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#26
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Moving Target ![]() ![]() Group: Members Posts: 201 Joined: 13-August 04 From: Fort Smith, Arkansas Member No.: 6,560 ![]() |
I guess part of what I'm saying here is...okay, take away all my dice and I'll use 1 edge for another X dice (X being your edge rating) and then get to use edge to reroll if I don't like what I see. I realize you buy edge in this system as opposed to Karma, but it also seems significantly stronger in this version. But, yeah, the primary premise is that, statistically it's easier to hit 5s than other numbers. As a quick example, say someone is hiding from me in SR3. I roll against the open test he produced with Stealth and, depending on the number of successes on my perception test, I may or may not know exactly what I see (in the core SR3 book 1 success relates to "you know something is there"). In that sense, threshold was already being used in SR3 on some tests. In an opposed test like this, his number of successes becomes my threshold but it still seems much easier to meet a harder difficulty than to have a couple of dice meet an insane TN. Like I said, maybe I'm just not used to the new system yet.
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#27
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 ![]() |
It's my understanding you can't use Edge more than once per roll (meaning you couldn't take a Long Shot and then reroll failures). If that's the case, it'd limit your ability to do off-the-wall stuff somewhat.
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#28
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Technomancer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 ![]() |
That's the way I understand it.
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#29
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
You may not want to use open tests as an example, as they are capable of creating some incredibly whacky results. It's a running joke in my group that the guy who specialized in stealth in SR3 rarely had the highest stealth checks.
It is definitely easier to spot someone using stealth in SR4 because of the inability to get mildly lucky and have a TN of 15. |
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#30
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Moving Target ![]() ![]() Group: Members Posts: 201 Joined: 13-August 04 From: Fort Smith, Arkansas Member No.: 6,560 ![]() |
That's very true and, yes, the rule of six made a lot of the TNs really high; in my opinion it's a lot like the skill system in D&D where a roll of nat. 20 means you could theoretically beat a level 4 Artisan on a skillcheck because he only has a +10 and rolls low. I wasn't aware of the inability to use edge more than once per action but that does make sense (though I thought I read something about doubling it if you use it more than once and continue doubling if you keep using it to reroll an action- I think that mechanic was also in SR3, though I have neither book in front of me). It may generally be easier to spot someone in SR4 but you also have to think about how perception is now a skill.
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#31
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
The doubling was SR3.
Perception now being a skill makes it easier to spot someone. |
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#32
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Moving Target ![]() ![]() Group: Members Posts: 201 Joined: 13-August 04 From: Fort Smith, Arkansas Member No.: 6,560 ![]() |
Yeah, I guess that makes sense, since you're rolling stat vs. skill. I'm just used to having 6 dice for 3rd edition and, maybe, that many in 4th. Although, that's part of where the TN 5 bugs me. Again, maybe I'm just adjusting.
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#33
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Against an opponent's skill 3 in SR3 you've got pretty good odds of ending up with TN 5 or 6.
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#34
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,405 Joined: 23-February 04 From: Honolulu, HI Member No.: 6,099 ![]() |
I do rather like the "take 10" kinda approach of Sr4 skills, helps speed things up. It'd be nice if they incorporated a combat skill version of that too. Like, every 6 dice you can pull an automatic hit for combat situations.
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#35
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
The problem isn't just the "impossible task" bit, it's also the "Edge as Uberstat" thing that makes the game really stop working. Basically, after a certain point, it doesn't matter what you do, what modifiers you pile on-- you will have the same chance of succeeding, no matter what.
