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> Making logic important., Inspired by the RPG.Net forums.
emo samurai
post Nov 14 2006, 02:38 PM
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The link is here.

I have an idea to make logic an important stat. Players will submit ideas to the GM, and the GM will judge whether or not the character is smart enough to think of what the player's thinking of. That way, they'll actually penalize the people who use it as a dump stat, since it isn't really used to do or resist anything as it is. That way, you'll also reward players who have really high logic.

Also, if the character is smarter than the player, the GM will provide active deduction to the player, kind of like in Nigel D. Findley novels where the characters get limited information but deduce all kinds of things about the conspiracies they're caught in.
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deek
post Nov 14 2006, 02:52 PM
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I just call that good roleplaying...on all of the social stats, I require my players to stick with how their character would act and react...and if it doesn't fit on a regular basis, we just have a talk during a session to get everything back on track...

This seems like a no-brainer and something most GMs would already be doing...
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mintcar
post Nov 14 2006, 02:55 PM
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I think that would be difficult and potentially un-fun, for lack of a better word. Sort of a buzzkill for a player who had a good idea that he didn't get to take credit for, and that the GM had to give someone else as a hint later on. Isn't there an idea roll or something, that you can use if players get stuck? Logic+Intuition? I think that's enough. The rest should be in the realm of roleplaying. Even a player who fails to roleplay stupidity will have their character treated as a dumbass if they have lousy mental stats in my game. That's always been enough.
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emo samurai
post Nov 14 2006, 02:57 PM
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So you treat logic as a sort of intellectual WAAAAAGGH field?
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mintcar
post Nov 14 2006, 03:06 PM
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I'm not sure I follow.
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emo samurai
post Nov 14 2006, 03:14 PM
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The WAAAAAGGH field was a psychometric field generated by all Warhammer 40k orkz. Its strength is based on who's bigger and stronger, and it gets stronger with each fight an ork wins. Orkz with big WAAAAAGH fields lead hordes of orkz against space marines and eldar.

So basically, a WAAAGGH field is a sort of user rating that automatically increases with the brutality you wreak.
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lorechaser
post Nov 14 2006, 04:21 PM
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Plus, this gets into that grey area that makes people come to blows.

I am smarter than my Ork adept. But she does this for a living. She has experiences I will never understand. I compensate for this by using my smarts. She also has nothing else to focus on but her life, and has often days to come up with what I have 20 minutes to plan.

It comes down to the GM balancing the players, and the players making an attempt at being realistic. I've had times when I didn't suggest something, because I knew my char couldn't comprehend it. I've had times when I made horrific choices because I knew my character would like it.

I've also posted a 6 page proposal on our group forums about our potential magical group, and the way to tweak it to the gills to benefit us the most. Because that's fun for me.
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mintcar
post Nov 14 2006, 04:22 PM
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QUOTE (emo)
The WAAAAAGGH field was a psychometric field generated by all Warhammer 40k orkz. Its strength is based on who's bigger and stronger, and it gets stronger with each fight an ork wins. Orkz with big WAAAAAGH fields lead hordes of orkz against space marines and eldar.

So basically, a WAAAGGH field is a sort of user rating that automatically increases with the brutality you wreak.

In that case, no.

Speaking for my group: Tests made to get information from your character's knowledge skills or logic attribute are favours granted by the game master, not something players can call upon at any time. Other then that I like to view roleplaying games not just as games of dice and make pretend, but also games of problem solving. I think it's important not to limit player's reasoning based on their character's stats, because that would risk ruining the fun of problem solving. If someone with a dumb character comes up with something brilliant, then we just roleplay around that. They'll get a lot of complements and teasing comments about how they used their brain for the first time. Above all it's not a big deal. We've learned to handle this issue in the years we've played together.
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Fortune
post Nov 14 2006, 08:18 PM
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Sometimes even the stupidest people can come up with a great plan because, as was said above, they do this type of thing for a living (and are still alive to brag about it). I don't see this as a problem.
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Hida Tsuzua
post Nov 14 2006, 08:55 PM
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Does this mean if a character has a high logic stat you'll give them advice at all times? After all, I could be playing a character who has a logic stat much greater than mine. Do you give each player his logic score so he knows what logic his character can play as? After all if I'm logic 4 and come up with a plan so should my logic 4 ork adept.
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mfb
post Nov 14 2006, 09:00 PM
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yeah. on the flip side, i take lots of time planning my characters' actions, because many of them are much smarter than i am. and there are times when i'll hand out free advice because there are things that the character should understand that the player just doesn't consider.

to somewhat back up what emo's saying, if a streetpunk ork ganger came up with an idea involving complex chemical reactions, and his player is a chemist in real life, i'd probably tell the player that his character doesn't know enough about chemistry to pull it off, or even come up with the concept in the first place. now, if the chemist player told the player of the ex-scientist-turned-runner about the idea...
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Butterblume
post Nov 14 2006, 09:21 PM
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I don't see logic as a dump stat. Admittedly, I've seen a lot of chars with a natural logic of 1 or 2, but those are almost alwas augmented with cerebral boosters. Which is, in my opinion, a perfectly valid choice.

