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> The hardest thing about SR4 is...., general gripe
hobgoblin
post Sep 4 2007, 11:30 AM
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what is this, logics 101?

if one end up the GM of a group with a negotiations god, keep a 2x4 handy, or just say no...
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Grinder
post Sep 4 2007, 11:42 AM
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QUOTE (Irian)
Sorry, but "If A, then B" doesn't allow you to conclude "If not A, then not B".

"If you're a mage, you can do it" does NOT say "If you're not a mage, you can't do it."

Yep, that's like "He can see me, so I can see him." :D
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toturi
post Sep 4 2007, 11:59 AM
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QUOTE (Irian)
Sorry, but "If A, then B" doesn't allow you to conclude "If not A, then not B".

"If you're a mage, you can do it" does NOT say "If you're not a mage, you can't do it."

The assumption would be that the rule was put there to tell you how you can do such a thing. So if you want to do such, you follow those rules.

Rule A: If X, then Y.

Of course, if you want to do Y without X, there's no rule forbidding it. But you are not following Rule A.
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Mr. Croup
post Sep 4 2007, 01:09 PM
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QUOTE (toturi)
...no common sense required.

that's sort of becoming a running theme for you on this thread isn't it? ;D

If you want to selectively apply realism to your games, feel free, it's your game and if your players are ok with it, fair dinkum. Personally i wouldn't touch it with a sixty foot pole. I'm walking away from this debate before it gets sillier than it already is. I can waste my time in much more constructive ways...

(like doing my job, for instance, but who would want to do that?)
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eidolon
post Sep 4 2007, 01:27 PM
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QUOTE ("toturi")
then you could assume


You can't go around stating that the rules are ironclad, and implying that they require no outside arbitration because clearly the rules are all you need, and then start saying that there are things that you can assume even though they aren't in the rules.

Well, you can (and just did), but it pretty much shoots your argument in the face for money.
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raphabonelli
post Sep 4 2007, 01:27 PM
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Maybe some people here should be writing some kind of "Runners of the Stick" since they think about the rules the same way Rich Burlew does to write Order of the Stick (purposefully "forcing" the rules to the point were they break - applying the rule to the litteral without commom sense applied and so on).

At least, would be funny. :grinbig:
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Mr. Croup
post Sep 4 2007, 01:39 PM
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QUOTE (raphabonelli)
At least, would be funny if it wasn't so true. :grinbig:

sorry.

Couldn't help myself.
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toturi
post Sep 4 2007, 01:58 PM
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QUOTE (eidolon @ Sep 4 2007, 09:27 PM)
QUOTE ("toturi")
then you could assume


You can't go around stating that the rules are ironclad, and implying that they require no outside arbitration because clearly the rules are all you need, and then start saying that there are things that you can assume even though they aren't in the rules.

Well, you can (and just did), but it pretty much shoots your argument in the face for money.

No, I'm assuming that all I need is to follow the rules that state that I can do something. Not do-something-that-is-not-forbidden-in-the-rules. If there are rules that allow me to fly in the rules, then in order to fly, I need to follow those rules. So my argument still stands.

QUOTE
Because there are rules for magic to walk through walls and fly around, then you could assume that the joe mundane cannot do such without.

So in order to walk through walls and fly around, I assume joe mundane cannot do such without those rules. I am following the rules. So I am not assuming something that is not in the rules per se, but following those rules strictly instead. It pretty much shoots your argument in the face for :nuyen:.
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The Jopp
post Sep 4 2007, 01:59 PM
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Reminds me of the old thread about taking the rules literally.

A shadowrunner can never walk, they must always run, and stay in the shadows – except when they live their fake SIN as an ordinary citizen and must act according to their chosen “real� profession…
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Irian
post Sep 4 2007, 02:25 PM
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QUOTE (toturi)
No, I'm assuming that all I need is to follow the rules that state that I can do something. Not do-something-that-is-not-forbidden-in-the-rules. If there are rules that allow me to fly in the rules, then in order to fly, I need to follow those rules. So my argument still stands.

Ok, would you kindly show us the rule that says, that you can convince the Johnson to give you more money than he has or even to commit suicide?
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The Jopp
post Sep 4 2007, 02:46 PM
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QUOTE (Irian)
QUOTE (toturi @ Sep 4 2007, 08:58 AM)
No, I'm assuming that all I need is to follow the rules that state that I can do something. Not do-something-that-is-not-forbidden-in-the-rules. If there are rules that allow me to fly in the rules, then in order to fly, I need to follow those rules. So my argument still stands.

Ok, would you kindly show us the rule that says, that you can convince the Johnson to give you more money than he has or even to commit suicide?

The only thing i can think of is the Commanding Voice power and that is not very effective as he will remember what happened and change his mind later.

