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> Resolving SR4 issues, Instead of whining like little girls
Geekkake
post Mar 24 2006, 02:57 PM
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There are plenty of threads complaining about aspects of SR4 they don't like. Awesome. Now let's fix them. Pick one of those problems, and offer a resolution. And for the love of God, try to refrain from "here's X problem, IT CAN'T BE FIXED". These are, of course, simply suggested house rules.

Longshot tests: The most valid complaint I've seen regarding Edge is that there comes a point where the runner simply cannot attempt what they want to attempt. Their dicepool is reduced to zero, and don't have enough Edge to overcome the Threshold for the task. This is not only bad on players, but seems to run contradictory to the entire purpose and nature of Edge.

Solution: Make the dice explode. There's still a huge chance of failure, but frankly, if the modifiers of a situation have reduced your pool to zero, you're staring at a task that, well, exceeds your skill. You have to rely on blind luck. But luck can do crazy things, and there should never be a situation that entirely precludes the possibility of success, no matter how remote. Exploding dice allows the players to still try anything, and simply makes the chances of success more unlikely the higher the Threshold gets.

Now you try.
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Azralon
post Mar 24 2006, 02:59 PM
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I do like the thread subtitle. :) But, to business:

Movement and variable initiative passes bother me in the way they interact. It's all very simple when everyone has 1 IP and can move X meters per Free/Simple Action.

However, when people get multiple IPs, movement breaks down in either simplicity or realism. If I can walk 10m as a Free Action and I have two IPs, should I be spending one Free per IP to move 5m? Do I spend the one Free on my first IP to move 10m, and then I can't move any more until the next round?

The method I've been using is that you look at whoever has the highest IPs, then you divide everyone's movement by that and that's how much they get to move per IP (whether they have an IP left or not). That promotes a little bit more simultaneity and gives the people with fewer IPs something to do until their next action.

It's a pain, though, and it gets all wacky when people's IPs can dynamically change. So I'm not really sure how to best handle it.
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Mr. Unpronouncea...
post Mar 24 2006, 03:31 PM
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Err...if you're using edge the dice do explode, don't they?
(with the exceptions of rolling edge after the test, or rerolling failures.)
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blakkie
post Mar 24 2006, 03:36 PM
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QUOTE (Mr. Unpronounceable @ Mar 24 2006, 09:31 AM)
Err...if you're using edge the dice do explode, don't they?
(with the exceptions of rolling edge after the test, or rerolling failures.)

I think he means always exploding dice, and there is a suggested optional rule already in the book for that. The reason they took out exploding dice, I suspect, is to keep the speed up. Once you get up to 10 or more dice it is rare not to reroll at least once, and a couple rerolls becomes fairly common. That isn't a huge amount of time on one roll, but when you do it on every roll it starts to add up.

I could take it one way or the other. I like the excitement of exploding dice. But at least having it in Edge gets me by. Not sure, would have to try it to see how much things slow down with rerolls. It would probably depend a lot on how tight and awkward rolling is for you to start with.
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Mr. Unpronouncea...
post Mar 24 2006, 03:52 PM
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I guess...but his example was specifically a character whose pool had been reduced to zero and whose edge was less than the threshold needed - so you'd roll edge with exploding dice to solve the problem (which doesn't seem to exist, because that's what you would do anyway.)
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Eryk the Red
post Mar 24 2006, 03:56 PM
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The book specifically says that the Rule of 6 doesn't apply on Long Shot tests. The idea here is to say that it does.
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Mr. Unpronouncea...
post Mar 24 2006, 04:08 PM
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ah - that's what I was missing...thanks.
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SL James
post Mar 24 2006, 04:27 PM
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QUOTE (Geekkake)
There are plenty of threads complaining about aspects of SR4 they don't like. Awesome. Now let's fix them. Pick one of those problems, and offer a resolution. And for the love of God, try to refrain from "here's X problem, IT CAN'T BE FIXED".