My next char, an infiltrator, will have high logic, just to be able to circumvent security devices (hardware+logic).
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hyzmarca
post Nov 14 2006, 09:58 PM
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Tiny the Stereotypical Troll (LOG 1, INT1): "The monster is really Old Colonel Mustard in the the library with the candlestick."

Several hours later

Snooty, the Elf (Log 7, INT 7): "My god, Tiny was right. He must be some sort of idiot savant"

Tiny:"Stop calling my dirty names! I may be an idiot but I ain't no sav-ant."

Yep, I'm in favor of roleplaying around character limitations in such cases.
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fool
post Nov 14 2006, 10:38 PM
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logig doesn't really mean you can come up with a good plan or figure out a problem. Intuition actually plays more of a role in figuring out puzzles than logic
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Xenith
post Nov 14 2006, 11:08 PM
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Logic is useful for a number of different characters. Is it equally useful for all character types? Nope. Nor should it.

A ganger with a Logic of 2 (low-average) should function just fine as your mundane ganger. Subtle B&E is not his forte, nor is the Matrix. His line of work simply does not require it.

A Hacker with a Logic of 2 sucks. Lets face it, he can't make his own programs in a useful or timely manner. He has to buy the stuff and that lead to so many problems its not funny (if the GM is paying attention anyway). The normal usefulness of the hacker for B&E is lost due to the low Logic as well. About half of his knowledge skills (at least) will be affected and Knowledge skills should be useful at least once a Run if not a session.

Its not near as directly useful as Agility or Intuition, but it all comes down to the gameplay. If you have an action heavy style, Logic WILL fall to the way side. If you have a more problem solving style of play, Logic will be be more sought after.

Some stats don't bring the same return as others, its true. Honestly, I think Strength is the most underpowered stat in the game for Shadowrunning. But thats just me.

It all comes down the the character, the player, and the gamemaster.

:wobble: :spin: :rotate:
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Fortune
post Nov 14 2006, 11:13 PM
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QUOTE (Xenith)
Honestly, I think Strength is the most underpowered stat in the game for Shadowrunning. But thats just me.

No, it's not just you. ;)
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Demerzel
post Nov 14 2006, 11:49 PM
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QUOTE (Fortune)
QUOTE (Xenith @ Nov 15 2006, 10:08 AM)
Honestly, I think Strength is the most underpowered stat in the game for Shadowrunning. But thats just me.

No, it's not just you. ;)

I thought it was Resonance... :wobble:
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emo samurai
post Nov 14 2006, 11:50 PM
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Not if you use MY rules, which kick so much ass.
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Fortune
post Nov 14 2006, 11:53 PM
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QUOTE (Demerzel)
I thought it was Resonance...

Maybe, but you actually have to include Ota...Technomancers in your game to use that Attribute ... and Technomancers suck! :D
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Jaid
post Nov 15 2006, 12:05 AM
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QUOTE (Xenith)
A Hacker with a Logic of 2 sucks. Lets face it, he can't make his own programs in a useful or timely manner. He has to buy the stuff [...]

you say that as if high logic is gonna help in the slightest. perhaps you hadn't noticed that it takes months to write programs?

the only way a hacker player could keep up with writing his own programs is if he is also the leader of a cult of trained programmers that does nothing but help him write programs. and technically, even that would just be GM ruling, making the tests take less than a month if you oversucceed.
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laughingowl
post Nov 15 2006, 12:31 AM
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I do not limit players to their characters logic.

Now if very badly meta-gaming, I will point out to the player that do they really thing Mr. Drool could think of that...


Now as to 'limit' them its all about how you describe things.

Low Logic / Intutiion character:

You turn into the dark alley and several meta-humans come charging out, screaming with weapons waving.


Mid-range.

You turn into the dark alley and several meta-human are running towards the main street. They have weapons in their hands but they are just waving about as they pump their arms to run.


High-Logic:

You turn into the dark alley and several meta-humans are fleeing from something. They appear reasonably well armed, with weapons in their hands, but it is clear they are just rtying to get away from the area as fast as possible.



'Perception' roll would have been equal on all three. They bothed 'noticed' the same thing. However, as logic/intiution goes up, the character can make a beter 'guess' as to what the clues mean.


The two ways to filter attributess.

