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> SR4 Matrix Dicepool Rules ReWrite, How can one get this done?
Fortune
post Dec 11 2006, 07:46 PM
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QUOTE (Moon-Hawk)
Have I been doing things wrong?

Nope.
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Serbitar
post Dec 11 2006, 09:32 PM
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QUOTE (Moon-Hawk)
QUOTE (yesman @ Dec 11 2006, 01:07 PM)
If you intend to allow Edge to remove Hit Caps system wide, you are going to have real problems with Magic, at the least.

What? I thought Edge did remove hit caps already, specifically with magic.
Have I been doing things wrong?

I would say you did it right.
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Moon-Hawk
post Dec 11 2006, 09:39 PM
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Good. I was pretty sure, but I didn't want to jump in and tell yesman he was wrong unless I had a page reference.
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Fortune
post Dec 11 2006, 10:08 PM
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QUOTE (SR4-pg. 171-172)
A spell’s Force limits the number of hits (not net hits) that can be achieved on the Spellcasting Test. So if you cast a Force 3 spell and get 5 hits, only 3 of those hits count. In other words, Force serves as a limiter effect on spells—the more oomph you put into the spell, the better you can succeed with it. This limitation does not apply to Edge dice that are used to boost a spell.


;)
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Chandon
post Dec 11 2006, 10:10 PM
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Wait a second. You have to track your edge dice and normal dice separately? Who wrote that, so I can track them down and punch them?
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Moon-Hawk
post Dec 11 2006, 10:13 PM
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Hmmm, I see that reading, but I wouldn't do it that way for exactly the reason you mention, Chandon.
I'd do it like the rule of six. That is, if you add dice before the test, the rule of six applies to all dice (or in this case, the hit limit does not apply to any of the dice), but if you add edge after a test, the rule of six only applies to the extra edge dice rolled (or in this case, the hit limit applies to the first set of dice, so a few hits might possibly be wasted, but it will be lifted with regard to the extra dice rolled)
Did that make any sense?
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Synner
post Dec 11 2006, 10:29 PM
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Konsaki was the latest of several people to approach me regarding the Matrix rules and asking whether FanPro will be revising them. The following has been my staple reply to inquiries on the subject and I thought I'd share (edited some of the irrelevant content and plugging in material from other emails).

QUOTE
I can tell you that FanPro chose the current Matrix rules after much playtesting, and that a revision of the core mechanics for Matrix actions is not currently in our plans. The current rules were chosen because they best represented the vision the developers had of Matrix usage. To wit: A hacker does not interact with the Matrix, his programs do. The metahuman mind (well, a non-technomancer mind) does not have the speed or ability to process machine code/multiple programming languages needed to directly interact with Matrix objects. Software/programs represent the tools through which you can.
It would be like a person today trying to create a video-player program in real-time to interact with a Realplayer feed. The Matrix is simply a multi-sense representation of programs and software interacting, whether your IQ is 180 or you're more perceptive than Sherlock Holmes it doesn't matter you are only privy to what your programs are capable of registering and interfacing with. Hence your programs are actually your "functional Atts" in the Matrix.

Does this dictate that hackers are mostly scriptkiddies, and that scriptkiddies are the equals to the best hackers as long as they can afford the programs? No, and the reason is the true hacker goes far beyond simple program use.

The current rule set is the one FanPro chose and it's the one we will be sticking to in future books (namely Unwired).

All that said, I have followed most of the rules discussions presented on DSF and at least one alternative fielded is very similar to the primary alternative SR4 mechanic we playtested and saved for the Tweaking the Rules section of Unwired. Another possible Tweak we will likely be playtesting is the use of Int and Log as caps on Hits in Matrix Tests. However, a Tweak of the Rules is all these will be. To the best of my knowledge FanPro has no intention of revising the core rules at this point.
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Serbitar
post Dec 11 2006, 10:34 PM
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I have to agree with Synner, that realism is really a very poor reason to prefer a logic based system over a program based system.

@Moon Hawk:
I think dice only explode if you add them before rolling. Edge used to re roll dice does not make them explode.

Edit: Ah, true, you can also use edge after the test not to re-roll, but for additional dice.
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Moon-Hawk
post Dec 11 2006, 10:37 PM
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QUOTE (Serbitar @ Dec 11 2006, 05:34 PM)
@Moon Hawk:
I think dice only explode if you add them before rolling. Edge used to re roll dice does not make them explode.

What!? Evidently I wasn't as clear as I'd hoped.
No one's talking about rerolling failures, I'm talking about adding extra dice. If you use edge to add dice before you roll, all dice explode. If you use edge to add dice after you roll, only edge dice explode.
And I was saying that applying caps to hits would be done in an analgous manner.
Rerolling failures is a totally different thing.

edit: Oh, okay, you got me. Oh well, hopefully this clears my idea up for anyone else who was confused.
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