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> The hardest thing about SR4 is...., general gripe
Donk
post Sep 3 2007, 06:06 AM
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unlearning SR3 and replacing with SR4 rules.

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Kyoto Kid
post Sep 3 2007, 06:57 AM
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...fixed vs. variable TN
...skill caps
...magic that has become even more powerful & easier to cast.
...spirits that can now sustain health spells
...Astral barriers useless against ritual magic
...magic working in space
...blurring of distinction between Hermetic and Shamanic traditions
...no more real Riggers
...no more "Jacking in" to the matrix
...anyone, even a Mage, can now hack the Matrix (& watch out for those Hacker Adepts)
...Technomancers being "magic" instead of tech oriented
...no more counter attacks in Melee combat.
...wireless everything.
...glitches (who in their right mind will ever take the Gremlins flaw again?)
...commlinks with associated IDs as a necessity just to get though the day (kind of took the "shadow" out of Shadowrun)
...the hacking rule mechanic according to RAW
...Logic being a relatively useless attribute (see above)
...knowledge skills nerfed in their usefulness
...Social Adepts who make Johnsons pee in their pants
...Adept improvement
...Edge Attribute
...Avoid Certain Death and Longshot rules (see above)
...lowered resources cap (by 75%)
...Cyberlimbs still sucking
...Bone lacing going from a (P - permit) to an (F - illegal) legality.
...Bioware still being prohibitively expensive even after 15 years of development
...Bioware now costing essence, even for cultured implants.
...Docwagon contracts still being expensive.
...BPs instead of :nuyen: for purchasing Contacts
...the fact though they tried their best, Min-Maxing is still alive and well
...all the cool toys we all came to know & love suddenly gone until whatever new supplements they will be in are released. Because of the mechanics change, previous sourcebooks were useless.
..."Freebie BP" negative qualities (like Incompetence, & Sensitive System for mages)
...Perception being a Physical Skill
...the whole Initiative mechanic. In the past someone with 1d6 of initiative still had a chance for 2 IPs.

...did I miss anything? :grinbig:
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Adarael
post Sep 3 2007, 07:03 AM
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*raises hand*
Mages used to be able to hack the matrix. I played one who did, anyway...

(Admittedly, they can generally do it a lot better for a lot cheaper, now.)
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Kyoto Kid
post Sep 3 2007, 07:09 AM
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...yeah, but they took a heavy hit to do it back then.

Dedicated Deckers were still the cowgirls and cowboys of the data stream & nobody else really could touch them.
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Fortune
post Sep 3 2007, 07:13 AM
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QUOTE (Kyoto Kid @ Sep 3 2007, 04:57 PM)
...magic working in space

Magic worked just fine in space in SR3 ... if you were a high enough Grade ... or you had Filtering.

QUOTE
...anyone, even a Mage, can now hack the Matrix (& watch out for those Hacker Adepts)


And this differs from SR3 how? Especially after the release of SotA64.

QUOTE
...Technomancers being "magic" instead of tech oriented


Otaku were basically magical in SR3. In fact, it was a bone of contention for quite a few people. Again, what's the difference?

QUOTE
...knowledge skills nerfed in their usefulness


There is a precedent, I believe in Augmentation, whereby Knowledge Skills can be used to augment (no pun intended) a person's actions. I think it's in the Medicine section.

QUOTE
...Social Adepts who make Johnsons pee in their pants


See SotA64!

QUOTE
...Cyberlimbs still sucking


You're kidding, right? Cyberlimbs rock now better than in any previous edition of Shadowrun.

QUOTE
...Bioware now costing essence, even for cultured implants.


Bioware cost Essence in SR3. I'm confused.

QUOTE
..."Freebie BP" negative qualities (like Incompetence, & Sensitive System for mages)


Strange. I find that it's the rare mage that doesn't take any cyberware. At least in my experience. Certainly every single one of mine has done so, even the couple that have had the Sensitive System Quality.

