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#1
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 ![]() |
Never once have the surgery rules been mentioned on these boards without -- yes, call it hate. The reason most commonly given is that they are insanely complicated.
I never found them so. Quite the contrary: once I caught the mechanic, they seemed some of the most straightforward in the entire set of rulebooks. After all, the core of it was simply determining (a) the category of surgery; (b) the risked negative options and desired positive options; and (c ) location/technology/condition: all of which together gives a target number and the required number of successes for bad things not to happen and for each potential good thing thereafter. The combat rules are considerably more complex: yet reaction to any single part of these is far less visceral. Spellcasting even has a similar structure of rules, with the balancing act of ideal Force level echoing the balance of desired surgical options against acceptable TN. The surgery rules do, however, insert an element of risk that is not within the PC's direct control: something almost unique throughout the rulebooks. What's more, that risk cuts directly at a keystone of the PC's sought-after superiority. Interestingly, I have noticed that many of the most welcomed SR4 changes cut out precisely this kind of risk, or indeed most situations where a PC would be required to find a way to work with others and perhaps even have to trust them. For example, Astral Gateway is no longer a power for which the PCs have to negotiate with a free spirit; but one which an Awakened PC can command of a Guidance spirit as soon as Invoking is learned. Perhaps in parallel, other commonly welcomed changes in SR4 involve anything that reduces negative consequences of power. The constant risk of focus addiction is gone. At least in the core books through Augmentation, the objective potential for drug addiction has vanished. With Edge, even imminent death has become -- less than relevant. (In fact, one of the most fought-against new rules continues to be the concept of aspected Essence holes, even with the simultaneous release of genetech to undo Essence holes altogether ... so permanent Essence loss becomes another negative consequence which becomes far less relevant in SR4. The argument against aspected Essence holes is that it's an unnecessary complication. I can't help but notice that the point of contention happens to be over one of the few remaining limitations on the power balancing act.) And the surgery rules are gone. What really underlies the hate of the surgery rules? |
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#2
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
They were horribly complex and open to monstrous min/maxing. They were also yet another set of rules that were retconned into place, requiring existing characters to either lose out on the opportunity to use them, or do a decent amount of paperwork (and perhaps end up with headaches due to die rolls) to try and get their character "official" again.
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#3
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
It was just an unnecessary complication to the game. Surgery costs were always assumed to be part of the implant's cost, including the grade of the implant.
It would have been like including intricate rules over ten pages for improving skills and attributes beyond the base rules that already covered all the important aspects of doing just such a thing. They simply went overboard rules-wise for something that would rarely come up for most characters or even most groups. "Downtime between runs" has always been ambiguous enough to do what you needed to do with regards to character advancement in a game that was based almost completely on ambigious rules. The orange orchid didn't need a lemon tree, especially a lemon tree with sour fruit on it that few people needed to eat as the oranges provided all their dietary requirements. |
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#4
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,009 Joined: 25-September 06 From: Paris, France Member No.: 9,466 ![]() |
I was quite fine with the surgery rules, except for the usage some people made of them (nothing mention that you can't take 10 times the reduced essence cost positive quality... With a good doctor, with plenty of karma and all possible positive modifiers you could fit a Move By Wire in 1 essence point).
The rules I had some problem with were the serious wounds rules. They were cool because they added scars, trauma, etc. But they required too much time and dice rolling. I remember how it went : "Ok. D wound: you're out. Here's the book, deal with the consequences while I finish the combat sequence, it should keep you busy for at least half an hour." |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 345 Joined: 10-February 03 From: Leeds, UK Member No.: 4,046 ![]() |
I've never had cause to use them (I don't actually play), but I actually like the surgery rules in M&M.
I can see the scenario where someone wants to get surgery and actually has to think about the risks of doing so - balancing the additional benefit of further implants (or cosmetic surgery) against the potential for disaster. Finding the right surgeon - one with skill that you can trust becomes a key part of it. I agree somewhat on the cost issue (maybe there could be a reduction in the actual cost of implants to compensate?), but don't understand the point about having to adjust existing characters - surely just use the surgery rules for anything after that point? |
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#6
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Moving Target ![]() ![]() Group: Members Posts: 530 Joined: 11-June 05 Member No.: 7,441 ![]() |
I personally don't like them because, at least to me, they don't add anything enjoyable to the game. Do I really want to deal with planning out a surgery? Hell no.
