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Which system do you prefer
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deek
post Sep 15 2006, 05:22 PM
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QUOTE (Cain)
The problem isn't really fixed vs floating TN's, though. I've seen elegant examples of both. The problem is where penalties remove dice, because sooner or later you'll end up either at zero dice, or below your threshold, making the roll totally impossible. You can get away with this by always leaving them one die; but with a fixed TN system, you've just caused the problem that now they can pile on the modifiers without changing the odds.

I am assuming you mean the roll is totally impossible without the use of edge...I understand what you are saying though...if you only have 3 dice, then hitting a threshold of 4 is impossible (unless you use edge).

I don't see a problem with that though, as in my game, we limit total successes by the skill rating + 1. So, someone defaulting on a skill, can only ever get a total of one success...so, some things are impossible, but that doesn't cause us a problem in my game.

Your last sentence I don't understand completely. I don't see how you can pile on modifiers without changing the odds...could you please explain and/or give examples.
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Mr. Unpronouncea...
post Sep 15 2006, 05:34 PM
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I think he's saying that once a player is down to one die (assuming his GM won't remove that last die) there's nothing stopping him from saying "so I call the shot for -100000000 armor" (except, of course, for a sane GM, but who's ever seen one of those ;))

As for the "eventually things get to be impossible" complaint...well, yeah! No matter how hard you try, you aren't going to jump the Pacific.
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RunnerPaul
post Sep 15 2006, 05:46 PM
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QUOTE (Cain)
The problem isn't really fixed vs floating TN's, though. I've seen elegant examples of both. The problem is where penalties remove dice, because sooner or later you'll end up either at zero dice, or below your threshold, making the roll totally impossible. You can get away with this by always leaving them one die; but with a fixed TN system, you've just caused the problem that now they can pile on the modifiers without changing the odds.

I've always thought that Sanguine's base dice mechanic for Ironclaw/Jadeclaw was rather elegant in this regard. In that system, if you have a net penalty to your roll, you don't remove dice, instead, for each level of penalty, you must make an extra roll, and take the lowest result of all the rolls.
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Thanee
post Sep 15 2006, 05:55 PM
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QUOTE (Cain)
Actually, since they removed the rule of six, anytime the threshold is over your dice pool, the task becomes completely impossible. That means your curve drops off rather suddenly.

Actually, I thought 'impossible' carries that drop off quite well. ;)

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Thanee
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James McMurray
post Sep 15 2006, 05:56 PM
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QUOTE
Actually, since they removed the rule of six, anytime the threshold is over your dice pool, the task becomes completely impossible.


You might want to read things before replying to them every now and then. The post you quoted already said that. :)

QUOTE
Your last sentence I don't understand completely. I don't see how you can pile on modifiers without changing the odds...could you please explain and/or give examples.


He's referring to the fact that once your dice pool hits zero and you're resorting to edge, no amount of modifiers changes your odds of success because they don't change your edge dice pool. What he is ignoring (and frequently does) is the existence of a GM.
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Aaron
post Sep 15 2006, 07:31 PM
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QUOTE (Cain @ Sep 15 2006, 12:00 PM)
The problem is where penalties remove dice, because sooner or later you'll end up either at zero dice, or below your threshold, making the roll totally impossible.  You can get away with this by always leaving them one die; but with a fixed TN system, you've just caused the problem that now they can pile on the modifiers without changing the odds.

This is a problem with a fairly simple solution: never subtract dice. Add penalty modifiers to the other side. For Opposed Tests, this is simple. For Extended Tests, add the penalty to the threshold. Treat Success Tests as though they were Opposed Tests where the opposition starts with zero dice.
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James McMurray
post Sep 15 2006, 07:35 PM
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I actually like the way that sounds. But several other usable alternatives have been proposed in this and other threads. Cain doesn't care. He's a "if I don't like it, it must suck" type. :)

If it ever comes up as a problem in my games that tasks can be impossible, I'll definitely suggest your alternative and see what people think.
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Thanee
post Sep 15 2006, 07:43 PM
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QUOTE (Aaron)
Add penalty modifiers to the other side. For Opposed Tests, this is simple. Treat Success Tests as though they were Opposed Tests where the opposition starts with zero dice.

Nice idea. I actually do that already in one instance (cover modifiers are added to the Dodge Test rather than subtracted from the Ranged Combat Test).

Doing that in a more consistent manner certainly has some appeal (especially when considering Glitch probabilities).

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Thanee
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Mr. Unpronouncea...
post Sep 15 2006, 08:42 PM
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Thinking about it - the only real undisputable flaw in the sr4 rules (that didn't exist in one form or another in previous editions) is the glitch rules.

