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> Watchers have no value., I mean almost completely useless.
Edward
post Apr 14 2006, 04:54 AM
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Watchers have no value.
I mean almost completely useless.

Going threw the list of watcher tasks.

Tracking, using search power. Well a watcher can /never/ successfully search, they have a dice pool of 2 using there search power for an extended test with a minimum threshold of 5.

Astral alarm. Having a dice pool of 2 for assessing and 0 for perception there not exactly likely to notes, les recognise the thing there supposed to be rasing an alarm about.

Attack dog, most targets will ignore them, they may have some value in numbers.

Courier, will work assuming it doesn’t get lost, considering its low dice pool for navigation (0) and the failure of its search power this is a distinct possibility.

Irritant, well they can’t search out the target but they could follow somebody around making loud noises if you pointed the person out to them, there is however an appreciable chance the watcher will loose the target in a crowd.

Shadow, the watcher will likely loose the mark in a crowd, if the watcher keeps with the target with a perception dice pool of 0 he isn’t going to pick up enough of the conversation to be useful to you.

So what are they good for?

Edward
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James McMurray
post Apr 14 2006, 05:01 AM
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As attack dogs they can get annoying in numbers because of the friends in melee bonuses.

For the most part, they're pretty weak. That's a good thing. In past editions they have frequently been too good.
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Edward
post Apr 14 2006, 05:30 AM
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So although they are called watchers the only thing there any good for is backup fighting.

This makes no sense.

I agree they where over powered in SR3 but I can’t think of a circumstance where I would actually summon one in SR4.

I would propose some changes. Add the perception skill.

Allow force to be higher than 1 (require conjuring threshold of force, extra successes go to duration and drain now force + duration)

Make assessing, perception, intuition and magic (for the purpose of searching only) equal to force. All other skills and attributes remain one

Edward
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Cold-Dragon
post Apr 14 2006, 05:42 AM
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It was also proposed at some point that you use a cluster of them to augment one of them or yourself and treat them more like bonus dice for certain checks, which by the rules is plausible.
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Thanee
post Apr 14 2006, 05:49 AM
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They probably should just get some extra dice (random watcher bonus) for their search/perception tasks.

Bigger Force is not a good idea, since that's where the problems begin (when watchers become powerful astral combatants). Force 1 is just right for them.

Spirit Skills should not depend so heavily on Force in general, I guess. If they just had fixed values, or a base value + half Force, or something like that, it would probably look more reasonable.

Bye
Thanee
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Edward
post Apr 14 2006, 06:06 AM
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They wouldn’t become powerful astral combatants if there combat skills and attributes remained one regardless of force. Or you can just give them a 3 on the attributes I mentioned

I wouldn’t want to have watchers helping with a task. For every glitch they raise the threshold buy one, there going to cause more harm than good.

Edward
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Cold-Dragon
post Apr 14 2006, 06:36 AM
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No, for every glitch, the watchers found a dirty old Buzz cola can instead of your target. They are not your average glitchers. THey are easy to fool, you are less so.

Or does it say they increase the assisted's threshhold when they screw up?
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Edward
post Apr 14 2006, 07:20 AM
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As I understand it if a helper glitches the threshold for the primary task is increased buy one.

I haven’t seen this rule but it was much quoted in the army of agents thread.

Edward
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Cold-Dragon
post Apr 14 2006, 07:52 AM
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If a helper critical glitches it raises it, but yes, that is a problem.
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NightHaunter
post Apr 14 2006, 02:03 PM
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Watchers rock because they can be ignored and thus track someone, or you send it out it "pops" and you follow the trail to where it popped and find the threat, or avoid as applicable.
You just need to think outside the stats.
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Edward
post Apr 14 2006, 02:14 PM
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Watchers cant track somebody. If they try using search power they have 2 dice and threshold of 5, if they try using perception they have 0,if the target is astraly active they have 2 dice which still means a high probability of failure.

In response to your second suggestion most threats wouldn’t notice the watcher so all you will do is encourage a sense of complacency. Any magical threat would be well advised to leave the watcher alone, knowing that destroying it gives the summoner almost as much information as being spotted buy it, and there is a high chance it wont notice them.

I guess you could use it as a ward detector, but that is a very limited application.

Edward
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NightHaunter
post Apr 14 2006, 02:47 PM
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QUOTE (Edward)
Watchers cant track somebody. If they try using search power they have 2 dice and threshold of 5, if they try using perception they have 0,if the target is astraly active they have 2 dice which still means a high probability of failure.

