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Mar 12 2007, 11:15 PM
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#76
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
which means you value the role-playing aspect over the game aspect. that's fine. i value both equally, and the game aspect of SR4 is dissatisfying to me. i think that if someone wants to play a more powerful character, they should simply play a more advanced character--use more build points, add more karma, give them extra money, whatever. |
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Mar 12 2007, 11:18 PM
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#77
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
Then talk to your GM about raising the Skill caps after chargen to 7, 8 or 9...
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Mar 12 2007, 11:28 PM
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#78
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
heh, my GM would be like, "skill caps? what do you mean, SR3 doesn't have skill caps!"
raising or removing the skill caps is one solution, but i don't think it would work very well in the long run. part of the reason i don't like SR4 is that at the high end, it's too easy to do hard things. removing the caps would exacerbate that issue even more. this is a long discussion that can be cut short, unless people really, really want to discuss it. basically, the only solution to the cap problem that works to my personal satisfaction is to scrap the entire basis of SR4--the fixed TN mechanic--and go back to variable TNs. |
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Mar 13 2007, 12:26 AM
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#79
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 4-September 06 Member No.: 9,304 |
I think I will skip that discussion.
Been there, done that. Didn't find it worth the effort involved, specially as TPTB don't have any plans on changing the whole system. |
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Mar 13 2007, 02:12 AM
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#80
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Target ![]() Group: Members Posts: 8 Joined: 28-February 07 Member No.: 11,122 |
Has any one thought of not allowing the awakened and technomancers to increase edge? Making the edge trait a mundane's speciality. Fluff-wise, awakened characters make their own luck with magic.
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Mar 13 2007, 02:13 AM
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#81
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
SR4 does have variable TNs. They are called Thresholds and dice pool penalties.
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Mar 13 2007, 02:31 AM
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#82
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Cybernetic Blood Mage ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Um, Farceseer Siranaul, are you suggesting that Human Mages have Edge 1, or that they lose the bonus for being human?
Also would Mages be able to burn a point of Magic in order to pull a 'Hand of God'? Still, personally I don't like it, but then again I don't think there is a problem with Mages vs Mundanes being unbalanced... |
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Mar 13 2007, 02:36 AM
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#83
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Target ![]() Group: Members Posts: 8 Joined: 28-February 07 Member No.: 11,122 |
I only suggest they are unable to raise it by expending BP or karma. A human mage can still have an edge 2.
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Mar 13 2007, 02:42 AM
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#84
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Cybernetic Blood Mage ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Hmm, not as bad as I first thought, but personally I still don't care for it...
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Mar 13 2007, 02:52 AM
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#85
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
the two are not even remotely similar. with a variable TN, a "hard" task remains hard unless you have a truly insane number of dice--like, 30+, and things can go wrong even then. with the fixed TN system that SR4 uses, a "hard" task becomes easy with very few dice--around 15 or so will do it, easily achievable at chargen even by mundanes. |
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Mar 13 2007, 03:01 AM
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#86
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The Dragon Never Sleeps ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
And then there are opposed tests... there's more then one dimension to the probability curve.
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Mar 13 2007, 10:57 AM
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#87
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
Alot of what was a penalty to TN became dice pool penalties. Then you have a threshold on top of that. Then you have less dice in your pool to work with in the first place. I think that the math would work out about the same. That hard roll shouldn't even have the 15 dice. I'm not saying that they are exact but it's not like we have a real world stats for all of this so one general guestimate is as good as another.
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Mar 13 2007, 06:48 PM
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#88
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
it's not the same, not at all. i know this because people who are far more math-savvy than i am have actually done the math, and it is very, very different. i also know this because, like i said before, it works differently. in SR3's variable-TN system, you could have "impossible" TNs--that is, situations with modifiers that were so high that only an insanely lucky die roll would allow you any degree of success. with SR4's fixed-TN system, there is no such thing as an "impossible" test--there aren't enough modifiers and thresholds available to keep a top-end (7 skill, 7 attribute, bonus dice from tech/magic) character from having a reasonable chance at success. fixed-TN and variable-TN are very, very, very, very, very different. i prefer the way variable TNs work. others have other opinions.
not true at all. i'm trained on the M-16 assault rifle; i'm a fairly good shot, and i have a decent feel for what shots should and should not be possible to make. a long-range shot in complete darkness with no vision aids should not be possible. in a variable-TN system, it's not possible--that is, the chances of even a very high-skill character making such a shot are abysmally low. in a fixed-TN system, the chances of a high-skill character making such a shot are pretty decent, without even aiming. |
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Mar 13 2007, 08:21 PM
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#89
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...so for magic, use the targeted attribute as a threshold. If the threshold is not exceeded by total hits rolled, (or there is a glitch/critical glitch) the spell fizzles. If the spell succeeds, the net hits are modified by the threshold. If the net hits are reduced to zero, the spell affects the targeted character at it's base force (if a combat spell), or it's minimal effect. I like that. |
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Mar 13 2007, 08:31 PM
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#90
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
Well... that sounds like it would work pretty well, KK. No super hard extra rules to figure out, just what the body/willpower of the target is. Though, I would remove the target rolling resistance as well, because they are getting automatic hits equal to their stat. Slight nerf to magic in general, but it still keeps it powerful on certain targets. |
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Mar 13 2007, 08:51 PM
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#91
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...in previous editions however there was both the Variable TN (that acted like a Threshold) and a Resistance test so the character in a sense had two "chances" then. Consider that most mundanes have an average of 3 WP which is (if they are lucky) only one hit. The spell will most likely still have an effect or do some damage unless it totally fizzles.
