IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
> Checking the numbers, What should be changed
Serbitar
post Nov 10 2006, 09:59 AM
Post #1


Running Target
***

Group: Members
Posts: 1,498
Joined: 4-August 05
From: ADL
Member No.: 7,534



If you could change not a single game mechanic in SR4, but only the numbers these game mechanics use, which would you change, and why?

Example:
I would change the threshold for braking encryption to 4 x rating from 2 x rating, because this brings decryption threshold back in line with availability thresholds (though both need a rule to resrtict re rolls for extended tests)

Other example:
I would change the damage code of an assault cannon from 10/-5 to 12/-6, because it is not lethal enough at the moment.
Go to the top of the page
 
+Quote Post
Smed
post Nov 10 2006, 12:39 PM
Post #2


Moving Target
**

Group: Members
Posts: 248
Joined: 26-February 02
From: Note Calonna
Member No.: 241



I would change the Build point ratio between skills and attributes both at character creation and in game so that its cost effective to raise skills before maxing out attributes. Both you and Frank T have come up with alternatives that are appealing to me. Your rules seem a little bit better than Frank's as the cost to increase an attribute or skill increases as the skill or attribute value increases.

Go to the top of the page
 
+Quote Post
Blade
post Nov 10 2006, 01:25 PM
Post #3


Runner
******

Group: Members
Posts: 3,009
Joined: 25-September 06
From: Paris, France
Member No.: 9,466



* Ammo modifiers
* Physical healing extended test interval : shifting from 1 day to 1 week. I'm okay with 2070 medical tech being able to heal someone very quickly, but I'm not with the nearly-dead average human getting back to full health after a week without any medical attention nor any medical supplies.
* Multiplier for upgrading an attribute. 5x (or maybe new attribute˛) rather than 3x.
Go to the top of the page
 
+Quote Post
Konsaki
post Nov 10 2006, 01:29 PM
Post #4


Runner
******

Group: Members
Posts: 2,526
Joined: 9-April 06
From: McGuire AFB, NJ
Member No.: 8,445



1, 4, 9, 16, 25, 36, 49, 64, 82, 100...
That gets pretty high up once you figure in trolls can go up to 10 natural. Course that would shift the spending from attributes to skills pretty fast.
Go to the top of the page
 
+Quote Post
Blade
post Nov 10 2006, 01:32 PM
Post #5


Runner
******

Group: Members
Posts: 3,009
Joined: 25-September 06
From: Paris, France
Member No.: 9,466



(Of course, you wouldn't take into account racial modifiers when upgrading your attributes : a human upgrading from 3 to 4 would pay the same price as a troll upgrading from 7 to 8 )
Go to the top of the page
 
+Quote Post
Wakshaani
post Nov 10 2006, 01:46 PM
Post #6


Shooting Target
****

Group: Members
Posts: 1,598
Joined: 24-May 03
Member No.: 4,629



Cumulative cost for skills, starting at 1 BP at creation.

EG:

Skill Rank 1 = 1 BP
Skill Rank 2 = (1 + 2=) 3 BP
Skill Rank 3 = (1 + 2 + 3=) 6 BP
Skill Rank 4 = (1 + 2 + 3 + 4=) 10 BP
Skill Rank 5 = (1 + 2 + 3 + 4 + 5=) 15 BP
Skill Rank 6 = (1 + 2 + 3 + 4 + 5 + 6-) 21 BP

Skill Groups would be similar, at a set of 3:

Group Rank 1 = 3 BP
Group Rank 2 = (3 + 6=) 9 BP
Group Rank 3 = (3 + 6 + 9=) 18 BP
Group Rank 4 = (3 + 6 + 9 + 12=) 30 BP

Also, adding Magic to the Attribute chart:

Human 1/6 (9)
Ork 1/6 (9)
Dwarf 1/6 (9)
Elf 2/7 (10)
Troll 1/5 (7)

With the addition of a "Magical Prodigy" Quality (20 pts, +1 to your magic limit, as per Lucky, etc)

...

That last one is nearly a new rule, more than just math.