As for Incompetence, well there have been dozens of threads on the subject, and quite a fair amount of GMs seem to think that there is little problem, as long as discretion is used ... which is the case with all parts of chargen anyway.
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Jaid
post Sep 3 2007, 07:27 AM
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QUOTE (Fortune)
QUOTE
...Bioware now costing essence, even for cultured implants.


Bioware cost Essence in SR3. I'm confused.

no, actually, SR3 used bio index iirc. i don't really remember how exactly it work, but i do remember thinking bioware was a nuisance =P
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Kyoto Kid
post Sep 3 2007, 07:29 AM
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...I'm going to dispense with quoting the responses since I need to log off soon

...in SRIII you tried to cast magic in space & you usually went insane.

...it was a lot harder for mages to deal with the matrix since they had hefty negative modifiers and had to sacrifice 1 point of MA for the datajack.

...an Otaku's abilities were not affected by essence loss for implants. In fact they actually needed some cyber to even function in the matrix.

...I have not read all the way through Augmented yet but according to the core rules they were basically treated as fluff skills & could not be used to support related active skills.

...Kinesics only had three levels max and cost 1 PP per rating. Now it is limited only to the Adept's MA and costs .5 PP.

...you still have to buy up the attributes for cyberlimbs to match the character's attributes.

...SRIII had an Essence Index which was capped at 9. If bioware exceeded this, it was prone to overstress but didn't necessarily kill the character.

...I haven' had an awakened character in the games I ran who didn't take Sensitive system just for the 15 BPs even though it didn't necessarily fit in the character background.
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The Jopp
post Sep 3 2007, 07:36 AM
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QUOTE (Fortune)


QUOTE
...Cyberlimbs still sucking


You're kidding, right? Cyberlimbs rock now better than in any previous edition of Shadowrun.

I have to disagree here, to a point.

Sure, cyberlimbs are “better� than before but far too expensive as their fluff suggest. Cyberlimbs are stuff for the poor according to fluff but cost at least 4+ montly middle lifestyles.

We added a few houserules to correct that problem.
Cut prices in half for all limbs from Obvious limb prices
No cost difference between synthetic and obvious (they have their respective advantages)
Lower essence cost for skull and torso to Torso: 1 skull: 0,5
Availability: 3
Starting attributes are 3+Racial

With the above as a base a second hand cyberlimb with minimum attributes for a poor troll with some savings it costs him 5K for a limb.

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Kyleigh Wester
post Sep 3 2007, 08:12 AM
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QUOTE (Kyoto Kid)
...fixed vs. variable TN
...skill caps
...magic that has become even more powerful & easier to cast.
...spirits that can now sustain health spells
...Astral barriers useless against ritual magic
...magic working in space
...blurring of distinction between Hermetic and Shamanic traditions
...no more real Riggers
...no more "Jacking in" to the matrix
...anyone, even a Mage, can now hack the Matrix (& watch out for those Hacker Adepts)
...Technomancers being "magic" instead of tech oriented
...no more counter attacks in Melee combat.
...wireless everything.
...glitches (who in their right mind will ever take the Gremlins flaw again?)
...commlinks with associated IDs as a necessity just to get though the day (kind of took the "shadow" out of Shadowrun)
...the hacking rule mechanic according to RAW
...Logic being a relatively useless attribute (see above)
...knowledge skills nerfed in their usefulness
...Social Adepts who make Johnsons pee in their pants
...Adept improvement
...Edge Attribute
...Avoid Certain Death and Longshot rules (see above)
...lowered resources cap (by 75%)
...Cyberlimbs still sucking
...Bone lacing going from a (P - permit) to an (F - illegal) legality.
...Bioware still being prohibitively expensive even after 15 years of development
...Bioware now costing essence, even for cultured implants.
...Docwagon contracts still being expensive.
...BPs instead of :nuyen: for purchasing Contacts
...the fact though they tried their best, Min-Maxing is still alive and well
...all the cool toys we all came to know & love suddenly gone until whatever new supplements they will be in are released. Because of the mechanics change, previous sourcebooks were useless.
..."Freebie BP" negative qualities (like Incompetence, & Sensitive System for mages)
...Perception being a Physical Skill
...the whole Initiative mechanic. In the past someone with 1d6 of initiative still had a chance for 2 IPs.

