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Kagetenshi
post Sep 5 2007, 11:23 AM
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QUOTE (Blade @ Sep 5 2007, 03:05 AM)
I don't get this one: in 3rd ed, anyone could max out a skill without spending that much BP.

Reread SR3. You can max out a skill to what is allowable at chargen for between 6 and 11 build points. To max out the skill post-chargen requires infinite karma, what with that whole lack of a cap and all—in SR4, there's nowhere to go.
QUOTE
othing prevented a mage/adept in 3rd ed to have a datajack (and a Geas to keep his magic), a decent cyberdeck and decent hacking skills... even at chargen.

Yes, actually—the 25 or 30 build points they had to spend on being a mage made it very difficult for them to have a decent cyberdeck, decent decking skills, and decent magic skill, and if they cram it in they'll still be behind unless they drop the Essence and cash on an encephalon and math SPU. You can be pretty good by getting the basics at chargen, and picking up a deck/programming your utilities afterwards, but doing it all at chargen is indeed decently tricky unless you're willing to accept doing some of it poorly.

~J
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Blade
post Sep 5 2007, 11:49 AM
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Yes you're right about the skill caps (I forgot them because I houseruled skill caps). Still, it was really hard to create a character that was an expert in an area, compared to other characters.
Granted in SR4 if you create one, it'll be hard to push him any further (but it's possible with various augmentations/power/spells)... But such a character won't see a lot of people matching his level of expertise.

And for the decker/mage it's exactly the same way in SR4. At chargen a hacker/mage won't be as good as a full blown hacker or a full blown mage.
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Kagetenshi
post Sep 5 2007, 11:56 AM
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SR4 doesn't actually work without the skill caps, so the houserule isn't much of a fix (what with characters getting Immunity to Normal Modifiers at high diepools that are normally prevented only by the caps and the cap on modifiers which is made absolute by the caps—SR3 suffers the same fate with high-initiate-grade Centering, but even Riggers can't muster even close to the same level of modifier-ignoring). For SR3, there are a number of areas where you can make experts, but that's due to the existence of expensive gear or edges that a non-specialist wouldn't take—the ability to be great does indeed come after chargen. However, it does eventually come, rather than being impossible.

~J
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Ol' Scratch
post Sep 5 2007, 12:10 PM
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Every edition I've avidly played (started near the end of 1st Edition but didn't really get into Shadowrun until 2nd Edition was almost over), I've pretty much put together an extensive list of house rules due to major inconsistancies, oddities, or what I just felt were flat-out stupid rules. My biggest notebook, naturally, has been for SR3 -- and while it's packed away in a box at the moment, it was well over 30 pages long at last count. So far, my notebook for SR4 is only 4 pages long. While I know my views aren't really all that popular, I still think that says quite a bit about SR4.

That said, there's a lot of things I don't like about the core mechanics in SR4. I really dislike the new mechanic. Yes, it's more consistent and less difficult to explain to a new player, but the old system (despite its flaws) was more robust, fun, and versatile. This system you basically have two options which amount to the same thing; add/remove dice, or add a threshold (basically counting as 3 dice at once). The older system let you control the target numbers, the thresholds, and how many dice you could throw, each having their own unique impact on your overall odds. That was just a ton more useful as a GM and a ton more unpredictable which, for me, equates to fun.

But, yeah, in the end my point is that as far as SR4 goes as written, it's a big step towards being less in need of house rules than previous editions were. Some of it seems pretty weird at first, but if you play within the constraints of typical characters (as opposed to creating outrageous examples or munchkin characters to "prove a point"), it works fairly well.

On one hand that's a good thing (solid, consistant rules), on another it's a bad thing (less room to move beyond the standard street/medium-level of play), and on your third alien arm it's a horrible thing (completely broken if and when you do move beyond a certain level of play, which the game permits).

Since my preferred playstyle revolves around more street-level, underworldy and magic-oriented emphases, SR4 isn't too bad of a system. I miss the diversity each subgroup (magic, hacking, rigging, combat) had in the older systems, but the consistency is nice, too.
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Blade
post Sep 5 2007, 01:15 PM
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QUOTE (Kagetenshi)
SR4 doesn't actually work without the skill caps, so the houserule isn't much of a fix (what with characters getting Immunity to Normal Modifiers at high diepools that are normally prevented only by the caps and the cap on modifiers which is made absolute by the caps—SR3 suffers the same fate with high-initiate-grade Centering, but even Riggers can't muster even close to the same level of modifier-ignoring). For SR3, there are a number of areas where you can make experts, but that's due to the existence of expensive gear or edges that a non-specialist wouldn't take—the ability to be great does indeed come after chargen. However, it does eventually come, rather than being impossible.