Go to the top of the page
 
+Quote Post
Smed
post Nov 10 2006, 04:05 PM
Post #7


Moving Target
**

Group: Members
Posts: 248
Joined: 26-February 02
From: Note Calonna
Member No.: 241



QUOTE (Blade)
(Of course, you wouldn't take into account racial modifiers when upgrading your attributes : a human upgrading from 3 to 4 would pay the same price as a troll upgrading from 7 to 8 )

Yep, that's the way I think it should be.
Go to the top of the page
 
+Quote Post
James McMurray
post Nov 10 2006, 04:08 PM
Post #8


Great Dragon
*********

Group: Members
Posts: 5,430
Joined: 10-January 05
From: Fort Worth, Texas
Member No.: 6,957



I'd change the page numbers, just to screw with people. :)
Go to the top of the page
 
+Quote Post
blakkie
post Nov 10 2006, 04:19 PM
Post #9


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Wakshaani)
Cumulative cost for skills, starting at 1 BP at creation.

EG:

Skill Rank 1 = 1 BP
Skill Rank 2 = (1 + 2=) 3 BP
Skill Rank 3 = (1 + 2 + 3=) 6 BP
Skill Rank 4 = (1 + 2 + 3 + 4=) 10 BP
Skill Rank 5 = (1 + 2 + 3 + 4 + 5=) 15 BP
Skill Rank 6 = (1 + 2 + 3 + 4 + 5 + 6-) 21 BP

Skill Groups would be similar, at a set of 3:

Group Rank 1 = 3 BP
Group Rank 2 = (3 + 6=) 9 BP
Group Rank 3 = (3 + 6 + 9=) 18 BP
Group Rank 4 = (3 + 6 + 9 + 12=) 30 BP

I like, except that if you are going to do that wouldn't you double the cost of the first step like you do for karma? (I'm ok with some Skill Groups being the same cost as buying up their Skills at chargen)


QUOTE
Also, adding Magic to the Attribute chart:

Human 1/6 (9)
Ork 1/6 (9)
Dwarf 1/6 (9)
Elf 2/7 (10)
Troll 1/5 (7)

So the modified is the maximum amount every no matter how many times you Initiate? Offhand I'm OK with that, although I'm NOT cool with the hit to Trolls and boost to Elves. Not just because I hate Elves either. ;) Trolls are already mage gimps (have at least one die less for their Drain stat) and Elves really don't need another stat boost.
Go to the top of the page
 
+Quote Post
Jaid
post Nov 10 2006, 07:17 PM
Post #10


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



QUOTE (blakkie)
QUOTE
Also, adding Magic to the Attribute chart:

Human 1/6 (9)
Ork 1/6 (9)
Dwarf 1/6 (9)
Elf 2/7 (10)
Troll 1/5 (7)

So the modified is the maximum amount every no matter how many times you Initiate? Offhand I'm OK with that, although I'm NOT cool with the hit to Trolls and boost to Elves. Not just because I hate Elves either. ;) Trolls are already mage gimps (have at least one die less for their Drain stat) and Elves really don't need another stat boost.

there's still int + will drain based traditions. neither of those attributes are reduced for a troll.
Go to the top of the page
 
+Quote Post
FrankTrollman
post Nov 10 2006, 07:21 PM
Post #11


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



Could we take our pick as to which mechanic to use? For example, I'd be pretty happy if I could just use the Hacking on the Fly rules (Logic + Skill) for everything and use the program numbers for something else.

-Frank
Go to the top of the page
 
+Quote Post
blakkie
post Nov 10 2006, 07:26 PM
Post #12


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Jaid @ Nov 10 2006, 01:17 PM)
there's still int + will drain based traditions. neither of those attributes are reduced for a troll.

Troll Int is 1/5 (7). Will is the only Troll mental Attribute that is a 1/6(9), and Cha is a brutal 1/4 (6). :( Orcs are the ones with Int 1/6 (9) while having the lower Cha and Log.
Go to the top of the page
 
+Quote Post
2bit
post Nov 10 2006, 07:30 PM
Post #13


Moving Target
**

Group: Members
Posts: 749
Joined: 28-July 05
Member No.: 7,526



I would change drain codes to divide by two after applying code modifiers instead of before.
Go to the top of the page
 