...did I miss anything? :grinbig:

This about sums up why my GM refuses to run fourth. I've volunteered to be the GM for out fourth campaign if we ever do one, but there will be a decent load of house rules. Though the logic thing pisses me off more then anything. It literally ranks up with one of the most blatant overlooks i've seen in any game....ever.
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laughingowl
post Sep 3 2007, 08:13 AM
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To me the simple problem I have scalability...

1-7 is to small of range.

There needs to be more then even 3 dice (1 hit) to reflect a 'professional' and 'the best world renowed'.


If the system had been moved to a d10 system maybe... but even 11 ratings mean a fairly small difference between a nobody, a amature, a professional, and 'the best'


A 'new character' off the street should not be Fastjack's skill level. (sure Fastjack is going to be a lot more 'rounded' but he should still also be able to smack around any starting character...

The difference of pistol 4 and pistol 7. (a well trained professional and 'the best') is stastically a single hit....
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hobgoblin
post Sep 3 2007, 08:53 AM
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i think the problem is to look at them as a new kid of the street or school.

they most likely have a professional background of some kind or other.

how else did they scrounge up up to 250000 worth of gear?

if one wants to play fresh of the street people, limit the max skill to professional level, and cut back the overall BP.

oh, and a professional is level 3. level 4 is veteran...
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Draconis
post Sep 3 2007, 09:36 AM
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Actually with nano introduced sensitive system isn't a given anymore.
I took the magic hit and got nano, my teammate didn't. He pays for that almost every run.

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laughingowl
post Sep 3 2007, 09:37 AM
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Hobgolin..


I can make it 'street' level no problem by lessening build points...


My problem is

A USMC Marine Corp Sniper (Rifle 4 a veteran / seasoned professional) and Carlos Hathcock (perhaps the most famous US sniper). THe difference is 3 dice one statistical HIT?


7 levels (or 8 if you included incompetent) to me is to narrow especially with how little effect 'a die' has (I.E. each level) on overall effect.


1 net hit is s tiny gain for going from "average beat cop" to Carlos Hathcock...
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hobgoblin
post Sep 3 2007, 10:18 AM
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well the feat that hathcock pull most likely involved edge and a lot of exploding dice, and thats on top of something like cover modifiers, range modifiers and called shot for extra damage (or something similar).

as in, i would say that some of the stuff he did was just as much about luck of the moment as pure skill. thats not to say he was not skilled, but that myth has a habbit of making people larger then life.

but the really big thing is that in SR4 the attributes have much more to say.

a average person with pro skills are looking at 6 dice, while a top person with top skills would be throwing 12 dice or more.

so can we say that hathcock had above average stats?

thats the really big thing going from SR3 to SR4, in SR3 you would get some attibutes to get cheaper skills, maybe roll body when ever you got hurt, and have them count into the dice pools, but beyond that they just sat there doing close to nothing. in SR4 on the other hand, they are much more important.
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eidolon
post Sep 3 2007, 01:59 PM
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QUOTE (Donk)
unlearning SR3 and replacing with SR4 rules.

Heh, that was rough at first, but I got past it by actively ignoring myself while reading SR4 stuff.

"What's that, brain? It worked how in SR3? SHUT UP JERK I'M READING!" :D

Actually, the hardest thing for me so far is finding the damn time to read the books.

Seriously, I've done a good skim of the core book, and have read the first bit of Emergence. I did manage to finish System Failure, which I hadn't read previously because I hadn't been sure I was going to move to SR4.