1) Remind your players if you feel they are always meta-gaming. IF they are logic-1, Intitution- 1, but then are always they 'instant plan' guy for they team you might want to point that out. Or even require them to spend their karma to raising those stats. (Now if they have the 'skills' and they are the slow methodical type. No problem witha logic 1, Intiution -1 making the plans (with the right skills), just they won't make one in an instant.

2) As the GM YOU direct the action / Draw the scene / Set the mood. Have your narration reflect whom you are talking to. While 'grouped' you have to average it out, (way to slow for most things to explain to each individualy), but especially when the group is split and/or some are suprised make sure you explain the scene as the character would see it.
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lorechaser
post Nov 15 2006, 12:44 AM
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QUOTE (mfb)
to somewhat back up what emo's saying, if a streetpunk ork ganger came up with an idea involving complex chemical reactions, and his player is a chemist in real life, i'd probably tell the player that his character doesn't know enough about chemistry to pull it off, or even come up with the concept in the first place. now, if the chemist player told the player of the ex-scientist-turned-runner about the idea...

We used to have that exact problem with a player of ours. He's a molecular biologist, and deals with things daily that we don't even comprehend. Considering that most of our group either has masters, our could, but quit to work, that's something.

He would occasionally come up with something like "I cast a fireball at the entrance to the cave (You did say it only had one entrance, right?) at the same time as the other mage casts a force cage. Since the fireball covers enough space, and I figure the cubic volume of the cave is XX, it should suck out all the air. We wait 15 minutes, then go loot the bodies."

We'd have to hit him.
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laughingowl
post Nov 15 2006, 01:33 AM
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QUOTE (lorechaser @ Nov 15 2006, 12:44 AM)

He would occasionally come up with something like "I cast a fireball at the entrance to the cave (You did say it only had one entrance, right?) at the same time as the other mage casts a force cage.  Since the fireball covers enough space, and I figure the cubic volume of the cave is XX, it should suck out all the air.  We wait 15 minutes, then go loot the bodies." 

We'd have to hit him.

Ahh but that is easy :-)

Consdering that fireball doesn't require a flameable atmosphere. (by the rules you could cast it in a vacum or even underwater), it is obviously that the fireball is providing its own oxidant, so would consume none of the free oxygen in the cave.

The only 'consumed' oxygen would be if enough stuff was set on fire and then burned (brush/barricades/oil drums/etc). Though this would then also work just by tossing a match (or a moloktav cocktail) at the cave.
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blakkie
post Nov 15 2006, 02:27 AM
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Bogus assumption. Both Logic and Intuition are important Attributes in Shadowrun. At least in games where the Knowledge rolls are common and succeeding at them represents a tangible benefit....which damn well should be your game because it is one of the real strengths of Shadowrun. High Logic, and Intuition, are very desirable there because even with the -1 die penalty a Logic of 5+ gives you at decent shot at a Threshold 2 Academic or Professional item of interest. And that is before the other Logic/Intuition based Skills.

As for your later suggestion I think it is a patently bad idea to do that only you judge the character as "smarter" than the player, if for no other reason than trying to hang on the abstract Attributes, in all their fuzzy glory, someone's real world abilities. BTW notice the Memory (LOG + WIL) test on page 130. You just roll it when the player isn't getting it. It is an aid to the player, not an always or a conditional replacement.

Also note the Analytics Adept Power, page 174-175 of Street Magic, which gives a +1 die to rolls involving logical problems and such. That provides even more evidence that the rules already assume you are doing this sort of dice rolling for characters. I personally do it a fair amount when the players are dead-ending and aren't picking up what i'm laying down about the clues in play. More than a little bit because verbal description of things the characters are seeing can be a very flawed communication medium.

So I'll periodically give a Logic roll for putting together clues. Sometimes Logic+Intuition or Intuition, depending on the information at hand. That's somewhat non-canon, but not entirely because it is sort of an untrained Knowledge check in a way (but withouth the -1 die).


P.S. Blocking a plan just because the character failed a roll? Now THAT is, IMO, is pulling one of the worst kinds of GM cock-blocks. :(
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Glyph
post Nov 15 2006, 03:56 AM
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Yeah. Knowledge skills should be a big deal. Logic comes into play in other areas, as well. And the GM should curb really bad metagaming.

But handing out solutions or blocking player ideas by GM fiat is really bad. Just like abusing the social skill rules, it is something that takes away player control of their own characters.


Besides, what the hell is wrong with having a dump stat? People always complain about this (it was Charisma for sammies in SR3), and I don't get it. You only have so many points to use, and you're going to put most of them in the areas you're trying to be effective at. There's nothing wrong with a shaman with Strength and Logic of 2. There will still be times when those low stats will be a hindrance - but the GM shouldn't go out of his way to vindictively "punish" the character for it.
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