+Quote Post
Jaid
post Nov 10 2006, 07:31 PM
Post #14


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



hmmm... i see... clearly i don't play trolls that often =P (that is, i don't believe i've ever even made an SR4 troll... the idea just hasn't really appealed to me yet)

yeah, that's dumb. i'd probably switch it to giving them log - 2 instead of log - 1, int - 1 personally. i see no reason why they should suffer a penalty to int, personally.
Go to the top of the page
 
+Quote Post
Wakshaani
post Nov 10 2006, 11:46 PM
Post #15


Shooting Target
****

Group: Members
Posts: 1,598
Joined: 24-May 03
Member No.: 4,629



QUOTE (blakkie)
QUOTE
Also, adding Magic to the Attribute chart:

Human 1/6 (9)
Ork 1/6 (9)
Dwarf 1/6 (9)
Elf 2/7 (10)
Troll 1/5 (7)


So the modified is the maximum amount every no matter how many times you Initiate? Offhand I'm OK with that, although I'm NOT cool with the hit to Trolls and boost to Elves. Not just because I hate Elves either. ;) Trolls are already mage gimps (have at least one die less for their Drain stat) and Elves really don't need another stat boost.

Yup! Thus, for most, there's a hard cap of Magic 9 an, thus, Grade 9 Initiation. This puts magical areas on par with the rest of the game, rather than being utterly open-ended and uncapped. Those with Magical Aptitude could go to a 7 (10) hard cap, making them heavy hitters of hugeness.

The Troll and Elf bit is gimp Troll mages a bit, who are currently only one draindie under a normal magician but who also have teh HUGE increases in other areas, and to reflect Elves' innate magical superiority ... currently, *Dwarves* are the best magicians in the game rules, something not reflected in the worldview, where Elves are commonly magicians. That extra point's just enough to make it work out for them.
Go to the top of the page
 
+Quote Post
Chandon
post Nov 10 2006, 11:57 PM
Post #16


Moving Target
**

Group: Members
Posts: 261
Joined: 26-February 02
From: Massachusetts
Member No.: 2,115



I would change all weapon damage values to Strength + Modifier to be consistent with bows. There's no excuse to have different mechanics for different equipment, and this modification makes sure that mele weapons, bows, and firearms are balanced.
Go to the top of the page
 
+Quote Post
Fortune
post Nov 11 2006, 12:10 AM
Post #17


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (Wakshaani)
Thus, for most, there's a hard cap of Magic 9 an, thus, Grade 9 Initiation. This puts magical areas on par with the rest of the game, rather than being utterly open-ended and uncapped. Those with Magical Aptitude could go to a 7 (10) hard cap, making them heavy hitters of hugeness.

What about Resonance?
Go to the top of the page
 
+Quote Post
blakkie
post Nov 11 2006, 12:25 AM
Post #18


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE
who are currently only one draindie under a normal magician but who also have teh HUGE increases in other areas

One to two dice under, and yes they have huge Str and Body bonus.....which they pay through the nose for. So all you are doing is deepening the big dumb Troll stereotype. Blah. :(
QUOTE
....and to reflect Elves' innate magical superiority...currently, *Dwarves* are the best magicians in the game rules, something not reflected in the worldview,  where Elves are commonly magicians

:? I didn't realize that there was any presidence in canon for Elves overall to be that much more magicianly. Yes, there are the two nations. But the IE that underly those and garden variety Elves themselves are two very different things. Well I guess canon presidence besides the fact that they ARE already 1 die better than Dwarves on drain for Cha traditions and 2-4 spirits on call better than anyone.

So in short they don't need it.
Go to the top of the page
 
+Quote Post
Steak and Spirit...
post Nov 11 2006, 12:35 AM
Post #19


Moving Target
**

Group: Members
Posts: 281
Joined: 9-September 06
Member No.: 9,346



QUOTE (blakkie)
So all you are doing is deepening the big dumb Troll stereotype. Blah.


What's the matter with that?

I mean. Yeah, I hear you, elves are pretty gay. But trolls are big and dumb. Nothing wrong with being reminded of that.
Go to the top of the page
 
+Quote Post
blakkie
post Nov 11 2006, 01:14 AM
Post #20


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Steak and Spirits @ Nov 10 2006, 06:35 PM)
QUOTE (blakkie)
So all you are doing is deepening the big dumb Troll stereotype. Blah.


What's the matter with that?