One limit would be to use only the Target's Unaugmented Attribute. This would keep it from getting too out of hand. |
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Mar 13 2007, 09:34 PM
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#92
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
But you have to remember, KK, that in 3rd all you had to do was roll 1 hit to actually hit and rolling a 6 with a dicepool of your magic + the magic pool wasnt hard at all.
Rolling 3-4 hits in SR4 just to actually have your spell land with a dicepool of 12 (6 magic + 6 skill), then having your target roll their stat again, god forbid they have a mage counterspelling them, would be a little bit of overkill. You would have mages burning edge just to cast a stunbolt, plus the fact that all spells would have to be, at minimum, the TN+1, so you are actually encuraging high force spells. [Not a completed post] |
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Mar 13 2007, 11:22 PM
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#93
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...let's use an example.
My namesake in SR3 had a 6 Willpower. This meant an opposing mage needed to roll 6s to succeed. Of course this would normally limit the number of his or her successess since 6s come up less frequently than 4s. Ergo there is a good chance the spell does not stage up but does hit for base damage. So, offending Mage with a magic of 6 & 6 Spell Pool casts a Force 6 Powerbolt at KK getting 2 successs which is still base damage. KK rolls her WP (6) against the spell's force & gets only 1 success taking a moderate wound effect (3 boxes) She now has -1 to reaction and all tests. Now in let's take it to SR4. KK is hit by a mage with a magic of 6 casting a force 6 powerbolt (not hard for a beginning level character to have) The mage gets 4 hits on 12 dice (TN 5). She has a willpower DP of 4 (needing 5s as well) to soak the damage. She only gets 1 hit. The mage now has a net of 3 hits + the spell's force, leaving poor KK to take 9 blocks of damage. She now has -3 to all tests, - 3 to reaction and is only 1 block away from going down. I would say magic needs nerfed a little. Just trying to find a more streamlined mechanic to handle it. |
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Mar 13 2007, 11:49 PM
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#94
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
I dont disagree with you, but using your example with your own suggested rules, which I like I might add, it would have a different outcome.
The mage gets 4 hits which is equal to your character's willpower, thereby meeting the Stat given 'Hits Required' TN. Since he just met the casting requirements, he does base damage of 6DV. This is all well and good, no 9 damage, just 6. Now this right here is why I would disallow any resistance rolls from the victim. KK now rolls her Will (4) and gets 1 hit. Now the mage who had 4 hits, which is good off of 12 dice and just barely hit the requirement for her willpower, now has a fully resisted spell. Remember that this is a 6/6 mage we are talking about. In SR, thats pretty powerful. I say, instead of letting the victim set the 'Hits Required' TN at their stat AND letting them resist, we dont let them roll resist but let Counterspelling take up the slack and make it more important. |
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Mar 14 2007, 12:29 AM
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#95
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...but, depending if the team has a mage and the mage has counterspelling skill, makes this option too much of a variable.
To maybe better illustrate, if the Threshold of KK's WP is met and there are no net successes, the Spell's power still has it's effect on the target meaning KK would have to soak the remaining 6 hits with her WP. So, she gets her 1 hit and still takes a resultant of 5 blocks instead of 9. This would be analogous to having to stage down the "base damage" of a spell in previous editions. |
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Mar 14 2007, 12:39 AM
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#96
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
Ok, so you soak like you would a bullet then instead of how magic rules are in RAW. I like that better too.
Thanks for clearing that up, I thought you were using RAW with your modded TN. |
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Mar 14 2007, 12:50 AM
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#97
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...that is the model. It just gives a bit more edge for the mundane character to survive instead of being totally obliterated by one spell. This all came about when KK was actually hit by a force 5 Powerbolt where the NPC mage got 4 net hits (total 9DV physical) she already had taken 1 block of physical earlier & the damage from the spell put her down. At the time she only had a WP of 3 & rolled no hits (but thankfully, no glitch either). |
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Mar 14 2007, 01:08 AM
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#98
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,290 Joined: 23-January 07 From: Seattle, USA Member No.: 10,749 |
We allready know direct damage spells are overpowered, I think it would be a good step to balancing magicians to only allow indirect damage spells, or at least to give direct damage spells Drain equivelent to indirect damage spells, the direct damage spells would still be better in many circumstances.
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Mar 14 2007, 01:23 PM
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#99
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 |
The thing about having extreme shots is that I think that is the main reason to NOT have such high dice pools in the first place. An impossible shot shot should have almost no dice left and a high threshold. Only with edge could you take the shot at all.
The problem isn't the dice mechanic. The problem is that there is no sense of scale to these numbers. People are starting with inhumanly high numbers and don't realize it. There is no grittiness to this game because it is too easy to be too powerful. |
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Mar 14 2007, 01:57 PM
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#100
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
Off the top of my head, barring edge, I came up with 27 dice in the biggest Ranged attack pool.
12 - Agility + Elf + Pos Quality + Augmented 9 - Skill + Specialization + Pos Quality 2 - Smartlink 1 - Reflex Recorder 3 - Adept skill power This is supposed to be the best of the best, but yeah, you can get it straight out of CharGen. Edit: Removed 'Enhanced Articulation' |
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