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> Take Aim and Called Shot
Lord Ben
post Nov 21 2006, 01:00 AM
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Some games are not written to be read by lawyers looking for wording loopholes, etc. Look at what they were trying to accomplish and judge accordingly.

Obviously with longshots they wanted to give lucky players and advantage when they didn't have the skill. It doesn't make sense that they wanted spending edge to accomplish the impossible.
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hyzmarca
post Nov 21 2006, 01:06 AM
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QUOTE (Lord Ben @ Nov 20 2006, 08:00 PM)
Some games are not written to be read by lawyers looking for wording loopholes, etc.  Look at what they were trying to accomplish and judge accordingly.

Obviously with longshots they wanted to give lucky players and advantage when they didn't have the skill.  It doesn't make sense that they wanted spending edge to accomplish the impossible.

Of curse it does. In SR3 everything was possible period, if you could meet the TN. There were no dice pool modifiers, so you could never be reduced to zero dice. SR3 even had a rule that allowed you to spend karma pool (the equivilant of edge) to reduce the TN to a more reasonable number. The longshot rules were meant to replicate this fact using a fixed TN system.
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mfb
post Nov 21 2006, 01:22 AM
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QUOTE (Fortune)
To be fair, mfb mostly plays in a unique environment (Shadowland ... correct me if I'm wrong mfb), and as such, with its shared world, and equally shared GM-type responsibilities (a necessity for every single member), GM-Fiat takes on a whole new meaning, and arbitrary rulings can and do lead to future problems. A firm rules set as he describes would be ideal for the type of community in which he games.

it's partly that. but it's also in large part about how i play. even under a single GM, the way things work can change from session to session, unless the GM a) has a perfect memory, or b) writes everything down. i don't think it's fair to ask either of those of a GM.
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Lord Ben
post Nov 21 2006, 01:33 AM
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You can argue it all day long, but when I'm DMing or playing with adults we expect certain things. If you want to play in a game where you can fire .22's into a muffler to do a called shot to the head of a guy driving the Citymaster feel free.

Personally I think that's stupid.
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mfb
post Nov 21 2006, 01:34 AM
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and you should tell us about your feelings. they're quite relevant.

anyway. the point i wanted to make, i made in my original post.
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James McMurray
post Nov 21 2006, 01:36 AM
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Another option is to just don't force him to make the decisions of whether a -26 dice pool can be long shotted, then two weeks later try -16, and another week go for the -29. It's possible for gamers to police themselves without the GM ever having to step in. Alternatively, write a house rule down, then everyone knows exactly how things work.

For instance, I think we can all agree that the longshot test rules were not intended to let someone shoot blindliy up in the air and hitting a guy 16 blocks away they can only see through a blurry camera whose location they don't know. However, somewhere between "possible" and "damn near impossible" lies "believable." For every group that believable level is going to be different. Leaving the longshot rules open allows each group to decide on their own personal level of believability.

Sure, if you take the game as written and use it as a bible you're gonna have problems without self-policing. It's not a design flaw, it's a design choice.
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Mistwalker
post Nov 21 2006, 01:59 AM
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Personally, I expect GMs to write down things, especially their house rules.

I know that I do, and have that list available to all the players.
It get's revised as needed.
Currently, it only has one of the tweak rules on it.
Other games, the list has been quite long.
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Chandon
post Nov 21 2006, 03:42 AM
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QUOTE (Mistwalker)
Personally, I expect GMs to write down things, especially their house rules.

That's really important. It does two things - First, it lets everyone know what the rules are so they can declare valid actions. Second, it shows the GM how much they've really changed so they aren't under any false impressions that they don't have any house rules.
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wilcoxon
post Nov 21 2006, 05:22 AM
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QUOTE (SL James)
QUOTE (James McMurray @ Nov 20 2006, 03:46 PM)
SR4 was built with the assumption that the GM would use his GM-ness.

That's a Hell of an assumption. Not to mention that it begs the question, "If it relies heavily on GM Fiat, then why the fuck write rules in the first place?"

You know, it's been a year and I still have yet to have someone give me a decent answer rather than platitudes and general snark.

I'd say it's more than an assumption. Looked at the rules for fire damage? I don't think I've ever seen a less concrete rule in a RPG. To paraphrase: some objects (GM discretion) catch fire and continue to burn (until the GM decides they don't) with secondary effects (determined by the GM).
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Garrowolf
post Nov 21 2006, 06:08 AM
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QUOTE (Chandon)
QUOTE (Mistwalker @ Nov 21 2006, 01:59 AM)
Personally, I expect GMs to write down things, especially their house rules.