Sure, he can be commanded to kill himself and fail in resisting it but not with regular Etiquette skill enhancing powers.
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Mr. Croup
post Sep 4 2007, 02:53 PM
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As my father used to say: You can take a horse to water, but you can't make it wash it's face.

Face it ladies and gents, there's no point arguing any further with toturi as he/she is clearly happy as a rules lawyer and isn't going to change his/her stripes any time soon. In fact, i'd daresay the more we debate the idea that he/she has the wrong end of the stick the more he/she is going to clutch the end of the stick for dear life in spite of the reasoned arguments leveled against his/her point of view. So, unless we want several pages of circular argument that equates to nothing (i know it's sort of a tradition around these parts), i suggest we just let it drop and go onto other subjects...



It is with great self restraint that i'm not adding "who am i kidding?" to the end of this post.

Oh.. woops... :D
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Irian
post Sep 4 2007, 02:53 PM
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Even with commanding voice it's not very likely, that you can kill someone that way, because it says, that the target either does what you want OR stands around confused - GameMaster's Choice :-) Personally I would allow such an extreme command only to succed if the target rolls a critical Glitch, but that's something each GM must decide himself...

But yes, of course, with Commanding Voice, Spells, etc. you can tell him "Give me all your money!". But we're talking about the skills Negotiation, etc. here, combined perhaps with Kinesics, but not with Spells or something like that.

So the question is still on the table: Where does it say, what you can get on a very successfully Negotiation roll?

If toturi didn't talk nonsense, there must be a paragraph somewhere that states, that you can convince your target to do almost(?) everything (otherwise his statement "all I need is to follow the rules that state that I can do something." makes no sense). I am very sad that I missed that paragraph and hope that someone can enlighten me.
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Kyoto Kid
post Sep 4 2007, 03:28 PM
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QUOTE (Fortune)
QUOTE (Kyoto Kid @ Sep 4 2007, 04:33 PM)
One of the downsides of your last suggestion is that the team doesn't accept the offer and walks.  Basically the game session is over and everyone just wasted their time getting all their stuff ready and travelling to the location where the game was held.  This was a distinct possibility I faced and personally I was not into doing all the prep work and drag myself halfway across town only to pack everything up after 15 minutes and go home.

See, I don't get this. I've had my groups turn down jobs all the time, and it doesn't ever spell the end of the gaming session. All it means is that I have to do some stuff on the fly, or better yet, have the players (and their characters) set the direction of the game. Even if worst comes to worst and I can't think of anything, some kind of social situation and/or shopping trip would work. Anything but end the session prematurely.

...this is pretty much now why I am in with a new set of players (hence my statement "...this particular situation has since been resolved").

The group I am with now does a much better job of acting on their own initiative instead of waiting for me to do something. A lot of times, I am just sitting there taking notes as they make the moves. I rarely have to do much prompting and even though they may deviate from the main plotline from time to time they are still very aware the characters are being paid for performing a particular mission. The characters are also a lot more "realistic" in their sights in that the didn't "ask for the moon" at the initial meet.

As to improvising an entire run session from the ground up, that is nice when you have something to fall back on as a foundation. In SRIII that wasn't so much an issue due to the wealth of supplements, heck if worse came to worse I could have always "taken twenty" (sorry) and modified something from the Missions supplement to throw at them.

When we were doing 4th ed all I basically had was the core rules and Street Magic to go on (the latter which I had just got & barely had a chance to look through). There just didn't seem to be enough foundation to go on for me and converting anything from previous editions would have taken way too much time as the entire game mechanic was changed. I'll admit I am not the best improviser. In an ongoing campaign it is one thing for me to "roll with the punches" and come up with stuff on the fly, for I still have some sort of background to work from. To just come up with an entirely new mission off the top of my head with little or no background is another.

RiS participants stop here

[ Spoiler ]
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toturi
post Sep 4 2007, 03:31 PM
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Most of the time the actual details of the result of a roll is described by the GM. The paragraph detailing Social Skills only states that when the character attempts to influence another, it is an opposed test. From the example, in the book, we can see that successful "influence" will result in an outcome that is favorable to the player or PC. Nothing within "Using Charisma-linked Skills" allows the player to dictate the details of that roll - just like a street sam's player does not have the ability to describe the result of his PC's pistol skill, how that result is described is the GM's responsibility. For the most part, the player does not have the ability to say that his PC goes up to the guard and convinces him to kill himself. All he can say is that his PC scored so many hits and if the GM is rolling in the clear, so many hits more than the NPC.

So by "using Charisma linked skills" alone, there is no rule that says you can "convince the Johnson to give you more money than he has or even to commit suicide." Because the description of the result is still in the GM's hands.

