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> What do you like about SR4 and what changes?, SR1, 2 and 3 not included!
Deadjester
post Mar 24 2006, 06:35 AM
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Idea behind this is to see what others have thought of that I have not so that I may get ideas for impoving our groups gaming. Its not about compairsions to other versions.

So off the top of my head.

I like the general idea behind SR4. It seems pretty straight foward and easy to change to ones needs.
I like the build system much better.
I love how the skills are broken up and seem to add more to the chars for roleplaying. I love the defaulting off of attributes and how attributes help your skills.

Dislikes are the combat formula. I don't like how AP and Power on ammo and hits are done vs Armor.
Skill caps. I think with the present build system skill caps, that the upper skill caps should have been 2 to 4 points higher higher and that Legendary should mean more then it does, maybe with a +2 or +3 added to the high end skill caps due to the present dice effects.
Don't like how stun vs damage works.

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FrankTrollman
post Mar 24 2006, 06:57 AM
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I like all kinds of things. Too much to enumerate in one post. Of more interest, I think, is what I would change.

Dislikes:

Skill Costs vs. Attribute Costs. Skills are too expensive for what they do. Having Attribute cost about twice what Skills do is a legacy from back when they did different things. The relative usefulness of Charisma vs. Ettiquette has changed a lot, the costs should reflect that. Skills should cost half of what they do now.

Karma Costs. There's no reason to still have these at all. They should go away and people should buy their bonuses with Build Points just as they build their starting characters with them. Karma is a legacy that holds the game back, it should have been dropped with the Hacking Pool.

Conjuring/Compiling Drain: Too random, making it too meaningless most of the time and too lethal when bad luck rears its head. A better drain code is 1/2 Force/Rating plus Spirit/Sprite's resistance hits. Keeps the flavor, but makes characters get a little drained more often and take no drain and lethal drain less often.

The whole idea of Unbound Spirits on Remote Service being technically uncontrolled. That was just a bad idea all around and should have been dropped.

The Hacking Dicepool. Program + Skill is simply not the way things work in Shadowrun, and it leads to script kiddy twinkism. A better system is Logic + Skill, hits capped by relevent Program.

Hardened Armor. Enemies and vehicles with large amounts of Hardened Armor have two states: unharmed and dead. That's really not very dramatic at all. I prefer simply having Hardened Armor reduce DV by its rating, causing large amounts of hardened armor to still allow through small amounts of damage. Of course, this change necessitates the reduction of many hardened armor sources - once this house rule is made, most things need to have their armor halved (especially spirits).

-Frank
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Dv84good
post Mar 24 2006, 07:46 AM
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I dislike the power of magic
I am going to take Body + Will+ Essence/3/4 which will be used to give mundane a spell theshold.

says Frank can you give an example of what you would do for character advancement after chargen instead of Karma
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Cain
post Mar 24 2006, 09:02 AM
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I'll start off with the positives:
  • A very well-written ruleset. The basic rules are presented in a very clear, easy to follow format. They're not actually any simpler, but they're presented so well, they're much easier to absorb and put into use.
  • The ability to build a tradition.
  • Vehicle rules that are actually playable.
  • A strong attempt to integrate deckers with the main team.
  • Inclusion of Edges/Flaws, Initiation, and high-grade 'ware in the base book. Now everyone has full advancement possibilities without needing extra books.
  • Easily scaled opposition stats in the NPC section.
Now, for the things I don't like:
  • Skill+Attribute vs fixed TN looks too close to nWoD.
  • A linear probability curve encourages mathematics instead of tactics.
  • Edge is overpowered, and front-loads too easily.
  • Longshot tests don't take skill into account in the slightest.
  • Teamwork tests have too much potential for abuse.
  • Character creation is too complicated, too fiddly, too confusingly laid out, and takes way the hell too long.
  • The chargen skill and attribute caps are useless to prevent abuse, but do wonders for screwing up character concepts.
  • Generalists are not very well balanced against well-made hyperspecialists.
  • Edges/Flaws aren't very well balanced against one another.
  • The attribute and skill range is too compressed.
  • The build-a-tradition rules are low in flavor, and encourages characters to overload Intuition.
  • There are too many different kinds of combat, which are totally incompatible with one another.
  • Variable damage boxes smacks too much of hit points, and the loss of damage codes adds an extra step to combat.
  • Ranged and Melee combat are overloaded with options, while matrix and astral combat are restricted to: "I try and hit him again".
  • There's no reason to use your wireless connection to link your gear--skinlinks can handle all of that.
  • Using more than one commlink breaks the system, but can't be fixed without breaking suspension of disbelief.
  • How to accept total loss of privacy as becoming completely acceptable in the three years the new Matrix has been in place.
  • Cyberlimbs are utterly useless except as carrying cases, and even then, they're not very much use.
    Edit:
  • The on-again, off-again shadowslang.
  • Instead of futuristic or cyberpunk terminology, we get terms lifted from the WinXP users manual.
My biggest problem, however, is with the core mechanic. For years, I've followed the mantra: "Don't tell the players it's impossible, always let them roll." It's led to some of the most tense scenes I've ever encountered, as players sweat it out hoping they'll get lucky. I believe in encouraging players to try, no matter what happens; giving up just isn't any fun, and fun is what a game is all about.