Yeah. Time. Bah.
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toturi
post Sep 3 2007, 02:01 PM
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QUOTE (eidolon)
QUOTE (Donk @ Sep 3 2007, 12:06 AM)
unlearning SR3 and replacing with SR4 rules.

Heh, that was rough at first, but I got past it by actively ignoring myself while reading SR4 stuff.

"What's that, brain? It worked how in SR3? SHUT UP JERK I'M READING!" :D

Actually, the hardest thing for me so far is finding the damn time to read the books.

Seriously, I've done a good skim of the core book, and have read the first bit of Emergence. I did manage to finish System Failure, which I hadn't read previously because I hadn't been sure I was going to move to SR4.

Yeah. Time. Bah.

Helps if you put Yoda on loop. "Unlearn... unlearn you must!"
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Fortune
post Sep 3 2007, 02:51 PM
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QUOTE (Kyoto Kid @ Sep 3 2007, 05:29 PM)
...in SRIII you tried to cast magic in space & you usually went insane.

Unless they used Filtering or were a high enough Grade, exactly like in SR4.

QUOTE
...it was a lot harder for mages to deal with the matrix since they had hefty negative modifiers and had to sacrifice 1 point of MA for the datajack.


There have been no negative modifiers to mages using the Matrix since SR1 (or maybe 2). As far as a sacrifice of Magic, so what? Maybe people are too caught up in 'class mentality', but one of the good points of Shadowrun is that there are an infinite number of ways to build a character, and none of them are necessarily wrong (concept-wise).

QUOTE
...Kinesics only had three levels max and cost 1 PP per rating.  Now it is limited only to the Adept's MA and costs .5 PP.


But a lot of the other stuff wasn't as limited, and everything still combined just nicely. The fact that there were a ton of things that dropped the TN in SR3 for Social Adepts made a huge difference.

QUOTE
...you still have to buy up the attributes for cyberlimbs to match the character's attributes.


At a measly monetary cost. No capacity is used whatsoever in reaching your own attribute level.

QUOTE
...I haven' had an awakened character in the games I ran who didn't take Sensitive system just for the 15 BPs even though it didn't necessarily fit in the character background.


Maybe this is not indicative of a problem with the Quality, and more a problem with the games you are playing. I have found that most people I game with are mature enough to either not abuse the system in the first place, or are at least open enough to discussion to deal with the situation.
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knasser
post Sep 3 2007, 05:34 PM
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QUOTE (hobgoblin @ Sep 3 2007, 10:18 AM)
well the feat that hathcock pull most likely involved edge and a lot of exploding dice, and thats on top of something like cover modifiers, range modifiers and called shot for extra damage (or something similar)


In my experience, in a lot of areas the difference between someone who is good at something and someone who isn't, is not one of capability but of consistency. When the dice pools are small, the difference in hits is actually proportionately more significant.

Don't forget that attributes are also a factor in the skill roll, giving a much larger range than skill alone.

-K.

EDIT: And while I'm here - hardest thing about SR4 is dealing with all the broken hearted SR3 fans. ;) :P
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ludomastro
post Sep 3 2007, 08:00 PM
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QUOTE (Kyoto Kid @ Sep 3 2007, 01:57 AM)
...glitches (who in their right mind will ever take the Gremlins flaw again?)

*raises hand*

Oh, wait, you said in their right mind didn't you. Never mind.
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WearzManySkins
post Sep 3 2007, 09:25 PM
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I would say that Carlos Hathcock was combination of extremely high skill, extremely high agility attribute, and natural talent for the work he performed. He does not hold the record for most kills, but some of the more outstanding ones, one until recently was a record for the longest kill.

To me such an individual as Carlos Hathcock, trying to translate him into SR game terms is doomed to failure. The SR game system is not capable to doing it anywhere near his actual level of expertise.