Some of us are rebuilding the whole damn thing, you sanctimonious little prick.
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Eryk the Red
post Mar 24 2006, 04:28 PM
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I'll take a sanctimonious prick over someone just being belligerent.
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SL James
post Mar 24 2006, 04:53 PM
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That's because you don't know what you're talking about, newbie.
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Kleaner
post Mar 24 2006, 04:53 PM
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QUOTE (SL James)
QUOTE (Geekkake @ Mar 24 2006, 08:57 AM)
There are plenty of threads complaining about aspects of SR4 they don't like. Awesome. Now let's fix them. Pick one of those problems, and offer a resolution. And for the love of God, try to refrain from "here's X problem, IT CAN'T BE FIXED".

Some of us are rebuilding the whole damn thing, you sanctimonious little prick.

Here's a news flash -- nothing any motherfucker on Dumpshock says matters. We're all sitting here talking about a role playing game. Your pointless drivel is no more or less important than our pointless drivel, in the great, global, scheme of things.


p.s. Calling someone a newbie because they've happened to discover the little rock you hide under on the internet after you did, is just plain silly.

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stevebugge
post Mar 24 2006, 04:59 PM
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Why do I get the feeling that sooner or later Bull is going to be very busy with this thread...........
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Magus
post Mar 24 2006, 05:03 PM
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Or Adam. It seems that when ever James gets passionate about something the thread goes to Hell.
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Dashifen
post Mar 24 2006, 05:03 PM
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My biggest problem is the lack of interesting combat options for Astral and Matrix combat. Ranged and Melee have all these interesting modifiers that a player and GM can use to create tactical situations. Granted, they also encompass perhaps the largest percentage of combat in the game. Thus, I can understand why they were focused on first and Astral/Virtual combat comes second. Perhaps we'll see a return of the Matrix Combat Maneuvers from SR3 when we get Unwired, and Astral combat has always been kind of a I-hit-you-now-you-hit-me kind of thing. To that end I think we could do this:

For Matrix Combat:
Change matrix attacks back to a simple action. Then, allow the three maneuvers from third addition (parry, position, and evade) as follows. Note, I use Pilot for the skill used by the opponents below. Obviously, if you're maneuvering against a hacker, use Hacking or Computers as appropriate. As before, the maneuvers are all simple actions.
  • To parry, roll Hacking + Armor, each hit gives you a +1 modification to your Armor for the following attack and only the following attack. That could mean you end up with a huge defense roll for one attack, but because matrix attacks are now simple actions again, the opponent can always try to hit you again if necessary. Glitches mean nothing happens, or maybe a slight bonus to the opponent, critical glitches could crash your Armor program or reduce it by the hits, etc.

  • To position, roll Hacking + Analyze vs. Pilot + Analyze, net hits give a +1 modifier to the winner's Attack on the following round. Note, as in SR3, this means that you can end up hurting yourself rather than helping when using this maneuver. Upon further consideration, and with a review of the Melee Combat Modifiers, if the positioning character wins, they are considered to have the Superior Position modifier (+2). If they lose, then their opponent gets said modifier. I use Analyze for the program on this test because the position maneuver is all about assessing the combat's progress and using your program to detect weaknesses in the target's icon.

  • Evading is the hardest one to translate. Since the SR3 version of this maneuver allowed you to evade for X combat turns reduced by any security tally increases you made, it cannot directly translate as SR4 has no security tally. Thus, I think it works best like this: the evading character rolls Hacking + Stealth. The total number of hits times two on this test become a threshold for an extended test made by the evaded icon. The extended test has an interval of 1 combat turn and is made with Pilot + Analyze. Icons evaded as a group may perform may use Teamwork to re-locate an evaded icon.

    Example
    Hacky McHacksalot is being attacked in cybercombat by 2 IC programs. Luckily, he goes first. Since he doesn't want to crash the programs and risk alerting the host, he decides that flight wins out, in this case, over fight. He rolls his Hacking + Stealth program and gets 3 hits. The IC programs work together to try and relocate Hacky, which requires a Pilot + Analyze (6, 1 combat turn) test. One program assists the other, giving it 2 more dice in the Teamwork Test, and the other IC rolls 4 hits on the first interval, giving Hacky a chance to try and log off.