For example, let's take Mr. Lucky against Super-Marksman. Between visibility penalties, movement penalties, and whatever other penalties you want to toss at him, Mr. Marksman has been reduced to a dice pool of 0. He can't make the shot without spending Edge; and with his Edge of 1, he's not likely to make it. So, he hands his rifle off to Mr. Lucky. Mr. Lucky doesn't even have the rifles skill, kicks the thing into burst-fire mode, happens to have a serious wound, and decides to call a shot to bypass 10 points of armor. He has an Edge of 8, so he's likely to roll at least two successes, probably three. Because the dice pool cannot drop below zero, once you're into longshot territory, you may as well go for the most extreme trick possible. If your edge is high, it becomes disturbingly easy to make it; if your edge is low or out, it becomes effectively impossible. Thus, harder tasks are easier, while easier tasks are harder. (If we assume that Mr. Lucky has Quickness 3, then even if he spends Edge, he'll have less dice than Mr. Marksman, who likely has Quickness 7, Rifles 7. Even invoking the rule of six, Mr. Lucky will probably score less successes.) |
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#36
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Which is easily countered by teh GM deciding to also apply some penalties after edge. But yeah, many people think that's a problem.
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#37
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 ![]() |
I don't understand. The edge dice in the longshot test are, by definition, applied after all penalties. You can't add more penalties after adge.
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#38
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
What I'm saying is that if someone sees they're down to edge and wants to "cheese the system" by adding 500 more modifiers to their shot because it can't go lower than edge, you'll need to slightly modify the rules to accomodate that sort of rules lawyer mentality. One option is to somehow have modifiers carry over to the edge roll as well. Not sure what a good ratio would be, maybe 2 to 1?
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#39
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
But if you do that, then you run across the impossible-task problem once again. It's entirely possible that someone could be pushed that far into negatives *without* piling on the modifiers, so it'll hurt the reasonable players more than it'll hurt the cheese monkeys. The best solution I've seen so far is to abandon the fixed TN structure: allow exploding 6's on longshot tests, guarantee at least one die, but raise the TN by 1 per negative to the dice pool. Even with a high Edge, piling on the modifiers will hurt you more than going for the straight shot. However, this requires a fundamental shift to the SR4 mechanics-- you cannot rely on the fixed TN mechanism. |
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#40
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Sounds interesting (the +1 TN for longshots), but what makes the rest necessary? If the problem is that someone can stack on a bunch of modifiers once they hit the longshot test portion, why change anything beyond the longshot test itself?
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#41
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
Well, by guaranteeing 1 die, we eliminate the impossible roll situation; you've always got a chance, however slim. Also, since we're increasing the TN, we need to allow 6's to explode, otherwise a -2 modifier makes the task effectively impossible, regardless of your Edge. If the TN jumps to 8, you'll need an exploding 6 to hit it.
If we do this, we have to allow exploding 6's for normal rolls as well, otherwise we end up right back where we started: players deliberately pushing things into longshot territory in order to get a benefit. So, we may as well be fair and allow it for everyone. Of course, by the time we've gone this far, we've pretty much abandoned the SR4 core mechanics-- we're effectively using a SR3 variant with a default TN of 5. |
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#42
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
So you think people will push things so they can get one die to roll in the hopes for a 6 rather than try and make normal rolls when they can? Interesting.
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#43
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
I'd be interested in an example of when that would be a good thing. For instance:
My penalties are such that I've got a normal roll. Worst case scenario I've got a single die at TN 5. Why on earth would I want to pile on penalties just so I can spend an edge and try to roll an 8 instead? |
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#44
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 ![]() |
If I read it right, he was talking about this: My average runner Joe Blow has Agility 3 , Pistols 3, and a smartlink (+2), so he can throw 8 dice when shooting. Unfortunately for him, he also has three boxes of physical damage (-1) and three boxes of stun (-1), is firing through heavy smoke (-4), and is currently distracted by the effects of a chaotic world spell (-2), leaving him with zero dice after modifiers. The only way he'll hit his target is through pure luck (longshot test). However, the way the rules work, he has the same chance of scoring successes If he makes the basic shot, or if he piles on additional modifyers like calling the shot to hit through the visor slit of the security guard's helmet (-8), and diving (-3) behind cover(-1) while shooting. The longshot test is just as effective if the dice pool modifier is -8 or -20, because the runner rolls his edge dice either way. I think the flaw in this argument, though, is that those additional modifiers could just as easily be interpreted as a much more difficult action that deserves a higher threshold. With exploding dice, the runner would still have a chance to hit, but those chances would be much less on an extremely hard (threshold 4) action than on an easy (threshold 1) one. |
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#45
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
We'd moved past that part. The discussion now is his idea that more dice penalties would up the TN on the last remaining die on the long shot test (with penalties also applying to the edge dice pool). So your situation would drop the guy to his edge pool. If he tosses more modifiers on he could go down to one edge die. Any further modifiers increase the TN from 5 to 6 or more.
