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> Resolving SR4 issues, Instead of whining like little girls
Moon-Hawk
post Mar 24 2006, 07:49 PM
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It's not hyperbole to say many people don't like something. He knows many people, and of those many people he knows, they don't like it. He didn't say MOST people, which would require some kind of polling to back up. It may only be 1% or less of players, but 1% can still be "many". 1% of the world's population is 60,000,000 people. That is "many" people. It is not "most" people.
Not hyperbole.
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mfb
post Mar 24 2006, 07:53 PM
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QUOTE (Synner)
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.

what? that's not true at all. i don't want to turn this into an SR3 vs SR4 debate, but that's simply not how SR3 works. in SR3, no matter how badly the odds are stacked against you, you at least have a chance of success because very little, if anything, reduced the number of dice you roll and the rule of six always applies. a guy with little or no skill firing in the dark at S damage while behind cover has a chance at hitting his target--a very, very small chance, but a chance nonetheless; it's no more "GM fiat" if he hits than it is GM fiat if a guy with high skill, full recoil comp, and a smartlink unloads into a target at close range in full daylight. you roll the dice, and you take what you get--or you karma it, if you have any left and you feel it's worth the expenditure.

moreover, suppressive fire in SR3 was pretty handy even for guys with low or no skill. granted, they weren't likely to do much damage, but the targets have to roll to dodge before the shooter makes his attack roll, which makes suppressive fire a great tool for reducing the opposition's combat pool so that the real shooters can take them down.
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Rotbart van Dain...
post Mar 24 2006, 07:56 PM
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QUOTE (mfb)
a guy with little or no skill firing in the dark at S damage while behind cover has a chance at hitting his target--a very, very small chance, but a chance nonetheless;

No. If you default in SR3, and the target number rises above 8 (including modifiers), you simply fail.
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Cain
post Mar 24 2006, 07:56 PM
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QUOTE (hobgoblin @ Mar 24 2006, 12:22 PM)
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...

Page 67, under Spending Edge, fourth bullet point.

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Geekkake
post Mar 24 2006, 07:56 PM
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QUOTE (Azralon)
That would likely be more accurate, yes. See how misleading hyperbole is easily avoided?


While I see your point, and concur, let's try to get back on the OP rather than nitpicking word choices. I'm trying to make this thread more focused on problem-solving than bickering or continuing arguments from other threads.

QUOTE (SL James)
Some of us are rebuilding the whole damn thing, you sanctimonious little prick.


Excellent, then here's another thread for further collaboration with various board members who may not be directly involved in your project. Offer up some of your solutions.

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

QUOTE (Synner)
Then he's quite literally out of luck.


My first inclination is to agree, here. In life, there are times when you're just, well, fucked. However, this being a game and not a real-life situation, I'm hesitant to simply cut them off from any hope of success like that.

Then again, I guess they could burn Edge, but that seems a little drastic. In the meantime, I guess my solution is to encourage another action to the same or sympathetic effect.
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hobgoblin
post Mar 24 2006, 07:57 PM
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QUOTE (Cain)
QUOTE (hobgoblin @ Mar 24 2006, 12:22 PM)
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...

Page 67, under Spending Edge, fourth bullet point.

heh, i just edited that post. sorry...
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mfb
post Mar 24 2006, 07:57 PM
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QUOTE (Rotbart van Dainig)
If you default in SR3, and the target number rises above 8 (including modifiers), you simply fail.

haha! jeez, forgot about that. you're right, there are situations in SR3 where you simply have no chance--but only if you have no skill at all. low-skill guys never run into that.

my point about suppressive fire is still valid, though, since you don't roll to attack until after the targets roll to dodge.
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Butterblume
post Mar 24 2006, 07:58 PM
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So, is there a slightest chance your dwarf jumps 30m high in SR3?