They took something that should have been highly abstract -- ie, just generate a TN based on the type of surgery (Healing? Cyber? Bio?), add complications (Damage level {L,M,S,D}, Cyber Grade {N,A,B,D}, Bio type {N,C}, Facilities {Poor,Average,Good,Excellent}, Staffing {Insufficient,Sufficient,Elite}, etc) -- and stripped most of the abstraction out of it. It just feels like a bunch of busy work to me. |
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#7
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Basically, they were a totally uncontrollable risk you had to take any time you wanted to add cyberware, and one that didn't apply to most Awakened. Dying on the table because the NPC cyberdoc rolled badly isn't fun, and neither is having to consider whether or not to try to get major surgery to improve yourself while the party mage is learning how to deal 3S damage to an area 150 meters in diameter (IIRC) for very little drain.
It's an unnecessary disadvantage, unequally applied, that has only small benefits to the game (it is vital that implantation cost be separated from 'ware cost for fencing 'ware to make any sense at all) and none that couldn't have been gotten some other way. The complexity doesn't even enter into it--it's uncommon enough that almost any amount of complexity is acceptable. ~J |
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#8
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Moving Target ![]() ![]() Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 ![]() |
I have dabbled with the surgery rules and still use them in a modified manner thanks to in-game reasons.
I like the realism they provide but highly dislike the added complexity and time they bring. SR3 is basically four rule sets hung together with a common background. The surgery rules add a fifth set that only introduces the desire to get all your ware at character creation to avoid complication and risk. As I actively have to encourage my players to get more ware during game play this was counter productive. The cyber element of cyber punk becomes harder to intergrate with the surgery rules due to the downsides but does high light the punk element in the need for cred for safe treatment. Personally I think the logistical headache compounded by increased cost and risk for cyber characters combine for the hate on the forums. We play for fun and one or other of these elements reduces most peoples fun. |
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#9
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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 ![]() |
...as I know all to well with my original Tomoe. For a genetic treatment (Phenotypic Alteration) I ended up writing a spreadsheet to calculate all the time and associated costs. Too much like RL which is what I play the game for to get away from. I don't use them in my campaigns however, I also do not make implantation an "instant "process (unless it is something mimor like a chipjack or datajack). I just use the basic wound recovery table without added costs since I also agree this is implied in the price of the 'ware itself. |
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#10
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
But like I said in what you quoted, it can't be implied in the price of the 'ware--not without making selling cyberware totally undefined!
~J |
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#11
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 ![]() |
Delta Ware is a myth. What Delta clinics actually do is implant Betaware and tell you that it's Delta ware. Between the reduced TN for implanting Beta instead of Delta and the TN reduction for having higher grade tools than Beta calls for they can layer on a couple of Essence reductions and still come out ahead.
And that is emblematic of basically every single thing that was wrong with the M&M surgery rules. I am absolutely certain that the authors didn't think that they were retconning Deltaware out of existence, and indeed it takes quite a bit of reading and comparisons to realize that this is the case. --- It's why when we wrote the surgery rules for SR4 they didn't really look like the Man and Machine rules on the subject. After spending hours mapping out exactly what the steps and effects of the rules in M&M actually were... we decided to make the new ones completely different instead. -Frank |
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#12
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
my biggest problem with the surgery rules wasn't their complexity, though they were certainly very complex. yes, the core concept was simple--figure out the TN, figure out the bad and good results, roll and see what you get--but the details were many. rolling against a TN is not simple if it takes you ten minutes of searching through modifiers to figure out what the TN is. moreover, surgery is something that happens only a few times in a character's life; there's no need to make it so complex.