What drives me nuts about SR4 is that once you've dropped your pool to zero, it's entirely up to your Edge. Skill doesn't matter anymore. Also, if you don't have enough Edge left-- or a high enough Edge to meet the threshold-- you can't roll at all. You can't even try, and hope; you can't bet everything you've got on one last prayer; you can only lie down and give up. What's more, you can't fix this without completely overhauling the core mechanic-- we could go nWoD, and always give them one dice to roll, with an increased chance of failure; but then we'd run into the problem of making longshot tests totally unnecessary, and thus a good part of the Edge mechanic. And we'd still have the munchkinous problem of piling on the modifiers, since the odds don't matter anymore: it doesn't matter if you're at -1, or -101, you still have the exact same odds of succeding.
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Oracle
post Mar 24 2006, 09:18 AM
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QUOTE (Cain)
What drives me nuts about SR4 is that once you've dropped your pool to zero, it's entirely up to your Edge.

I second that. In some situations this is really strange. For example when a character wants to throw a grenade and has his pool for the throw reduced to zero. ^^
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Grinder
post Mar 24 2006, 11:23 AM
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QUOTE (Dv84good)
I dislike the power of magic
I am going to take Body + Will+ Essence/3/4 which will be used to give mundane a spell theshold.

I second that.

What I like:
- Skill Groups
- WiFi
- CharGen

What I dislike:
- Skill + Program for Hacking Tests (as Frank said before)
- Edges/Flaws, they're not balanced
- Mystic Hackers
- No chance for uncybered, non-magic mundanes, to ever get a second IP
- The loss of combat pool
- The new Spirit rules

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Ophis
post Mar 24 2006, 12:22 PM
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What I like

The new skill set up in general
The new tradition system ( I play with people well versed in real world "magic" so no flavor issues)
The damage system (much easier to grade, some characters can take more than others in straight damage)
The Initation/metamagic stuff
The reduced cyber costs
Character gen
Metahuman stat mods
New matrix rules
The slower progression


What I dislike

cyberlimbs still don't quite work right
the ammo (did they even playtest this bit?)
the all or nothing power of magic
the really quick healing times (only from practiculy dead)
the lack of sourcebooks (I want my crunch n fluff)
The speed for hitting being awesome (unless your players are sensible)
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Dashifen
post Mar 24 2006, 02:09 PM
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QUOTE (Grinder)
- No chance for uncybered, non-magic mundanes, to ever get a second IP

Just wanted to point out that you can get another initiative pass with a mundane. You just need to use Cram, Jazz, or Kamikaze. 'Course, those all come with other nifty side-effects and addictions, but that's part of the fun :D
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stevebugge
post Mar 24 2006, 05:14 PM
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QUOTE (Dashifen)
QUOTE (Grinder @ Mar 24 2006, 06:23 AM)
- No chance for uncybered, non-magic mundanes, to ever get a second IP

Just wanted to point out that you can get another initiative pass with a mundane. You just need to use Cram, Jazz, or Kamikaze. 'Course, those all come with other nifty side-effects and addictions, but that's part of the fun :D

And I believe you can spend a point of edge for an extra IP in one round too
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Dashifen
post Mar 24 2006, 05:19 PM
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Well done. I forget about that one.
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mdynna
post Mar 24 2006, 06:15 PM
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What I like:

WIRELESS RULES AND HACKING (biggest reason for SR4 IMHO)
Reduction in the number of kinds of tests
Reduction in power of starting char Magicians
Flexibiliy of character creation
Skill groups
Melee only characters appear more playable
Better overall integration of rules