In response to your second suggestion most threats wouldn’t notice the watcher so all you will do is encourage a sense of complacency. Any magical threat would be well advised to leave the watcher alone, knowing that destroying it gives the summoner almost as much information as being spotted buy it, and there is a high chance it wont notice them.

I guess you could use it as a ward detector, but that is a very limited application.

Edward

No NON-magical threats will fail to notice a watcher because its incapable of manifesting(possibly) or materializing.
Magical threats will pop it so you can track them that way, follow the trail of popped watchers.
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Eryk the Red
post Apr 14 2006, 03:17 PM
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Watchers can't materialize, but I'm 90% certain the rules say they can manifest. Not that there's any reason they need to if you don't want them to.
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hobgoblin
post Apr 14 2006, 03:25 PM
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hmm, a treshold of 5 with a time of 10 minutes. with 2 dice, how long will it take to find someone?

another question is, how easy is it for the watcher to loose track of someone ones they have located the person?

i would allways keep a watcher around as a astral alarm unless it would be a social no-no to do so where i am...
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Jaid
post Apr 14 2006, 04:55 PM
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the rule that you can't roll more times on an extended test is a houserule, iirc (though a fairly common one it seems, much like -10 HP being death in second edition D&D). since it is a houserule, by default watchers can find things, it just takes them quite a while.

if you don't like the fact that watchers can't find stuff because you're using the houserule, then hey, guess what? it's not even an official rule, and so if you allow them to break it as a 'special watcher power', then you're not even letting them break an official rule.

they do still suck at perception though :P
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Rotbart van Dain...
post Apr 14 2006, 05:02 PM
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The suggestion to limit rolls on extended tests to the size of the dice pool is pretty official, though not a hard rule.
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Butterblume
post Apr 14 2006, 05:09 PM
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Actually, is it an official optional rule ;).
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Rotbart van Dain...
post Apr 14 2006, 05:19 PM
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That would be the optional rule to limit extended tests at all. ;)
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Azralon
post Apr 14 2006, 06:35 PM
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How's this:

"Watcher Pete, your job is to hide inside Bob the Samurai. The moment Bob is injured in any way, affected by any spell, or says the word 'foobar,' your service to me is done and you may leave."

"Bob, that faint chill you're feeling is Pete harmlessly riding shotgun. As long as you keep feeling that, you'll know I'm still alive. Also, if you get into trouble, there's a good chance that I'll know immediately. Say 'foobar' if you want to hit the panic button manually."
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Moon-Hawk
post Apr 14 2006, 06:40 PM
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That's darn clever.
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Teulisch
post Apr 14 2006, 06:59 PM
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well, a watcher cant find anything with search faster than 30 minites. average time would be about 75 minutes.

a watcher can manifest. it can talk to its boss via telepathy. it cvan wander around teh astral and look at things.

i would think a dice pool of 0 means you cant roll normaly, but there will be modifiers, and there will be times when no roll is needed. So a mage being sneaky in the astral, will get in undetected. a mage that pays no attention to being sneaky... hes going to be noticed. I dont care it the watchdog is asleep, it will bark if you step on its tail.

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Shrike30
post Apr 14 2006, 07:16 PM
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75 minutes of watcher searching might be a hell of a lot faster than spending a few hours trying to figure out how to get into and out of the site yourself.

It's a toned-down force 1 spirit, folks. What do you want? If you're trying to accomplish something big, summon an actual spirit. Watchers are more like mini-helpers to do the kind of random-ass tasks you'd feel silly asking any serious spirit to do (like "go over there and tell the guy with the glowing sword to take cover").
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Edward
post Apr 15 2006, 12:03 PM
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ok the limit on extended tests was an optional rule, (I forgot that) although it is a often used optional rule what was the effect of every glitch the thing gets, that’s going to make things take longer.

I don’t want something big, I just want it to be moderately reliable at watching things, tracking people and delivering messages. That’s supposed to be what its good at. Id like it to have all the non combat usefulness it had in SR3

Edward
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Waltermandias
post Apr 15 2006, 04:45 PM
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@ Azralon

Another idea stolen! I loves me teh forums! Viva la Dumpshock!
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Protagonist
post Apr 15 2006, 04:56 PM
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QUOTE (Azralon)
The moment Bob is injured in any way

Let's just hope he doesn't stub his toe . . .
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