I can't really remember, forgetting SR3 rules faster than learning SR4 ones, but wasn't that capped by Quickness or something?
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Azralon
post Mar 24 2006, 07:59 PM
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QUOTE (Moon-Hawk @ Mar 24 2006, 03:49 PM)
That is "many" people.  It is not "most" people.
Not hyperbole.

True, Moon-Hawk. "Most" would designate more than 50%, while an undefined "many" is completely relative (and therefore without useful content).

My bad; not true hyperbole. Just simply misleading.
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hobgoblin
post Mar 24 2006, 07:59 PM
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never mind...
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Cain
post Mar 24 2006, 08:04 PM
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[QUOTE]No. If you default in SR3, and the target number rises above 8 (including modifiers), you simply fail. [/QUOTE]
You can fix that by removing the autofailure clause, and just allowing a normal roll. Under any dicepool +/- modifiers system, you can't do that-- even if you remove the autofailure clause, they've got no dice to try and roll with.
So, is there a slightest chance your dwarf jumps 30m high in SR3?

I can't really remember, forgetting SR3 rules faster than learning SR4 ones, but wasn't that capped by Quickness or something? [/quote]
Hydraulic jacks come to mind... 8)
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Rotbart van Dain...
post Mar 24 2006, 08:07 PM
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QUOTE (Cain)
You can fix that by removing the autofailure clause, and just allowing a normal roll.  Under any dicepool +/- modifiers system, you can't do that-- even if you remove the autofailure clause, they've got no dice to try and roll with.

Of course, that should be obvious - and thus wasn't my point.
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Shrike30
post Mar 24 2006, 08:10 PM
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As a GM, I'm a fan of there being a system-defined point at which something is just impossible. I'm willing to throw on all sorts of positive modifiers to try and MAKE something possible, but it's really nice to be able to say "Look, your character knows he doesn't have a chance in hell of hitting what he's aiming at. You can fire just to get lead going in the right direction, but that's about it," and have a rules reason (which can always be fiat'ed around) to keep players from burning 5 minutes of playtime doing extraneous things. Basically, I see it as crowd control.
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Cain
post Mar 24 2006, 08:23 PM
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QUOTE
As a GM, I'm a fan of there being a system-defined point at which something is just impossible. I'm willing to throw on all sorts of positive modifiers to try and MAKE something possible, but it's really nice to be able to say "Look, your character knows he doesn't have a chance in hell of hitting what he's aiming at. You can fire just to get lead going in the right direction, but that's about it," and have a rules reason (which can always be fiat'ed around) to keep players from burning 5 minutes of playtime doing extraneous things. Basically, I see it as crowd control.

I understand this is a YMMV thing, but I've personally discovered that always allowing the players a chance leads to better games. Additionally, I had a problem with excessive GM fiat when I started, so I try very hard to avoid it now.

Still, I can recall one or two times when I gave the players an impossible task, and watched them pull it off with a single lucky roll. Yes, it made my job much harder, since I had to suddenly shift parts of my plotline around to accomodate. However, overall I thought it led to a better game-- everything took an unexpected twist, and even I wasn't sure where this was all headed. I know I had a lot more fun as a GM during those sessions.
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Geekkake
post Mar 24 2006, 08:33 PM
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QUOTE (Cain)
QUOTE
As a GM, I'm a fan of there being a system-defined point at which something is just impossible. I'm willing to throw on all sorts of positive modifiers to try and MAKE something possible, but it's really nice to be able to say "Look, your character knows he doesn't have a chance in hell of hitting what he's aiming at. You can fire just to get lead going in the right direction, but that's about it," and have a rules reason (which can always be fiat'ed around) to keep players from burning 5 minutes of playtime doing extraneous things. Basically, I see it as crowd control.

I understand this is a YMMV thing, but I've personally discovered that always allowing the players a chance leads to better games. Additionally, I had a problem with excessive GM fiat when I started, so I try very hard to avoid it now.

Still, I can recall one or two times when I gave the players an impossible task, and watched them pull it off with a single lucky roll. Yes, it made my job much harder, since I had to suddenly shift parts of my plotline around to accomodate. However, overall I thought it led to a better game-- everything took an unexpected twist, and even I wasn't sure where this was all headed. I know I had a lot more fun as a GM during those sessions.

