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> Making logic important., Inspired by the RPG.Net forums.
laughingowl
post Nov 15 2006, 05:50 AM
Post #26


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QUOTE (Glyph)
but the GM shouldn't go out of his way to vindictively "punish" the character for it.

Its not vindictively 'punishing' the person with low-stats.

Its giving the 'other' character a chance to shine.


Body Agility, Reaction 5/6 : shines during the combat.

Logic, Intutition, Charsiam 1/2 : Suffer during the 'think/social' phase of things.


Logic, Intutition, Charisma 5/6: Shine during the 'social' and 'thinking' phase.


Body, Agility, Reasciotn 1/2 : Tend to get splattered during the combat phase.


Every character should have times their strengths come to play AND their weaknesses.

HOPEFULLY: Their strengths will cover their teamates weaknesses and their weaknesses will be covered by their teamates strengths.

However: If they sammy is ALWAYS the one that faces the hit squad, and then 'Face' is always the one that the cops stop to talk to, then it isnt an adventure its a freakin Sim.

To have drama there should be points where players have to face their weaknessess. Sure most of the time, their teamates should cover the bill; however, there should be occasions where the player has to muddle through (atleast until teamates can come to the rescue or help clean up).


My TM pretty much brought down one of the top Yakuzza familes, for hurting someone I cared about (or more accurately somebody that cared about me). Few thousand miles and the world of radio waves and my TM is a god.

Now a short while later a few goons showed up (not quite sure related) and started to hassle Alice. I was damn glad when a friend showed up, since while 'adequate' with her drones, if somebody gets to her meat body, Alice Inside aint exactly a sammy, hell I think the ganger contact template would own her :-)


Alice know she is weak face to face. Not quite a invalid, but certainly not muscle of any kind. Thats why she has learned to build friends. If you want something from the matrix, unless you have Fastjack subscribed, its doubtful you can get better help... however, unless she has friends she is one very small step from impotent face-to-face.

The perfect scenario for any good story.

Strengths out the whazoo to shine... and weakness for conflict.


While a GM shouldn't purposely go out and find ways to punsih characters....

A PLAYER is certainly going to look and point out anything in their 'advantage' very very very few players will point out where their characters are 'weak'.

So while a GM is does everything (and should take some time to make sure the character has chances to use their 'strengths') the players will normally see to it that any time their strengths can be applied they will be.... THe GM needs to make sure WHEN their weaknesses would apply they do.

It is not punishing the players anymore then it is rewarding the players when the sammy opens from surprise with full auto fire from his LMG.
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Glyph
post Nov 15 2006, 08:22 AM
Post #27


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Oh, I agree. A GM needs to challenge the players in a variety of ways. Nothing wrong with a player's weaknesses coming into play. And every specialist will wind up out of his/her comfort zone at some point.

But what I was talking about is some of the B.S. that gets bandied about the board - anytime someone brought up a sammie with a low mental stat, people would froth at the mouth and come up with ludicrous tactics for the GM to use against the character. One example:

QUOTE

AHAH! I just thought of something! You know how most SSes use CHA as a dumpstat? Well, if CHA includes self confiidence....

Player: Ok, I now attempt to set the price for the run to 100,000:nuyen:
GM: Sorry, but you just don't think you can do that... What if you fail? He'll think you're a dick, and won't give you squat and cancel the run... You decide to go for 100:nuyen: instead...
Player1: YOU F*****!

You could use this in any situation, disarming bombs, competing aganst a different SR team.

Player: Ok, I'm going to try to get to him before they do!
GM: No, sorry, but that would be too hard for you! You decide to just give up before you fail!
Player: QUIT DOING THIS F****** BULL**** YOU F*****! rotfl.gif
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laughingowl
post Nov 15 2006, 10:19 AM
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Ahh then I totally agree also..

Your example are complete BS.

I will never stop a player from doing anything they want....

Now suceeding at what they want is an entirely different thing.

CHA-1 character can THINK they are Fred Astair rolled into Helen of Troy.

Now I might warn them if I think they player would know it is unlikely.