    Now, if you're savvy you might wonder why you'd do an evade since you could log off in the middle of cybercombat. Well, my other addition to matrix combat is the use of the interception rules, that is if someone is attempting to perform a matrix action other than cybercombat, then the opponent's icons can attempt to intercept and block that action using the interception rules from normal melee combat. Thus, without evading first, then you might be blocked in your attempts to do something else.
Things have gotten a little more interesting for Astral combat since you can cast spells as normal while on the Astral plane now, bringing in an element of ranged combat, especially when using the indirect combat spells. I'd like to see some metamagics that deal specifically with Astral combat, perhaps one that provides a projected magician the ability to make a ranged astral combat attack rather than just melee attacks. But I haven't honestly given it as much thought because Astral combat doesn't come up as much in my games as Matrix.
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Cain
post Mar 24 2006, 06:20 PM
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QUOTE
Longshot tests: The most valid complaint I've seen regarding Edge is that there comes a point where the runner simply cannot attempt what they want to attempt. Their dicepool is reduced to zero, and don't have enough Edge to overcome the Threshold for the task. This is not only bad on players, but seems to run contradictory to the entire purpose and nature of Edge.

Solution: Make the dice explode. There's still a huge chance of failure, but frankly, if the modifiers of a situation have reduced your pool to zero, you're staring at a task that, well, exceeds your skill. You have to rely on blind luck. But luck can do crazy things, and there should never be a situation that entirely precludes the possibility of success, no matter how remote. Exploding dice allows the players to still try anything, and simply makes the chances of success more unlikely the higher the Threshold gets.

The problem here is that it doesn't address the situations where a character has no Edge whatsoever. For example, let's assume that an unskilled character with Quickness 2 and -1 in wound penalties attempts to fire a uncompensated fully-automatic weapon. He's got a dice pool of zero, no Edge left-- and according to the RAW, he can't even pull the trigger. We could rule that he can just fire blindly for special effect, but that just doesn't sound right-- someone blindly spraying a fully-automatic weapon sounds like a serious threat to me. We can't even rule that he can use the suppresive fire rules, since that requires a roll as well.

We could try and use the nWoD solution: still give them one die, but make it so they only succeed on a 6. This means the odds of success and critical failure are identical. However, then we've pretty seriously reduced the value of Edge, and longshot tests in general. Additionally, players won't be going through Edge as rapidly as before.

The only way to fix this is to overhaul the core mechanic entirely, going to a floating TN again. If we always allow exploding dice, fix the standard TN at 5, and then have it increase by 1 for every negative in your dice pool-- then we can allow everyone to have a single die no matter what, and we don't have to worry about piling on the modifiers. However, this requires abandoning fixed TNs, and thus the entire rule base of the game.
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Synner
post Mar 24 2006, 06:45 PM
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QUOTE
The problem here is that it doesn't address the situations where a character has no Edge whatsoever. For example, let's assume that an unskilled character with Quickness 2 and -1 in wound penalties attempts to fire a uncompensated fully-automatic weapon. He's got a dice pool of zero, no Edge left

Then he's quite literally out of luck.

QUOTE
- and according to the RAW, he can't even pull the trigger. We could rule that he can just fire blindly for special effect, but that just doesn't sound right-- someone blindly spraying a fully-automatic weapon sounds like a serious threat to me. We can't even rule that he can use the suppresive fire rules, since that requires a roll as well.

And strangely enough, exactly the same thing happened in SR3- when someone with little or no skill picked up a gun (or defaulted). If you've ever used the suppressive fire rules its even worse. If he hit anything it was GM fiat and that remains the case. That being said you don't make rolls to pull a trigger - or open doors or run round a corner. You make a roll to actually hit something you're aiming at when you pull the trigger.