but like i said, my biggest issue wasn't the complexity. it was the freaking cost. getting a datajack implanted with a fair assurance of not dying on the table or coming out horribly scarred could cost you five to ten times as much as the datajack itself. that's completley ridiculous when you consider that prior to M&M--all through the previous two editions, all through 3rd ed until M&M came out--the implant cost was assumed to include the cost of surgery. re: the myth of deltaware, according to ShadowFAQ you can only take the same surgery option twice, positive or negative (though the wording in M&M strongly implies that only the negative is so limited). i can't be sure offhand, but if you use that limit, i believe it demythifies deltaware. |
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#13
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
I wholeheartedly reject this view--it's the exact opposite of correct. Something that you do only once, or only a small number of times, can have incredible complexity. If you do something three times, and it takes an hour each time, you've spent three hours on it. That's not a small amount, but in a lengthy campaign, three hours can be a tiny amount of your overall time. On the other hand, take something that you do frequently. We'll call it twice an hour. If it takes you two minutes to do it, you lose twenty minutes per five-hour session to it. Nine sessions, and you've equaled the hour-long series of calculations. Woe betide you if you've got a truly long campaign. Rare events are exactly where complexity can remain. ~J |
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#14
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
rare events should not be complex because making something complex and unfamiliar makes it monumentally more likely that you'll screw it up. i agree that rare events should be... just woke up, so i can't think of the word. big, important, memorable, tense--any/all of the above. i don't think you should have to spend an hour looking up modifiers for something that comes up once in ten game sessions. but i do think something that comes up once in ten game sessions can/should involve a lot of die rolls. see the difference?
an astral quest is a good example of what i'm talking about. you don't go on astral quests everyday, generally, but when you do, it's usually an event. you do a lot of die rolling, you sweat a lot, but the actual mechanics aren't all that complicated, just variations on a theme. |
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#15
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 ![]() |
*laugh* -- I'm wondering at all the people who are arguing that surgery should not be complex, should be made more abstract (less realistic?) or even ignored altogether ... many of the exact same people who are arguing precisely the opposite wrt firearms in two separate threads.
Surgery is every bit as vital to a Shadowrun game as gunfire but much, much less frequently encountered: yet even this minimal detail is objected to. It's claimed to be unfairly risky, but a decent biotech skill possessed by a member of the team, combined with the teamwork and karma pool rules, should balance that out on a purely numbers basis. It's claimed to be complex: but for a given surgery, it's easy to run through full procedure and aftereffects in less than five minutes of gameplay. Even with the existing combat rules, except in a straightforward firefight, many combat situations can take much longer to rule. (This, combined with the growing recent broad assumption that most situations reduce down to simple equations, tells me much about what some consider standard styles of play that should be entrenched in rulebook canon. I also suspect that metaquests -- a major Awakened parallel to the sammie's surgery -- are not being played at anywhere near the book-appropriate level of risk, let alone lethality.) Rules should be rules. If more realism is desired, why only this or that pet project? Why not across the board? It's almost to the point of a Dumpshock truism: 1. Anything fully within the PC's direct control and of which the PCs can take primary advantage (preferably to inflict damage on NPCs) should be very detailed indeed. 2. Anything even a little outside the PC's direct control should be made abstract. Note that this also accounts for the secondary hate reserved for any suggestion that social skills should not be primarily or solely reduced to the roll. None of which would even be an issue except that player pressure does demonstrably bend the next generation canon rules in one direction or another, and the pattern of the shift has become absolutely clear. |
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#16
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Talia, now that we know that you're female, will you marry me? I actually think that realistic surgery rules, in principle, would be very interesting. What could be more fascinating to study than different types of surgery? How is surgery done in a hospital versus a combat zone? What kinds of operations are safe and what kinds are risky? What is the risk of death in each case? Just how often do surgeons really drop the scalpel and do things like amuptate the wrong leg? I'd love for there to be rules for that, especially if that meant that rules were more realistic regarding disability incurred by injuries. I would love to see something like a Raygun of surgery, where there's a lot of medical background information about various common surgical procedures and their principles and then some accompanying rules. Maybe I'll start reading some dusty surgery textbooks left over from the 80s that are lying around here so I can begin to enlighten myself... |
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#17
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 ![]() |
You mean my participation in the How to have female players enjoy an SR Game ? thread didn't make it absolutely clear? But not looking, thanks 8)
Still, I'm curious as to what gave me away this time? I hadn't thought that the primacy of consequence-independent gun culture was so primarily male. I had thought it -- along with the Raygun rules -- was primarily United-States homegrown, with strong Auzzie influence. |
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#18
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
I dunno. Actually, with flesh and blood females who come from places like the south, a lot of them seem to enjoy shooting, in my experience. I grew up in New York State and there most people don't like firearms because they tend to be ideologically left wing. I cannot escape my destiny and am also ideologically left wing, BUT because I played Doom back in the day that also makes me a sociopathic gun wielding murder simulation expert. Lots of people you talk to in New York, male or female, don't know anything about firearms and end up saying incorrect things like referring to an Army guy standing outside of the Port Authority in New York City with an automatic carbine as holding a "semi automatic machine gun" or something like that. But once upon a time I journeyed to the south and subsequently was able to interact with people from that area, including some females. In general, both males and females demonstrated knowledge about firearms. So in my experience gun culture is NOT a gendered thing, but rather a reigional thing. |
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#19
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
There is nothing wrong with complex surgery rules. The problem comes when complex surgery rules are completely insane and bear no resemblance to anything that could be considered real surgery while simultaneously crushing the flavor created by every bit of fluff that had existed previously.