WMS
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kzt
post Sep 3 2007, 10:02 PM
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Yeah, HERO would work a lot better for that. It's got other issues, but it does skill ranges a lot better.
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Cheops
post Sep 3 2007, 10:04 PM
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QUOTE (knasser)
EDIT: And while I'm here - hardest thing about SR4 is dealing with all the broken hearted SR3 fans. ;) :P

\signed.

I got lucky and had 2 complete noobs in my SR4 group. My other 2 players have similar play style to me and had such long running characters in SR3 that they didn't really get much experience with the ENTIRE system.

The difference between someone with skill 7 and 4 is that if the shot suffers -3 dice pool modifier the skill 7 person still has the same skill as the 4. Gun duel at 10 paces, no wind, clear visibility the skill 7 can shoot you in the face and roll the same number of dice.

Kinesics works fine for me. It is much harder for Adepts to get Power Points now. Before the Adept got 3 levels of initiation = +3 magic, +3 metamagic and then started paying 20 karma to get +1 power point once initiation was too expensive. That problem is gone now. Adepts got MASSIVELY hosed in 4th in my opinion.

As far as Logic and Hacking goes I'm fine with it not playing a role as long as the fluff remains the same. Older books had mentions that literacy was actually on the decline because no one NEEDED to read anymore. It's all visual. Even the programming suites were described as the programmer mostly just taking iconic representations of blocks of code and inserting them into the program. You didn't even need to read or write to program! Mind you you still needed the Knowledge skills to write the program plans but I'm sure that'll make an appearence in the
Advanced Programming rules in Unwired.

Overall my group has found that the 3 worlds of SR work smootly and realistically together and that character creation and building is EVEN more open and interesting than ever.
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Kyoto Kid
post Sep 3 2007, 10:37 PM
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QUOTE
But a lot of the other stuff wasn't as limited, and everything still combined just nicely. The fact that there were a ton of things that dropped the TN in SR3 for Social Adepts made a huge difference.

...did a bit of research and you are correct the +4 modifier was dropped in SRIII. However to even be a reasonable Decker would take away from the character's focus on their magical abilities (mages were still Karma whores back then). In 4th ed if you go by RAW, it is programme rating, not attribute that adds to the hacking pool. So let's say, a shaman with a low to middling logic could still be a better hacker than she could as a decker.

For one, the investment isn't as extreme (cyberdecks and utilities were horribly expensive compared to commlinks and programmes). All Mages had foci to buy and bond and Hermetics needed summoning materials. In SR4 you only need to pay for conjuring materials if you wish to bind a spirit. Second she doesn't need to sacrifice that point of MA to get a datajack as everything is wireless. If need be she can use a trode net and get the same performance as if she was hard wired. In SRIII using trodes meant you were a "turtle" with very limited capability (this is the path mages in my campaigns took who wanted to dabble in the matrix as nobody wanted to sacrifice even that 1 point of magic).

QUOTE
But a lot of the other stuff wasn't as limited, and everything still combined just nicely. The fact that there were a ton of things that dropped the TN in SR3 for Social Adepts made a huge difference.

...keep in mind some of those same edges such as Friendly Face and Good Reputation were also available to the NPCs as well, and what decent Johnson wouldn't have them if he or she wanted to keep their job. Heck any corp with decent resources would recruit and groom social adepts of their own. As a GM I was also very careful on the allowance of the Aptitude edge (which was suggested in the rules for it could easily upset game balance).

I never had issues with Johnson's being walked all over as they were in SR4 because for one thing, there were no elementals which could sustain Health spells on a character in SRIII. That made a huge difference in 4th ed. Now you have that elf face adept with a 12 Charisma 5 negotiation, 5 Kinesics, +2 improved ability, First Impression Quality against the mundane J who has a 5 charisma 5 negotiations and maybe the First Impression quality.

QUOTE
At a measly monetary cost. No capacity is used whatsoever in reaching your own attribute level.

..you are of course referring to the Custom Cyberlimb option in Augmented. Again I am at a bit of a loss to reply on this as I just obtained the PDF and have not read through everything yet.