That's really important. It does two things - First, it lets everyone know what the rules are so they can declare valid actions. Second, it shows the GM how much they've really changed so they aren't under any false impressions that they don't have any house rules.

I don't have any house rules
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Garrowolf
post Nov 21 2006, 06:28 AM
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Your armor should count as a penalty but not based on it's value but it's coverage. If you are wearing armor and are behind cover then the highest cover penalty is what applies.

The movement penalties during taking aim should be a high threshold on the roll.

If the penalties go negative then it subtracts the edge as well. You have to have at least one dice left to make a roll.
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Da9iel
post Nov 21 2006, 07:18 AM
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QUOTE (Garrowolf @ Nov 21 2006, 12:08 AM)
I don't have any house rules

QUOTE (Garrowolf @ Nov 21 2006, 12:28 AM)
If the penalties go negative then it subtracts the edge as well. You have to have at least one dice left to make a roll.


???

edited for logical order and removed "should" statements.
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Garrowolf
post Nov 21 2006, 07:43 AM
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it was a joke.

If you look at my sig I have a web page full of house rules. Check it out!
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Triggerz
post Nov 21 2006, 09:00 AM
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QUOTE (Fortune)
QUOTE (Triggerz @ Nov 21 2006, 08:55 AM)
I don't sleep as much as I should, but I'm a night bird... Often go to bed when the sun goes up, which is what I think I'll do now.

I'm much the same ... I just had incentive to 'retire' a little early last night. ;) :D

QUOTE
I'm in Busan


That's pretty cool. Native or working there?

@Fortune: hehe Some incentives are just too convincing to argue. :grinbig: I'm working there as an English teacher, so I'm mostly working afternoons and evenings (except for that one class on Friday morning :S ). "Home" is Canada.


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Fortune
post Nov 21 2006, 09:15 AM
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QUOTE (Triggerz)
"Home" is Canada.

'Home' was Canada (Hamilton) for me as well ... up until a little over 9 years ago. :D
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Triggerz
post Nov 21 2006, 09:19 AM
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QUOTE (mfb)
i don't want to have to consider the possibility of silly things like -52 dice pool long shots in a game i devote time and energy to. i enjoy coming up with crazy ways to accomplish tasks that still fall within the confines of the ruleset. when you can do stuff like that, it takes the fun out of it. it's not that i want to keep munchkins from doing horrible things with the rules--though that's definitely a plus. it's that i want to play within a strongly-defined set of rules, because doing so allows me the opportunity to solve problems creatively. also, it allows me to solve problems consistently, under a wide array of GMs. that's probably more important to me than it is to others.

I totally agree with you there. I, too, enjoy well-defined and consistent rulesets.

I enjoy the SR3 martial arts rules not because they are super realistic, but because they provide a wide array of well-defined options that your character can learn and use in combat, e.g. "I'm surrounded by four punks with knives... Do I use Iron Monkey or Golden Mask?" Your choice of maneuver has the same type of impact on the game as your choice of gun. If you shoot someone with a Predator, the damage code, range, and so on, won't be the same as if you shoot the person using a shotgun, making your weapon choice a strategic question that has a real (and well-defined) impact on the game. Martial arts in SR3 brought a similar type of strategic thinking to melee combat which I truly enjoy.

I don't really need rules that cover everything, but I appreciate when the core elements of the game are well fleshed-out. If too much depends on the GM, then you end up re-learning the game entirely every time you join a new group.

I do understand that other people enjoy other types of rulesets. I'm just saying that mfb's preferences are probably not all that uncommon.
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SL James
post Nov 21 2006, 03:30 PM
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I, too, would like some consistency. Especially since the converse is, "A foolish inconsistency is the hobgoblin of little minds" (Emerson).

SR4 is full of foolish inconsistencies.
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James McMurray
post Nov 21 2006, 04:41 PM
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So does that mean your mind is too little to handle them? ;)
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Cain
post Nov 21 2006, 10:09 PM
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"Force the players to make it up" is not a design choice, it's laziness on the part of the game designers. A consistent, solid ruleset prevents rules-lawyers and munchkins from pulling a fast one on you as a GM. It makes games run smoother for both players and GM alike.

"The rules are fine because the GM has a great big stick" is a fallacy. The rules need to be fine because of some inherent property of the rules. It's a bit like saying enriched uranium is safe; just because it can be used properly doesn't mean you want everyone and anyone to have it.