For example:

Why does a target ducking behind a table make the attacker's gun more likely to explode?

gaining cover => attacker loses dice
fewer dice => easier to glitch

The above solution of adding the negative modifiers to the defender or threshold solves this nicely.
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James McMurray
post Sep 15 2006, 08:47 PM
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Since when does a glitch mean the person's gun explodes? Maybe your glitch has something to do with the table, like a bad ricochet.
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Thanee
post Sep 15 2006, 08:49 PM
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QUOTE (Mr. Unpronounceable)
Thinking about it - the only real undisputable flaw in the sr4 rules (that didn't exist in one form or another in previous editions) is the glitch rules.

That (though I don't think it's that bad, as a GM you can easily compensate for that, or just use the above) and the ammo rules (where they put + to DV and - to AP on an equal measure apparantly). :D

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Thanee
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Mr. Unpronouncea...
post Sep 15 2006, 08:51 PM
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I was overstating it a bit...but a critical glitch (also with increasing likelihood with fewer dice) with the right ammo can (GM's discretion) cook off.
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James McMurray
post Sep 15 2006, 09:10 PM
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It's that GM Discretion part that makes it ok. A GM should IMO base the glitch or critical glitch off of the situation. If it was external factors that caused the glitch by lowering your dice pool then they should probably play a role in it.
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Bull
post Sep 16 2006, 05:47 AM
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Sorry, this thread dropped off my radar for a bit.

James, Cain, and anyone else involved here... No personal attacks against other forum members, their preferred style of play, etc. Keep it civil.


Bull
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Cain
post Sep 16 2006, 11:06 PM
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QUOTE (James McMurray)
It's that GM Discretion part that makes it ok. A GM should IMO base the glitch or critical glitch off of the situation. If it was external factors that caused the glitch by lowering your dice pool then they should probably play a role in it.

Yes, and I've seen GM's kill off PC's for fumbles before. There's a reason why "GM fiat" is considered a bad word.

The problem isn't "GM discretion", it's when a GM thinks he can simply houserule anything he likes, whenever he likes, as often as he likes. Personally, I'd walk away from any such gamemaster.

Additionally, good systems are designed so GM discretion is needed as little as possible. By removing dice and forcing an increase in botches, SR4 is *increasing* the number of times it's required. Combined with the other penalties caused by removing dice, and the problem is obvious.

QUOTE

This is a problem with a fairly simple solution: never subtract dice. Add penalty modifiers to the other side. For Opposed Tests, this is simple. For Extended Tests, add the penalty to the threshold. Treat Success Tests as though they were Opposed Tests where the opposition starts with zero dice.

That would have been a good basis for a different system. Unfortunately, converting SR4 to that one would require completely rewriting the entire ruleset. We can hold out hope for SR5, but I can't see how to fix SR4 without changing the basic system of fixed TN, & penalties remove dice.
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James McMurray
post Sep 16 2006, 11:16 PM
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Cain, we all know you don't like GM's making decisions. You don't have to keep saying it. :) But it's not a bad thing. In fact, it'sa good thing, as it gives a GM more practice thinking on his feet. Feel free to disagree. ;)

QUOTE
Unfortunately, converting SR4 to that one would require completely rewriting the entire ruleset.


Really? It seems a fairly simple change to me. Care to explain a bit more?

QUOTE
I can't see how to fix SR4 without changing the basic system of fixed TN, & penalties remove dice.


LOL! Where have I heard that before? :please:
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Aaron
post Sep 16 2006, 11:21 PM
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QUOTE (James McMurray @ Sep 15 2006, 03:47 PM)
Since when does a glitch mean the person's gun explodes? Maybe your glitch has something to do with the table, like a bad ricochet.

It's for the runners that are firing Explosive or EX-Explosive ammo. Those jam and explode on a critical glitch, which is more likely when firing at targets that are under cover. That's kinda weird, like somehow the gun and ammo know that the target is harder to hit, and become depressed and less likely to work properly.
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Slithery D
post Sep 16 2006, 11:26 PM
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It's no more dumb than the idea an explosive bullet is less likely to blow up when you're a good shot. What does your ability to aim have anything to do with the stability of the round or the reliability of the slide?
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James McMurray
post Sep 17 2006, 12:21 AM
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What Slithery D said. Also, the effects of Glitches and Critical glitches are up to the GM. Ex-ex's explosion rate is therefor completely tied to a specific campaign. If your GM doesn't think cover will make your ammo explode then it won't. In this instance the benefits of Aaron's system become obvious.
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