What I don't like:
Skill caps, and the enormous compression of scale this gives*
Horrendously munchable Flaws (Incompetent anyone?)
Impossible tasks (Dice pool reduced to <= 0)
Skimpy Rigger rules (vehicle mod, the hallmark of Riggers is now given a grand total of 8 lines in the book, with no supplement on the horizon)
Enormous reduction in gear costs
Everyone complaining about Skinlink**

* Just wrote a quick program: an "average" human with a DP of 6 in a skill vs. a "best in the world" human with a DP of 13 (6 attrib, 7 skill). In 100,000 opposed tests the average guy won or tied 18%. That means me vs. Joe Montana throwing a football, I will do it at least as well as him 18% of the time. I don't think so.

** It is not as powerful/useful as everyone is making it. All a PC needs to do is say to the GM "All my PAN devices are configured to respond only to my Commlink's Access ID". Done. Your devices are now unhackable unless your Commlink is breached. The only thing Skinlink gives you is resistance to ECM.
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Lindt
post Mar 24 2006, 06:23 PM
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Likes:
Wireless matrix.
A semi functional automotive combat system.
Cars with more body then your avg. troll.
Scaleable magic system.
Skill groups.

Dislikes:
Impossibilities (dice pools <=0)
No more riggers!
The open proliferaton of otaku and removal of fading.
The WHOLE Att+skill concept.
Hackers.
The fact that the matrix rules still are trash.
The FORCED reduction in the power level of the game.
Magical traditions pretty much heaved out the window.

Oh, and everything else that I have read so far.
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Cain
post Mar 24 2006, 06:29 PM
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QUOTE (Dashifen)
QUOTE (Grinder @ Mar 24 2006, 06:23 AM)
- No chance for uncybered, non-magic mundanes, to ever get a second IP

Just wanted to point out that you can get another initiative pass with a mundane. You just need to use Cram, Jazz, or Kamikaze. 'Course, those all come with other nifty side-effects and addictions, but that's part of the fun :D

That's a personal playstyle thing. Some people prefer a wilder approach to initiative, where everyone has a chance to luck out and get a second action. Some people prefer a more controlled, predictable approach. YMMV, of course; but for people like Grinder, there should be some way of adding in this chance without having to totally upset the initiative mechanic.
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JongWK
post Mar 24 2006, 06:43 PM
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You mean like Edge?
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Cain
post Mar 24 2006, 07:18 PM
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No. Edge is a fixed bonus. Someone who likes a wilder style of play would want chances instead of fixed bonuses. Like I said, it's a personal playstyle preference. SR4 can't possibly cater to them all, although I admit that I can't see any easy way to adapt it to a more freewheeling initiative system.
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FrankTrollman
post Mar 24 2006, 08:34 PM
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QUOTE
SR4 can't possibly cater to them all, although I admit that I can't see any easy way to adapt it to a more freewheeling initiative system.


If you really wanted, you could make everyone who gets a critical success on their Initiative check (5+ Hits) get an extra IP. I don't suggest doing that because of the effects that would occassionally have on groups of Lonestar Security Contractors who make group initiative rolls. But it wouldn't be hard. You could even limit it to non-grunt characters to prevent things from going into crazy town from time to time.

It would necessarily slow things down somewhat, but it would make the IP system less of a sure thing if for some reason that was important to you.

-Frank
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Shrike30
post Mar 24 2006, 08:52 PM
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For the group thing, you could just say that every success beyond the 4th would be one more of the goons who gets an extra pass (you roll 6 hits on the init check, 2 of the goons get an extra pass). Prevents absolute insanity.
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Brahm
post Mar 24 2006, 09:42 PM
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QUOTE (Shrike30 @ Mar 24 2006, 03:52 PM)
For the group thing, you could just say that every success beyond the 4th would be one more of the goons who gets an extra pass (you roll 6 hits on the init check, 2 of the goons get an extra pass).  Prevents absolute insanity.

Last session one of the PCs rolled 8 hits out of 9 Init dice. In a low power situation 4 opponents with an extra IP each, and who are very likely acting first because of that roll, that is IMO encroaching on insanity territory. ;)

So not so much prevent insanity as reduce the chance of occurance.
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Dv84good
post Mar 25 2006, 03:50 AM
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QUOTE (mdynna)
* Just wrote a quick program: an "average" human with a DP of 6 in a skill vs. a "best in the world" human with a DP of 13 (6 attrib, 7 skill). In 100,000 opposed tests the average guy won or tied 18%. That means me vs. Joe Montana throwing a football, I will do it at least as well as him 18% of the time. I don't think so.