QUOTE
Maybe this is not indicative of a problem with the Quality, and more a problem with the games you are playing. I have found that most people I game with are mature enough to either not abuse the system in the first place, or are at least open enough to discussion to deal with the situation.

...yes I will agree, this was a player issue. Granted, none of my Adepts have taken it (though I do have one mundane with the quality who has some cyber). It is just that every time I see someone with a new awakened character, that is the first NQ on the list. Now I can't tell them they can't take it, but there has to be some kind of disadvantage for the character otherwise it isn't a Negative Quality. Maybe next time I need to do something extreme like have Ares or Aztechnology abduct a mage or adept with this NQ and stick a datajack in them.

Addendum: Since Augmented came out I understand there is some sort of Nanoware that can be bought which effectively negates the flaw. If this is so and a character takes it - there goes the next 30 karma to buy that NQ off.
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Kyleigh Wester
post Sep 3 2007, 11:54 PM
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I agree with KK in the matrix flaws. Yes, in SRIII a mage could use the matrix, but they'd never be able to master it like a decker could. A good decker is likely going to have a mil or more invested in decks and an ass load of headware to boot in SRIII, in SR4 hacking is a much easier task and can be more easily handled by mages or non-deckers. Not to mention the rigger class is gone.

One point the, KK, if I remember correctly in SRIII, using magic in the shadows, you could get a datajack and then take a single gause and be alright for the most part. Something simple like hand signs would probably work fine. I don't hate SR4, I just think it's broken in some aspect. I'd suggest anyone running SR4 invest in house rules. That's what i'm doing.
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Cthulhudreams
post Sep 4 2007, 12:21 AM
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QUOTE (Kyoto Kid @ Sep 3 2007, 05:37 PM)
I never had issues with Johnson's being walked all over as they were in SR4 because for one thing, there were no elementals which could sustain Health spells on a character in SRIII.  That made a huge difference in 4th ed.  Now you have that elf face adept with a 12 Charisma 5 negotiation, 5 Kinesics, +2 improved ability, First Impression Quality against the mundane J who has a 5 charisma 5 negotiations and  maybe the First Impression quality.

This strikes me as a bit silly.

Look at from the corp perspective - I don't send you out with a bottomless expense budget. I (the black ops line manager) assign an expense budget, you (The johnson) work with it. If pretty boy elf won't work with the expense budget, he doesn't get the job.

And whats more, if the johnson does not keep some of the budget, he gets a bad performance review. In the rest of the company thats not a problem, you get put in a remedial program and maybe miss a promotion. However, this is black ops, and they have a strict performance plan for dealing with people who don't uphold the companies end of the deal - and if you don't improve while on the performance review you are going to get killed. Or assigned to investigate mana storms in australia. either way, same outcome.

Therefore Johnsons arn't going to walk into the trap over and over. For starters there is a fixed upper limit on budgets that the johnson cannot exceed without authorizations form his manager - which he is never going to ask for unless he really has to, to avoid losing face with the boss. Even asking for it once in a year means you are going to get put on the performance review plan if the controller gets involved. Asking twice in one year? That means the black ops controller will get personally involved, which will then end your career. Thus he isn't going to do it. Non negioatible. Secondly, the team is going to get a rep as 'expensive' and 'low value' and won't get the jobs.

Whats more, the thumbscrews are going to get put on both the fixer that recommends them and the johnsons that are hiring them to keep down the expenses budget. Why are we dealing with these clowns who charge through the nose but don;t do top shelf stuff.

So really no-one is going to want to deal with the team because they cannot get something done that suits everyone. Now this is a co-operative storytelling game so your not just going to screw the team, but you can start putting longer downtime between jobs, and start escalating the danger levels for the same fixed budget range - as people are only coming around when they cannot get anyone else to do it. Drop some subtle hints via the fixers 'Man, everyone seems to think you guys are really expensive low value adding talent, Mr J keeps saying you guys cost to much!' and go from there.
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