006, 04:10 PM)
It is worse that they can be flat out better.

Are you saying it's bad that PCs can approach and even exceed the abilities of (non-IE, non-dragon) canonical characters?

If so, I'll have to disagree with that.
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Rotbart van Dain...
post Jan 13 2006, 08:24 PM
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QUOTE (mfb)
if Dodger has both hard stats and a Superhuman NPC rating, that's a conflict in the rules, not a fault in the system.

Actually, it's both - the conflict shows the weakness of the system:

The complete lack of a reliable grading system.

QUOTE (Azralon)
Are you saying it's bad that PCs can approach and even exceed the abilities of (non-IE, non-dragon) canonical characters?

Not always - the exceed part is what causes strange shifts ingame when concerning 'the best of the world'. ;)
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mfb
post Jan 13 2006, 08:31 PM
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why is a concrete, set-in-stone grading scale a good thing? it allows the GM much, much less ability to tailor NPCs to fit his game. in a no-cap system, the GM can always come up with someone who is better than the PCs; in a capped system, the GM is locked under the same ceiling as everyone else. i'd argue that having lots of deckers who are as good as Dodger is just as bad, if not worse, as having one decker who is better. at least that one decker is something special, something unique. in SR4, deckers as good as Dodger are a dime a dozen. Dodger's just another chump with 13 dice.
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Azralon
post Jan 13 2006, 08:34 PM
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QUOTE (Rotbart van Dainig @ Jan 13 2006, 04:24 PM)
The complete lack of a reliable grading system.

I daresay that it's not the system at fault, but MAS (multiple author syndrome) at work.

Also, it's bad form for anyone in a fiction-by-committee situation to declare that "So-and-So is literally the best in the world" because A) it implies a one-dimensional measuring stick and B) someone else can always come along and say "no, THIS guy is the best in the world."
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FrankTrollman
post Jan 13 2006, 08:41 PM
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QUOTE (mfb)
why is a concrete, set-in-stone grading scale a good thing?


Because it allows gamemasters to consistently assign difficulties to tasks, and to connect fiction and adventures from multiple authors into a functioning whole without constant skill and difficulty inflation.

Remember, the question on the table isn't even whether hard caps are a good idea. I don't think anyone here is asking for players to get so good at climbing that their mundane characters can climb rainstorms and shit. The question isn't whether having consisent guidelines is a good thing - I'm pretty sure we can all agree that having skill and difficulty values mean the same thing in different books and campaigns is a Good ThingTM.

The question is whether the SR4 rules have enough space within those hard caps, and whether players are allowed to start too close to those hard caps. Personally, I would answer that No, and Yes respectively. But I can't seriously questions whether having a meaningful and consistent skill table at all is a good idea.

-Frank
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Rotbart van Dain...
post Jan 13 2006, 08:47 PM
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QUOTE (mfb)
why is a concrete, set-in-stone grading scale a good thing?

The very reason of standardization - it's more reliable and easier to use.

QUOTE (mfb)
in a no-cap system, the GM can always come up with someone who is better than the PCs;

Which, after a while, just gets annoying, being overpowered by NPCs...

QUOTE (mfb)
in a capped system, the GM is locked under the same ceiling as everyone else.

..while, maybe being 'boring', results in a basic kind of fairness.
Rules working both ways are not a bad basis for setting up an equal gaming group.

QUOTE (mfb)
at least that one decker is something special, something unique.

unfortunately, IIRC, that wasn't the case.

QUOTE (Azralon)
I daresay that it's not the system at fault, but MAS (multiple author syndrome) at work.

To some extent - but without any real guideline provided by the system, there is no way of avoiding MAS.
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mfb
post Jan 13 2006, 08:49 PM
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eh, agreed, to a point. a system where characters could conceivably have a skill rating of anywhere from 1 to 100 would be annoying as all hell to GM. but that possibility isn't automatically inherent in a no-cap system. for all its many faults, SR3 at least got that right: when's the last time you saw an SR3 character with a skill, or even a specialization, higher than about 15? once you get above a certain point, the cost of progression becomes more than most players are willing to bear; to me, that's a more elegant solution than simply putting a hard cap on things.

but, as you said, that's not really the point of this discussion. the main thing that bothers me about SR4's skills and attributes isn't that they're capped--it's that the cap at chargen and the cap on post-chargen progression are the same. that, to me, takes all the joy out of advancing a character. as i've said before in this thread, if you view the rules as a make-do vehicle for your roleplay, then there's no problem with this; it's even a strength. but if you enjoy the gaming side, then it's a serious flaw.

QUOTE (Rotbart van Dainig)
unfortunately, IIRC, that wasn't the case.

maybe not the case in your experience. it is in mine, and in the experience of the extended gaming group i associate with.
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Rotbart van Dain...
post Jan 13 2006, 08:55 PM
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QUOTE (mfb)
a system where characters could conceivably have a skill rating of anywhere from 1 to 100 would be annoying as all hell to GM.

Nah, Warhammer and all the other D100 systems aren't that bad. ;)
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Chandon
post Jan 15 2006, 03:35 AM
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Reading through the thread, I came up with an interesting question: How bad is the skill description table if you define it as being referring to a character with a linked attribute of 4 for 1-5 and 6 for 6, and 7 for 7?
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