But cha-1 (and no negotiation skill) character:

Player: I set the price for the run at 100,000.
GM: You know this guy looks pretty slick and high-dollar. You think he would be comfortable rubbing shoulders with politico and sim-stars. He looks like the type that was haggling with his mother for his bottle of milk and hasnt slowed down since.

Player: I set the price for the run at Ĩ100,000
(please make your negotiation roll).

GM: The Johnson listens to your speech and then pauses for a second. Suddenly a smile breaks his face. "You might make that much as a comedian on the vids, but chummer I havent heard anything, nor do I see anything that makes you worth more then X (dropping the planned fee by 5%).
---------------------------
IF they low charisma, no negotiation (or low) continues to try to haggle the tone of the Johnson goes down fast along with the price.



Never stop players from attempting something (save perhaps out-right pure 100% unadulterated meta-gaming), but just because the 'attempt' something doesnt mean they can do it.


Figure in one game I read a friend was playing a 'scholar' mage. Now the friend happens to in real life have quite abit of small units and covert action training.

Once he joined the group he started 'planning' all the ops for the team. NOw the cloest thing to combat expierence the character had was like dodge-2 (From accidents in the lab) and Powerbolt and flamethrower (IIRC).

Well I have always allowed plans to count for advantagous ground, etc and give bonuses. Though generally I will not say the bonuses (atleast until it becomes very evident) but factor it in myself.

Initally while 'militarily sound' almost all of the plans they mage-general made resulted in penalties.

It wasnt until another player raised the question why did all of their planning seem to go bad, that the 'flaws' in the plan were raised. (figure as luck would have it the one that raised the question had Knowledge Small Unit tactics-5 and Knowledge: gurella warfare: 4 (former merc).

From then on out. The mage-general's 'player' would suggest plans, but the former mer character would actually 'make' the plans.

Player A: still felt immersed since he was using 'real life' knowledge to make the fights seem 'realer' to him.

Player B: however suddenly found himself having a much more important roll and suddenly feeling very useful, since he was 'gear'/attribute' wise a little sub-par compare to the sammy and phys-ad, but once he took the LTs job and laid the plans down. The team ran 100% smoother.


Players should contribute so everyone has fun.

Characters can do what ever players want them to. (save gross meta-gaming).

Characters do not always suceed at what they try [b[especially[/b] when attempting things that require skills/stats that they character is very poor in.
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Jaid
post Nov 15 2006, 01:40 PM
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QUOTE (laughingowl)
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.

actually, according to spelljammer fireball does not work in a vacuum.

oddly, however, there's nothing that says fireball doesn't work in atmospheres with no oxygen to my knowledge though :P
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Ryu
post Nov 15 2006, 01:56 PM
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While the GM should be allowed to judge if something a character did is appropiate considering his stats, there should not be a hard rule about this.

"Dump stats" vary depending on the area of speciality, and only agility and intuition seem to be spared. Strength on the other hand is too expensive, as was already said.

If you want to avoid dump stats, lower the cost of attributes on character generation ( you know who you are :D ). Else a certain amount of specialisation is required for anyone, and lower-than-could-be values are an unavoidable consequence of having strong points. Even my samurai would have strength one if I could have stomached the thought. That 20 points did nothing for him, as melee is won via agility.
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ElFenrir
post Nov 17 2006, 03:29 AM
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The dump stats have changed over time. CHA before was almost the Universal Dump Stat™, unless you conjured or were a face-type.(hell, even the conjurer could get aw ay with an average cha.) The other stats were too 'valuable' to dump, Willpower saved you from magic and boosted combat pool, Intelligence boosted initative and combat pool, as did Quickness, INT used to be the Perception roll....INTx5 gave knowledge skills...Quickness helped Firearms...


Now with Intuition and Agility, they seem to be the two new stats..however I notice that LOG has replaced CHA for the dumpstat under this new system.