~J

I meant I houseruled skill caps in SR3 (because I didn't see the point in accepting characters naturally better than what was supposed to be the best (rating 8)) so I'm fine with skill caps in SR4 ;).
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Kyoto Kid
post Sep 5 2007, 03:09 PM
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...@Kagetenshi thanks for the reply on my points about skills and Awakened characters being deckers/riggers. Pretty much ths same thoughts I have.

As to the commlink thing. It depends on who is running. GMs for the most part in the games I've played in make every purchase (even the at corner SS) a commlink purchase. So yes, Dynamo would have needed to do an electronic transaction for her Orc Rinds & beer and get a hacker to cover her trail.

As to having internal systems hacked, any crowded area will work. It doesn't have to be in combat. Heck a TM can slip a sprite into your ware, or a "Matrix Specialist" can do the same with an agent & then simply walk away.
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FrankTrollman
post Sep 5 2007, 04:35 PM
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The core divergency in every edition seems to be the Matrix rules.

4th edition is no exception, and I no longer have faith that Unwired will stave that off. I predict at least seven major distinct Matrix systems used by Shadowrun players.

-Frank
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Kagetenshi
post Sep 5 2007, 04:45 PM
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QUOTE (Blade)
I meant I houseruled skill caps in SR3 (because I didn't see the point in accepting characters naturally better than what was supposed to be the best (rating 8)) so I'm fine with skill caps in SR4 ;).

I'll have to wait for references, but I'm pretty sure 8 is "world-class", not "the best". The numbers of PCs with skills like that get kept down naturally by the cost--assuming an attribute of 8 or better (which is pretty high for stats other than Body and Strength) it takes 22 karma to get from 6 to 8, and 30 build points to get from 0 to 6 if you didn't do it at chargen. 22 karma can get you an attribute at 7 and a skill at 1 or a skill at 5 and a skill at 1 or a bunch of other stuff that's frequently more valuable than a skill of 8.

Basically, I'm incredulous that you chose to actually introduce skill caps even when the system doesn't break without them.

~J
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Blade
post Sep 5 2007, 07:38 PM
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Granted 8 is not "the best" but "one of the best" and it was not a system issue, more of a consistency issue.

I had trouble envisionning runners being as good as people dedicating their lives to something. Even if they are top-rate criminals, they still can't afford to focus on a single skill and even if they do, it'd be hard for them to do it as well as a world-class celebrity who'll be in the perfect environment to dedicate himself to his art.
So, even if I allowed it, I was already reluctant to let players reach the 8th skill rating (naturally at least, magic and tech are here to push the limits).

And I didn't want to see it further, because then It'd lead to totally ridiculous characters. I mean, when a player has a natural rating of 15 in a skill (I've seen it), it doesn't make much sense (at least to me).
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Kagetenshi
post Sep 5 2007, 08:03 PM
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Right, but the question is, what does it really get you? Three successes on a TN 6 test with 15 dice is still under 50% likely, for example. Single successes are likely pretty far up the TN scale (there's a catastrophic drop from ~57% chance at TN 11 to ~34% at TN 12), but relatively few tests in Shadowrun give big payoffs in for single successes. Besides, Adepts can roll twelve dice before pool out of chargen (15 or 18 if you use ambidex), which sorta weakens the argument against skills getting anywhere near that high.

~J
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Blade
post Sep 5 2007, 08:13 PM
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As I told you, it's not a rules problem. It's just a fluff problem.
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tisoz
post Sep 6 2007, 09:08 AM
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QUOTE (Blade)
I had trouble envisionning runners being as good as people dedicating their lives to something. Even if they are top-rate criminals, they still can't afford to focus on a single skill and even if they do, it'd be hard for them to do it as well as a world-class celebrity who'll be in the perfect environment to dedicate himself to his art.

What a snobbish, elitist attitude!