So if he was at 0 normal dice and 3 edge dice then decided to try and bypass an armor rating of 9 he'd have to go down to a single longshot die with a target number of 11. My question is why would you toss even more penalties on top of that. My second question was why would that necessitate opening up exploding dice everywhere (instead of just inside the lognshot test). |
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#46
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Target ![]() Group: Members Posts: 34 Joined: 10-April 06 From: Essex, England Member No.: 8,449 ![]() |
can't you just carry on the negative modifiers?
dice pool of 8. -15 modifier to the dice pool. character has Edge of 5- too bad character. or say that once they've declared Edge use, no changes to the action are allowed? if you declare you're firing two shots from an AK-47 on semi-automatic and find out you need you to use Edge dice, you can't suddenly decide that you're firing on full-auto whilst ice skating and baking a cake. |
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#47
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
You could do that, but Cain has severe problems with actions that are impossible because of dice pool penalties.
You already can't change the action you've declared, but a lot of folks can add up the relevant dice modifiers in their head and know they are going to need edge. Note: this hasn't been a problem in my games, so it's really just a thought experiment for me. That and part of the ongoing back and forth between Cain and myself. :) |
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#48
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Target ![]() Group: Members Posts: 34 Joined: 10-April 06 From: Essex, England Member No.: 8,449 ![]() |
also, why are people talking about target numbers?
I thought that SR4 was all successes on 5+, and thresholds? aren't target numbers a thing of the past? |
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#49
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
His response to the longshot problem was to have longshot tests able to lose dice, but always leave at elast one. to continue makingt he test harder, increase the target number instead of getting rid of the last die.
I'm still wondering if my questions will get answered. And for the record, if I were to find myself in a game where someone was trying to abuse the longshot test rules by adding tons of modifiers and then relying on their edge dice to see them through, I'd definitely test this option out. I didn't want people to think that I hate everything Cain related. ;) |
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#50
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 ![]() |
I honestly don't see the problem of people abusing Longshot tests. Let's consider the be-all and end-all of longshot tests: shooting an armored personel carrier.
The Citymaster has 20 points of hardened armor, which means that your weapons are useless, and any weapon capable of doing it any significant damage (that is to say: one coming through with a DV of 21+) is more than likely going to turn the vehicle into a pile of softly glowing slag. So what do you do? You take a called shot, that's what! By taking a dice pool penalty equal to the vehicle's armor rating (so -20 dice), you can ignore the armor, and have your hit resisted with Body alone. That is, you would if it weren't for the fact that there's no way in hell that you're going to have a dicepool left over after taking a penalty that large. So you take a longshot. You spend an Edge and you roll a couple of dice, maybe you even hit. Now your weapon does its base DV (somewhere between 5 for a heavy pistol and 8 for a sniper rifle), and does an extra DV or three for your hits on the longshot attack test. And now the vehicle resists with its Body of 16, and probably gets 5 or 6 hits, and you might not have even done any damage with your heavy pistol. Yeah. I really honestly fail to see how that's "abuse". You spend an Edge and you shoot your bullet into the Citymaster and quite possibly... cause some minor damage to the undercarriage. Holy crap, I think my sarcasm circuits just blew. I have no idea why people would want to hose characters doing that, it's really not a big deal. -Frank |
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Lo-Fi Version | Time is now: 15th September 2025 - 10:47 AM |
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