QUOTE
The only way to fix this is to overhaul the core mechanic entirely, going to a floating TN again. If we always allow exploding dice, fix the standard TN at 5, and then have it increase by 1 for every negative in your dice pool-- then we can allow everyone to have a single die no matter what, and we don't have to worry about piling on the modifiers. However, this requires abandoning fixed TNs, and thus the entire rule base of the game.

FanPro has no plans (or intention) of overhauling the core mechanic, but some alternative implementations of Edge are planned for a not-so-upcoming book.
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Austere Emancipa...
post Mar 24 2006, 06:52 PM
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[Nevermind.]
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Rotbart van Dain...
post Mar 24 2006, 06:54 PM
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QUOTE (Geekkake)
Longshot tests: The most valid complaint I've seen regarding Edge is that there comes a point where the runner simply cannot attempt what they want to attempt.

Personally, I'm thinking about dropping Longshot use of Edge completly:
If the Dice Pool drops below 1, it is still possible to add the exploding Edge dice.
If the Dice Pool still is below 1, automatic failure still happens.
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blakkie
post Mar 24 2006, 07:01 PM
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QUOTE (SL James)
QUOTE (Geekkake @ Mar 24 2006, 08:57 AM)
There are plenty of threads complaining about aspects of SR4 they don't like. Awesome. Now let's fix them. Pick one of those problems, and offer a resolution. And for the love of God, try to refrain from "here's X problem, IT CAN'T BE FIXED".

Some of us are rebuilding the whole damn thing, you sanctimonious little prick.

Setting aside the kettle-pot thing :P.... so what have you got so far? I know you were working on the social Skills. Social skills are something you could have an entire 15 page chapter dedicated to and still have to be brief to fit it in, so the 2 pages the spent on it in the core leaves a lot to flesh out.
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Azralon
post Mar 24 2006, 07:14 PM
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QUOTE (Synner)
FanPro has no plans (or intention) of overhauling the core mechanic

Sweet.
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Cain
post Mar 24 2006, 07:15 PM
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QUOTE
And strangely enough, exactly the same thing happened in SR3- when someone with little or no skill picked up a gun (or defaulted). If you've ever used the suppressive fire rules its even worse. If he hit anything it was GM fiat and that remains the case.

There was an easy fix for that one, though. Yes, technically you couldn't roll if you were defaulting and your TN was over 12. However, you could simply allow a roll without needing to alter the basic mechanics of the game. Floating TN systems are based around the assumption that there are no impossible tasks, just degrees of difficulty. SR4 makes the assumption that certain things are flat-out impossible-- something many gamers don't like, and something that can't be fixed without seriously changing some of the most basic assumptions of the game.
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Azralon
post Mar 24 2006, 07:17 PM
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QUOTE (Cain)
something many gamers don't like

Unless you can provide documentation of your opinion poll, I recommend rephrasing to either "something that some gamers don't like" or "something that I myself don't like."
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Cain
post Mar 24 2006, 07:22 PM
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How about: "In twenty five years of gaming, I've never encountered a player who liked it in the slightest"?
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hobgoblin
post Mar 24 2006, 07:22 PM
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QUOTE (Eryk the Red @ Mar 24 2006, 04:56 PM)
The book specifically says that the Rule of 6 doesn't apply on Long Shot tests. The idea here is to say that it does.

you mind pointing me to the text that says so? i cant find it, neither under rule of six or long shot test...

edit:

never mind, someone else point out where it was.

very strange place to put it tho. i would expect to find it echoed under the long shot text on page 55, or maybe under the rule of six info on page 56. neither talks about it. all we have is a () under a bullet point about spending edge...

smells like someone did a last second edit and forgot about a bit of text...
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Azralon
post Mar 24 2006, 07:23 PM
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QUOTE (Cain)
How about: "In twenty five years of gaming, I've never encountered a player who liked it in the slightest"?

That would likely be more accurate, yes. See how misleading hyperbole is easily avoided?
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