We go from having the installation of cybereyes, datajacks, and other ubiquitous and fashionable pieces of cyberware being simple outpatient procedures commonly preformed at boutiques located in shopping malls to all cyberware instillation being this huge life threatening thing with long recovery times. |
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#20
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
you can only run through a surgery that quickly if you're as familiar with the surgery rules as some of us are with the combat rules--in other words, no need to look up most of it. considering how rarely surgery comes up...
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#21
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
Not everyone's quite hypocritical when it comes to that sort of thing. :) There's a natural desire for people who fancy themselves a fan or a pro of something to want to see that hobby in a more accurate portrayal whenever they come across it. Gun nuts, for instance, often get frustrated or annoyed by the abstract systems used in Shadowrun when it comes to using firearms, but couldn't give a wit's end about how abstract everything else is. It's a bit hyprocritical, sure, but it's completely understandable, too. That said, the Surgery rules are exactly the reason why I'm personally against more realistic firearm (or anything else) rules in a game like Shadowrun. It's unncessary, overly complicated, easy to get confused by, slows the game down, and -- most importantly as far as I'm concerned -- threatens to potentially undermine game balance. As a cinematic game, Shadowrun doesn't need rules to make everything ultra-super-realistic-and-detailed. It needs rules that simply actions, allow players tons of leeway, and invites over-the-top gameplay when the need arises. Ultra-super-realistic-and-detailed rules get in the way of that -- as demonstrated by M&M's Surgery rules -- is a prime example of why that's a Very Bad Thing. It's also an example of why the Surgery rules themselves are a Very Bad Thing. They're simply unnecessary and add nothing worthwhile to gameplay. |
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#22
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
that's great for a cinematic game. not all of us think SR should be cinematic, though. or, at least, not that kind of movie. |
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#23
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
I know. :)
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#24
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
of course, one problem with the surgery rules is that they're not realistic. a good street doc (skill 6) in average conditions (no modifiers) will inflict some kind of debilitating condition on his patient with ridiculous frequency. something like a third of the time, i think?
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#25
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 ![]() |
Wounded Ronin: I think you made my point for me.
Because we have so much real-life experience with enhancement cybernetic surgery, and nowhere do we ever hear of things going horribly wrong.
Let's see: M&M core surgery-related rules run (including the Emergency Care Table) pp.142-152. Combat rules in the BBB alone run from pp.100-126, not counting supplementary rule- and sourcebooks. I'll tell you right now I don't have either anywhere near memorised: but I do understand basic research principles, so I can usually find quickly what I'm looking for. There's a lot less to look through for surgery than for combat, and the key tables are every bit as easy to find and use as, say, melee/range/defender modifier tables in combat. (I could wish that my books didn't automatically fall open at those spots. Only a matter of time now before the pages really start falling out.) Now, if an individual player chooses to virtually memorise one part over another: that's not exactly a weakness in the rules themselves.
Absolutely true. My concern comes in only when a particular viewpoint tries to dominate and suppress all others in a wide-capture ruleset, to the point where (a) it tries to force itself into canon, and then (b) reject all viewpoints that are not canon. I did link a blog entry examining the pattern (in a wider context) into the other thread, but apparently to examine the psychology involved and its end results is considered an "edge personal philosophy" and thus off-topic. |
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Lo-Fi Version | Time is now: 11th February 2025 - 01:37 PM |
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