I would have to differ and say I would sooner bet on the poor wretch who has to daily rely on his skills in order to survive. Whether it be some fragger in the barrens or Tarzan, King of the fraggin' Jungle. Not some fancy pants pansy showing off at the country club, or performing for ribbons and trophies.
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Pendaric
post Sep 6 2007, 12:37 PM
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SR3 is a lurching old monstrous chimera of a rule system. Just about everything I would do to improve it has been done in SR4.
The system is cleaner and simpler, making it more accessable and user friendly.
However SR3 for all its faults, now that I have put in the effort ot learn, is more evocative and still interesting. The biggist reason however for me to stick to SR3 is my current game. The second is all the books are out so its as balanced as is going to be. I know the loop holes and the flaws.
Till Unwired comes out am just not interested in SR4.
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Blade
post Sep 6 2007, 01:06 PM
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QUOTE (tisoz)
I would have to differ and say I would sooner bet on the poor wretch who has to daily rely on his skills in order to survive. Whether it be some fragger in the barrens or Tarzan, King of the fraggin' Jungle. Not some fancy pants pansy showing off at the country club, or performing for ribbons and trophies.

The poor wretch will probably be better than the man on the street because he needs that much to survive, but he doesn't need to be an olympic champion and he can't spend all his time training the same skill.

Besides, I didn't want to have players getting a lot of skills with a natural rating of a world-class champion withtout these skills being that important to them.
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Platinum
post Sep 6 2007, 02:51 PM
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Dude... it's a game .... not real life. If someone is going to pump that much karma and money into their character why not let them become the best. They can't be the best at everything. If you look at special forces soldiers or astronauts, they are brilliant people that are very very good at many things and world class at a few.
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Herald of Verjig...
post Sep 6 2007, 03:45 PM
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I have two problems with skill caps.

1) It removes both the "I can always get better" and "There's always someone better" possibilities.

2) Why does a fluff issue nee a houserule?
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Kagetenshi
post Sep 6 2007, 03:55 PM
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Fluff and rules need to reflect each other. I don't agree that there's a conflict here, but where they conflict, one needs to change to match the other.

~J
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Herald of Verjig...
post Sep 6 2007, 05:17 PM
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If the rules work as written, and the fluff doesn't, why is he changing the rules?

Easier to redefine those two pages that most people never even read when making characters.
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Kyoto Kid
post Sep 6 2007, 05:58 PM
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...when Leela was still a PC, invested nearly 90 Karma into her performance related skills an attributes. At the time of her retirement she had:

Keyboard Performance: Spec. Piano of 15
Keyboard Performance: Spec. Harpsichord of 12
Keyboard performance: General 9
A number of knowledge skills in the following areas
...Music Literature: Spec. Keyboard music
...Improvisation and composition
...Music History
...Classical Composers: Spec. Josef Haydn, Frederic Chopin, Claude Debussy

Natural Charisma OF 8 (we were using the Shadowbeat performance rules)

The funny thing is as "fluff" as this sounds it did come into play on several occasions and was setting her up for when she would retire and become an NPC for an upcoming campaign of mine.

...however, give her a 5 kilos of C-12, a couple radio detonator's, & her GyroJet & she could still be a very dangerous and cunning little runner being that she cut her teeth on the shadows of Occupied Zagreb.
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Enigma
post Sep 7 2007, 03:29 AM
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I have no time at all for SR4. Skill caps were pretty much all anyone had to say to me to put me off this system, and the system is written in such a way to make it near impossible to house-rule the skill caps away. My style of gaming is characters striving through experience to reach an elite level. Danger comes from going up against professionals and the highly skilled, and the adrenaline comes from coming out on top. I don't like that you quickly reach the limit of skill levels, and thereafter you really are getting no better.

I always very much liked SR3. I think the new fixed 'target number' system in SR4 is stupid. If I wanted to play White Wolf games, I would have. The SR3 system was good as a GM specifically because it allowed for variation in target numbers and far, far more fine tuning of tasks. I dislike the SR4 system to the point that I cannot see myself ever running it.

SR3 had a huge amount of rules, but I for one liked them so much that I learnt them. Of course there were things I didn't like or use much, but compared to other games these were trivial things. I never liked the SR3 open test for stealth and interrogation and I had kept some SR2 things in that regard, and I have never used the SR3 Vehicle Combat rules because I run vehicle combat a different way, but apart from that I use all of SR3, in all of its glory.

I always had a feeling that SR2 favoured street samurai types too much. I think this was related to the sheer amount of 'ware you could cram into a person, and also the megolythic Firearms skill covering everything that has bullets, essentially. SR3 favours magicians more, and I'm OK with that. I far prefer Man and Machine's approach to ware to Shadowtech, Cybertech and so on, but all of those books have the edge over the waste of space that was Augmentation.