I mean. Yeah, I hear you, elves are pretty gay. But trolls are big and dumb. Nothing wrong with being reminded of that.

Well then why not just give them straight 1s? That'll remind! What, you mean that'd be overkill? Why yes, yes it would be. 8)

Not to mention if you scan through the paracritters you'll find that the correspondence between Magic and mental stats somewhere in the neighborhood of r=0.
Go to the top of the page
 
+Quote Post
Wakshaani
post Nov 11 2006, 01:22 AM
Post #21


Shooting Target
****

Group: Members
Posts: 1,598
Joined: 24-May 03
Member No.: 4,629



QUOTE (Fortune)
What about Resonance?

Haven't even eyeballed the Technomancer stuff yet. No one's been the least bit interested in playing them. (They have radio waves that come out of their heads? Uhm. I'll just buy a deck, thanks.) If it's bottomless, then I'd probably want caps on it as well. I'll worry about that if anyone ever wants to make one. :)

As for Trolls, they used to have some *serious* problems with magic, having the huge mental penalties, including a loss in Willpower, making them more vulnerable. Tho they lost THAT penalty this time around, the 1 pip magic reduction would show that their talents lie more in the physical than the magical. It isn't a HUGE loss, but enough to make the Troll Mage a bit more fair-feeling.

Elves, meanwhile. are noted as having the highest rate of magical expression and, thusfar, have also had the most powerful magicians. Yes, that's mainly because of the Immortals, but, even there, the fact that Elves have so much magical power that Immortal is an *option* is telling.

So, a 1 pt boost felt like it rounded them out.
Go to the top of the page
 
+Quote Post
Steak and Spirit...
post Nov 11 2006, 02:51 AM
Post #22


Moving Target
**

Group: Members
Posts: 281
Joined: 9-September 06
Member No.: 9,346



QUOTE (Blakkie)
Well then why not just give them straight 1s?


Because that would be stupid. Duh.
Go to the top of the page
 
+Quote Post
Garrowolf
post Nov 11 2006, 04:06 AM
Post #23


Moving Target
**

Group: Members
Posts: 870
Joined: 2-October 06
From: Athens Ga
Member No.: 9,517



I totally agree on capping magic. It needs it badly. I'm not sure I like the idea of dropping it for Trolls though. My reasoning is that if they can only exist in a moderate to high mana setting then they are inheirently magical to some degree.

On the other hand I agree with the hit to the Trolls intelligence (both) because I think that they need the balence with their high strength and body.

Having a higher max for elves is not so much a problem as they are supposed to be focused more on magic. It depends on if you want to have immortal elves as a factor in your game. The higher level makes some sense for them but I would balence it out with a required moderate to severe allergy. Basically if they are more magical then they are also more vulnerable to some allergen.

If Resonance is not magical (as they keep on trying to say), then how about the opposite. Lower the resonance on metahumans and raise it for humans. It doesn't work well with magic and metahumans are partially magical...
Go to the top of the page
 
+Quote Post
Triggerz
post Nov 11 2006, 05:16 AM
Post #24


Moving Target
**

Group: Members
Posts: 355
Joined: 23-August 05
Member No.: 7,590



QUOTE (Garrowolf @ Nov 10 2006, 11:06 PM)
I totally agree on capping magic. It needs it badly.

For mages, ok, maybe. But for adepts? Increasing their Magic is the only way they can get Power Points with the actual rules, so if you cap Magic at, say, 9, you completely kill the character's potential for improvement in his art. You can learn new spells without increasing your Magic, but you can't do the same with adept powers, so you'd need to provide some way to get Power Points independently of Magic. (Maybe allow adepts to increase their Power Points as if they were increasing their Magic - same cost - but without increasing their effective Magic rating...)

[EDIT: I haven't played SR4 yet, so I'm not sure how useful a Magic cap would be.]
Go to the top of the page
 
+Quote Post
Dissonance
post Nov 11 2006, 05:21 AM
Post #25


Moving Target
**

Group: Members
Posts: 515
Joined: 19-January 04
Member No.: 5,992



You mean like how samurai can't advance after a point? That is, without suddenly generating a big honkin' pile of deltaware with which you could just retire in the Bahamas with.
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 18th April 2024 - 05:53 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.