I think the average human in play should be concerned 2 instead of 3 giving DP of 4. Maybe the calculation will seem more appropriate.
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hobgoblin
post Mar 25 2006, 05:25 AM
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so 18% of the time it matched a world class person. maybe the world class had a bad day while luck was smiling on the avarage joe?

it still leaves 82% of the tests where the world class outperformed mister joe...
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Brahm
post Mar 25 2006, 05:34 AM
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QUOTE (Dv84good @ Mar 24 2006, 10:50 PM)
QUOTE (mdynna @ Mar 24 2006, 01:15 PM)
* Just wrote a quick program: an "average" human with a DP of 6 in a skill vs. a "best in the world" human with a DP of 13 (6 attrib, 7 skill).  In 100,000 opposed tests the average guy won or tied 18%.  That means me vs. Joe Montana throwing a football, I will do it at least as well as him 18% of the time.  I don't think so.


I think the average human in play should be concerned 2 instead of 3 giving DP of 4. Maybe the calculation will seem more appropriate.

Limiting it to 13 is also off. Should be at least 14 with Exceptional Attribute. That of course is unaugmented only, and everyone knows that Joe Montana was magic!

Which would make Warren Moon an Spiral Initiate. ;)

EDIT Incidentally with 14 dice versus 4 dice you are looking at around 1% or 2% of the time that 4 will prevail. Not sure about ties.



As to my pet peeve about SR4, the numbers for the ammo types. I'm ok with the move to DV and AP, even though I would have prefered to see a cleaner combat resolution.

But the actual numbers for them and all the special rules for the ammo types. Just :eek: :dead: . All the way from Flechette through buckshot, Ex, Ex-ex, Gel, Stick'n'Shock, APDS, the Pather Assault Cannon. Yup, pretty much all the ammo. At least grenades are more dangerous now, but other than that just ick.
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FrankTrollman
post Mar 25 2006, 06:10 AM
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Well, also remember that someone who "Has played catch with friends in the backyard" is an example of a character with a skill of zero. The character with a throwing of 3 is an NCAA Division III quarterback.

So Alex Kofoed has an 18% chance of pulling off a play as good as Joe Montana. I can buy that. Over the course of a game, you'd still rather have Joe.

-Frank
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IAmMarauder
post Mar 25 2006, 06:13 AM
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QUOTE (Dv84good @ Mar 25 2006, 03:50 AM)
QUOTE (mdynna @ Mar 24 2006, 01:15 PM)
* Just wrote a quick program: an "average" human with a DP of 6 in a skill vs. a "best in the world" human with a DP of 13 (6 attrib, 7 skill).  In 100,000 opposed tests the average guy won or tied 18%.  That means me vs. Joe Montana throwing a football, I will do it at least as well as him 18% of the time.  I don't think so.


I think the average human in play should be concerned 2 instead of 3 giving DP of 4. Maybe the calculation will seem more appropriate.

The Average Human will have 3 dice for their attribute, and then 0 for their skill. This would be for "Joe Average", just your basic guy who has only ever played catch in the backyard. So, he will probably have to default, throwing results off a bit. If you are at a "little league" level for the skill, he will have a DP of 4.

Skill at level 3 (for a dice pool of 6) would make you a professional, so 18% would be fairly accurate :) Yes, a skill rating of 4 is the "average skill level for starting shadowrunners" (pg 108 of the SR4 rules), but the average shadowrunner is very different to the average human ;)

< Please note: this is based on my interpretation of the rules. If I have interpretted the rules wrong, please let me know. >

[EDIT] Dang, Frank got in while I was posting... At least I know I am reading the rules right :) [/EDIT]
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Cain
post Mar 25 2006, 09:20 AM
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QUOTE (hobgoblin)
so 18% of the time it matched a world class person. maybe the world class had a bad day while luck was smiling on the avarage joe?

it still leaves 82% of the tests where the world class outperformed mister joe...

Matched or beat a world-class person. To put this into Shadowrun terms, it'd be like a snot-nosed codepunk fresh out of technical school, challenging Fastjack to a programming contest... and meeting or beating him, one out of every five tries.
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Rotbart van Dain...
post Mar 25 2006, 10:50 AM
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Using that example, you don't do yourself a favor - in programming, that's a pretty real possibility. ;)
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