I definitely agree with the idea that allowing improbable actions leads to better games. It results in a lot less number-crunching, and a lot more creativity.

So what do you recommend, short of overhauling the system?

The only thing I can think of, off the top of my head, is allowing all dice to explode, and using Edge for it's other purposes (extra dice, rerolls, that sort of thing). The most obvious problem (aside from completely recreating Karma Pool, which I hated), is drastically increasing the hits the runners get. If my math is wrong on that, and it doesn't make as big a deal, then great. But it seems like it reduces some of the things I like most about the game, like increased combat lethality, and a greater likelihood of failure (without removing the remote possibility of success, I'd like to add).
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Rotbart van Dain...
post Mar 24 2006, 08:42 PM
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QUOTE (Geekkake)
I definitely agree with the idea that allowing improbable actions leads to better games. It results in a lot less number-crunching, and a lot more creativity.

Unless the players start to try riding the Infinite Improbability Drive instead of thinking about creative solutions that might work, too.
In which case, it leads to a pretty bad kind of game - a game where the players are dissatisfied and the GM is annoyed.
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mfb
post Mar 24 2006, 08:44 PM
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eh. you just have to make improbable things really, really improbable.
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hobgoblin
post Mar 24 2006, 08:48 PM
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as long as its not 100% impossible, it can happen...
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Rotbart van Dain...
post Mar 24 2006, 08:51 PM
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That's why it's called the Infinite Improbability Drive, I guess.
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mfb
post Mar 24 2006, 08:57 PM
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i think if the players would prefer to just roll the dice they're allotted without stopping to consider their chances of success, or looking for solutions that offer a greater chance of success, they'd be better off playing the SR4 base system than any modification being discussed here. that's a really dumb way to go about playing an RPG, and if the players insist on it, the GM needs to either switch to a system that doesn't smash players who play that way... or just smash the players and have done with it.

that said, i'm not sure it's the job of a game designer to keep players happy who insist on doing things the most bone-headed way possible.
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Geekkake
post Mar 24 2006, 09:22 PM
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QUOTE (mfb)
i think if the players would prefer to just roll the dice they're allotted without stopping to consider their chances of success, or looking for solutions that offer a greater chance of success, they'd be better off playing the SR4 base system than any modification being discussed here. that's a really dumb way to go about playing an RPG, and if the players insist on it, the GM needs to either switch to a system that doesn't smash players who play that way... or just smash the players and have done with it.

that said, i'm not sure it's the job of a game designer to keep players happy who insist on doing things the most bone-headed way possible.

I agree, and I'd certainly encourage my players toward another course of action in the case of a situation that can be resolved many ways. I'm talking about the real longshots, dramatic events like the runner being stuck on the roof of a burning building and trying to jump across a significant gap to the next roof, or maybe onto the landing rail of a passing helicopter.

Chances are, the runner started the fire themselves by being an idiot, but does that mean I should allow absolutely no chance of success? Should I just tear up or delete their sheet in front of them without any rolls? I don't know, my gut disagrees. And my gut is vast and wise.
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hobgoblin
post Mar 24 2006, 09:25 PM
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maybe issue a freebie edge point :P
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Butterblume
post Mar 24 2006, 09:26 PM
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I was forced by the establishment to take statistics and logic courses at the university ... now i have to think about my chances of success everytime i even think of rolling dice. :D
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Rotbart van Dain...
post Mar 24 2006, 09:34 PM
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QUOTE (mfb)
that said, i'm not sure it's the job of a game designer to keep players happy who insist on doing things the most bone-headed way possible.

Maybe that's why I don't really miss those really improbable possibilities.
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Geekkake
post Mar 24 2006, 09:35 PM
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QUOTE (hobgoblin)
maybe issue a freebie edge point :P

Sure. All you have to do is be human to get it.
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