When SR3 came out I converted almost immediately, and I think the thing that drew me in was the new skills. I hear whining a fair bit from the people I game with about the split firearms skill, but no-one has yet convinced me it didn't make the game more interesting, and more balanced.

I have bought SR1 books because of how much I was in to SR2 and SR3. Never actually played it. Based on the SR1 adventures I have, I would have thought it was a game with a very different flavour to SR2 and SR3, but I don't know from experience.
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Link
post Sep 7 2007, 03:51 AM
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QUOTE (Enigma)
I have bought SR1 books because of how much I was in to SR2 and SR3. Never actually played it. Based on the SR1 adventures I have, I would have thought it was a game with a very different flavour to SR2 and SR3, but I don't know from experience.

Money well spent. SR1 is not much different to 2 in play; magic and matrix are much the same and ranged and melee have perhaps lower instant lethality (less so if using RBB). SR1 also had more glam metal rock.
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Enigma
post Sep 7 2007, 07:09 AM
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I have a mate that I game with that has a theory - every SR1 published adventure is media-related (media being defined to include rocking out/the music industry). Either you're protecting a rocker, or extracting one, or involved with the media or something. I think the theory falls down with Harlequin, but other than that I haven't been able to shoot holes in this theory.
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tisoz
post Sep 7 2007, 08:09 AM
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QUOTE (Enigma @ Sep 7 2007, 03:09 AM)
I have a mate that I game with that has a theory - every SR1 published adventure is media-related (media being defined to include rocking out/the music industry).  Either you're protecting a rocker, or extracting one, or involved with the media or something.  I think the theory falls down with Harlequin, but other than that I haven't been able to shoot holes in this theory.

Silver Angel - Dancer (run involved stealing a data file)
Mercurial - Singer (bodyguard job)
Dream Chipper - Hollywood Simsense Entertainment (Junior got shafted! Recover stolen persona chips)
Harlequin - Book Manuscript (it's a medium) (Section one was tealing a manuscript)
DNA/DOA - ? (Aztechnology, Humanis, gene splicing, and the ork underground)
Queen Euphoria - Sim Starlet (Kidnapping then retrieval)
Bottled Demon - ? (Corrupt focus, elves, dragons, what else could ya ask for)
Universal Brotherhood - Reporter (Bugs)
Ivy & Chrome - ? (Gangers, schoolgirls, and sacrificial magic)
Dark Angel - Music (Yakuza)
Native American Nations II - ? (Ecoterrorists, ferry of doom showdown)
Dragon Hunt - Dragon that wants to access media? (Dragon with a missing memory)
Native American Nations - Council Island Tribal Counsel event (Ecoterrorist, Council Island showdown)
Total Eclipse - Band (Evil shaman, evil spirit, werewolf, banshee and ghouls)
One Stage Before - Band, Jetblack
A Killing Glare - Urban Brawl
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Fortune
post Sep 7 2007, 08:26 AM
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Going solely off my aging and senile memory from years ago ...

One of the NANs had a Toxic Shaman at the Kingdome (or equivalent) during some kind of public event or other (sports or music).

I think Ivy and Chrome was about a teenage private school girl and her ganger boyfriend.

UB had the media all over it, and even had an introduction by an investigative reporter, IIRC.

DNA/DOA was a dungeon crawl, but I can't recall any appropriate connections right now.

Bottled Demon was a semi-Bad focus and a Tir assassin and a dragon or two all rolled into one unholy package.
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tisoz
post Sep 7 2007, 08:36 AM
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I was just listing the media related aspect.

QUOTE (Fortune @ Sep 7 2007, 04:26 AM)
Going solely off my aging and senile memory from years ago ...

One of the NANs had a Toxic Shaman at the Kingdome (or equivalent) during some kind of public event or other (sports or music).

Council Island during a NAN meeting.
QUOTE
I think Ivy and Chrome was about a teenage private school girl and her ganger boyfriend.

Right.
QUOTE
UB had the media all over it, and even had an introduction by an investigative reporter, IIRC.

Didn't think about the reporter.
QUOTE
DNA/DOA was a dungeon crawl, but I can't recall any appropriate connections right now.

Aztechnology, gene splicing, humanis and the ork underground.
QUOTE
Bottled Demon was a semi-Bad focus and a Tir assassin and a dragon or two all rolled into one unholy package.

But a media connection?
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