As for called-shot silliness, let me point you to my sig. :D
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James McMurray
post Nov 22 2006, 12:10 AM
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Re: rules tightness: I disagree. But, you already knew that and don't care any more than I care about your opinion. :)

Re: longshot sig: obviously that shot is allowed, because the GM (author) determined that it would be how the players won. It's also not the same as your example, because in this instance a hole does exist, in a fully buttoned up CityMaster that hole doesn't exist.

I try not to railroad like George Lucas did though, so my players will rarely find themselves in a situation where they'll need to try and take down the Death Star with a single shot (unless through some massive train of screwups they've put themselves there). And if they do, they'll probably try to convince me to create a GMPC because none of their characters is Luke Skywalker. And of course, if a Death Star showed up in my SR game (this is an SR board, right?) then things are well past the point of canon and whatever happens is my own damn fault.

And I'll reiterate my response when he first said it: I'm glad he doesn't want to play in my games. In fact, I'd go out of my way to prevent it, as weve never gotten along. Trying to tell me that a guy I don't like doesn't like me is a wee bit pointless.

And again, this all falls on the deaf ears of "I'm never wrong" Cain. I was wondering how long it would take you to live down being bluntly proven wrong, and I can certainly understand why you try and restart the conversations rather than bumping the thread with your shame to the top. LOL!
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James McMurray
post Nov 22 2006, 01:03 AM
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I just had a fifteen minute back and forth with my 2 year old daughter that reminded me of you two (SLJames and Cain). I had taken the peel off her banana. She was insistent that the peel be left on the banana, and just could not understand that it was already off and couldn't be replaced.

Guys, this banana has already been peeled.
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fistandantilus4....
post Nov 22 2006, 01:19 AM
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Debate the topic please, even if it is a dead horse. It's apparently at least an interesting dead horse. Please refrain from personal attacks.
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Cain
post Nov 22 2006, 03:43 AM
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QUOTE
It's also not the same as your example, because in this instance a hole does exist, in a fully buttoned up CityMaster that hole doesn't exist.

In a fully buttoned up citymaster, there are still doors, windows, firing ports, exhaust pipes, and the like. The Death Star example was an exhaust port.

At any event, you're still missing the forest for the trees. The called shot rules are broken, as are the Longshot test rules. You're focusing too much on the illustrations, and not arguing the substance: namely, how the rules themselves prevent abuse, as part of good and complete design.
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Xenith
post Nov 22 2006, 04:04 AM
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Meh. Shadowrun has never been totally balanced. Also, guns (and various other projectiles) kill people. End of story. If you don't like that, use fucking cover or don't be seen long enough to be shot at. And if it seems retarded then don't do it, rules or no rules. Otherwise the GM has my advice to laydown this universal counterpoint: "Rocks fall, you all die."

In the end, though, combat is deadly. Even more so with all the high-tech accessories that come with the firearms and bows in 2070. Armor helps, but it only covers so much, and it should only be for that "OH SHIT!!" moment when you get caught in that unfortunate wrong turn. Unless its hardened milispec and in that case what the fuck are you doing in that, Mr Walking Target?

Its Shadowrun, not Battletech. :grinbig:
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Lord Ben
post Nov 22 2006, 04:05 AM
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I've yet to meet a game system that I haven't been able to abuse.

A game system should be able to adequately define how the system works. It doesn't have to be unbreakable. I personallyl prefer game systems built with some bend in them.

It's hard to make a system that reflects reality in it's mechanics, but to also expect the system to reflect waht's not possible.

A SR Team is in a pitched gunbattle with US special forces in front of the US capital. Fighter bombers are called in as additional backup because a company of Army regulars has been anniahlated by a Shadowrunning team. They drop a stick of 500lb bombs on the Team but Nero the Elven Gunbunny dual weilding pistols quickly shoots each one once and they explode 100m up saving the team. The jets circle around again and shoot missiles at the team. Nero shoots them all down with his pistols again before they get the team. They then quickly leave to meet at the White House with the VP of the United States to be thanked on a job well done and to get 10,000,000ny each and a suitcase nuke that they wanted. Some people like this style of game and some do not.

Personally I like the game where the PC gets rapidly beat down by mall cops with stun batons when he's caught hacking into the soda machine...

The rules allow for both and I've played in both of those two games and the game is better for allowing both depending on the DM.
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