And yeah, I do tend to think AGL is a bit overused for skills...but im sure there are a few threads discussing that ;)

As for Logic, also remember it does affect Knowledge skills, which can be used in lots of numerous ways to benefit the character. Dumping Logic means you'll miss out on these, which the skills are bought at a 1 for 1 basis with these FREE points. And a clever GM will utilize these knowledge skills. Negotation 6 is nice, but Neg 6 with Knowledge: Underworld Politics 4 and Fine Italian Wines: 3 might just help you in the negotation with that mob boss...and Rifles: 5 are fired much more effectively from ambush while utilizing your Hiding skill and a little ''Improv Camoflage Techniques: 4''. :D

Hell, if getting lots of free points for upping a stat wont change the players, i don't know what will. :D
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Fortune
post Nov 17 2006, 03:53 AM
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QUOTE (ElFenrir)
however I notice that LOG has replaced CHA for the dumpstat under this new system.

I just don't see that as being the case. If anything, Strength is the dump stat of choice, and Reaction can be almost a throw-away Attribute if you are going the cyber route, as you can eventually raise it by a whopping 7 points through augmentation (but only 4 at chargen). I still see as many low Charisma Attributes as I see Logic at the same level.

Personally, I'd very rarely make a character with a Logic below 4.
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Jaid
post Nov 17 2006, 06:13 AM
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heck, in SR i've never considered char a dump stat, really. sure, it may not have been the stat of choice, but it was never dumpable (it had to be at least average or you faced potential screwage, imo).

but i guess that's just me...

now strength, on the other hand, is probably the only stat i would consider dumping if i was gonna thoroughly min/max a character. of course, if i was going to totally min/max a character, then it would probably be an ork (SR4) or dwarf (SR3), just because they're so efficient... so even then the character wouldn't have strength 1 =P

but anyways, yeah... unless it's a very specific build, who cares about strength?
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Ryu
post Nov 17 2006, 08:57 AM
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Well, under SR3 you could dump those attributes you did not use for damage resistance if you considered the number of linked skills you where interested in. It was often "better" to pay higher skill costs and have the attribute point elsewhere. Due to the higher amount of attribute points you got, the difference was just less noticeable. We just have to get used to seeing "below-average attributes" as something very common, what with being much closer to the average than before.

Min/Maxing can hit many attributes. Hard. Speed and strength and reaction and logic can be increased for cheap, at least ingame. Take logic! to the max because it gets you knowledge skills, buy muscle- and reaction enhancers, wired reflexes and start saving for that hyperthyroid gland.
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ElFenrir
post Nov 17 2006, 12:01 PM
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Ahh, i guess on my end ive seen the Logic-dump more.

But a system with Strength-dump...who wouldathunkit? Or Reaction? With Speed Junkies out there? Keep in mind ive only played under 4 a few times ;)

See, in the times ive had GMing, and ive had handfuls of twinks in the past like everyone else, speed max was the first thing they did. Sammies didn't dump Strength, let along ANY Speed stat, from the ones ive seen come out of the factory in the past.

But, then again, with cyber as cheap as it is now....i suppose i see the point. Strength doesnt help enough skills, and it can be bought up the same as Reaction i guess.

BUT, now that you mention it, I do see a lot of what i nicknamed the 'Ork-Troll Mage' characters. Basically, Ork and Troll mages who have their base stats in the Physical area.
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Ryu
post Nov 17 2006, 02:16 PM
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Orks make good mages. High payoff for little or no cost, depending on tradition (Intuition is your friend anyway).

Apart from strength willpower will be a candidate for dumping. Mundane spell defense is too weak anyway, so why invest? Itīs rather easy to bring it up to acceptable levels after chargen, so why not start at 1?

In practical application, my slightly tweaked samurai got willpower 2 and charisma 2, but bravery on top of that for composure tests.

I think for twinking within the given attribute limit, you need also consider the target dicepools for certain activities. Having the base skills grants +1, and there is no need to break the dicepool system by getting to the insane numbers. And "no need" applies to all players. Those who want the system to work as intended (a requirement to be in my group), and those who crave power but get no return-on-investment if they increase the dicepool beyond the needed mark.

(Sorry if Iīm hard to read. I was doing my engineering project till 5 in the morning and four hours of sleep ainīt exactly much)
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