[ Spoiler ]
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Blade
post Sep 4 2007, 03:36 PM
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Err, you mean that the player can't say "I try to convince Mr Johnson to give us more money" (or even better roleplay his question to Mr Johnson) but can only say "I use con on Johnson" ?

And then it's up to the GM to decide the outcome of the action ?

:wobble:
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toturi
post Sep 4 2007, 03:51 PM
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I mean the player can say "I try to convince Mr Johnson to give us more money using X skill". But the GM decides how much and in what manner. But strictly speaking, I could see a GM running it your way, Blade.
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Big D
post Sep 4 2007, 04:37 PM
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QUOTE
...did I miss anything? 


Uberallies, ally sustainment, Task spirits? :)

On the social monster side-topic... how many places does RAW have to stress the necessity of GM calls? C'mon, GMs are explicitly given suggestions on making major house rules to key elements of the system, and we're arguing over whether "if it doesn't spell it out, it doesn't allow/disallow it"?

The whole "How much will the Johnson pay" thing has already been beaten to death several threads over. The closest thing to consensus (and my personal favorite) is that the Johnson has $X, would like to pay no more than $X-$Y, and, if he had to scramble, mortgage his house or career, *might* go as far as $X+$Z. But social skills can't add lots of zeros to a credstick.

If you want to mind-control the Johnson into giving you all of the money, then shooting himself, fine. That's what MIND CONTROL spells are for. Don't bother trying that with Social skills, and expect repercussions, because you can't Mind Control *or* Con your way past all the people you just annoyed.
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Malachi
post Sep 4 2007, 04:40 PM
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When a player reaches that point of power-gaming, my final weapon is almost always "turning the tables." If a player is consistently, and blatantly "breaking" the game and flaunting their abilities as a Social Adept or whatever, I usually just pull out an NPC who has exactly the same skill set as them.

So when your social-muncher finally burns you (as the GM) for the final time, just have the other PC's run into a corp assassin who has the same uber-muncher social skills and have him convince every other PC in the group that their social adept friend has been swindling them, and is planning to kill them, so you better kill him first. Then when your mucher/rules-lawyer PC argues with you, use every one of his arguments against him for why the NPC assassin can do just that.

After the PC is dead, maybe you can have an "I won't do it if you won't do it" talk for the next character.
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jklst14
post Sep 4 2007, 06:43 PM
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If a player spends a ton of points on something, they should be good at it (social fu, combat, magic, hacking, whatever). I have no problem with Social Adepts, as long as a player plays them sanely and realizes that social skills often take time to work. So while fast talking a bouncer takes seconds, slowly manipulating the King of Rohan so that he falls under your malign influence takes a long time.

So if the super social adept said "My male elf pornomancer adept walks up to the Mafia Don, turns him gay, seduces him and convinces him to give me all his money. Oh, and I rolled ten successes", I would say no.

But if he said this:
"I'm going to try to meet some low level mob flunkies and get some work. I'm going to work my way up the ladder, eventually becoming a made man. I'm going to charm my superiors and establish alliances with other mobsters. I'm going to try to get promoted to captain of my own crew. I'm going to make sure the mob boss notices me. I'll use my social fu to get him to like me. I'll offer good advice and eventually, I'd like to be his consiglieri. Then, after he trusts me, after years of loyal service, I'll stab him in the back, take over the organization, and marry his hot young wife who I seduced in the meantime."

Or this:
"I'm going to have my sexy lady social adept research everything about the Don and find out what his turn ons are. I'll get a job working at his favorite bar/nightclub/strip club and I will try to get close to him. Then I'll try to seduce him. Later, I'll try to get him to divorce his wife then convince him to marry me. Then I'll get myself named in his will"

I'd let him roleplay it out over the campaign, make his die rolls and give him a chance to succeed.


-JKL
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Cheops
post Sep 4 2007, 06:51 PM
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QUOTE (laughingowl)
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....

Sorry to derail the thread back to this earlier statement but I'm am literally sitting here studying about Binomial Distributions and I have to take up issue with this.

Sure the Means of the two skills only differ by 1 but that's not the full story.

Let's say that both marksmen, using only their skill dice, need to roll 4 hits to succeed. The 4 only hits 1.2% of the time while the 7 hits 16.82% of the time. In addition, they get 0 hits 4=20% of the time and 7=6% of the time.

The skill 7 shooter also has less risk per unit of return (coefficient of variation) than the skill 4 guy. Which means it is less risky for him to expect large returns. So at skill 7 I know I can reliably hit you in the head whereas at skill 4 I'm just aiming for CoM.
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DireRadiant
post Sep 4 2007, 06:58 PM
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it's not SR3...
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Malachi
post Sep 4 2007, 07:11 PM
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QUOTE (Fortune)
No, it is a Physical Skill (as in the category). You can even get a Reflex Recorder for it.

I hadn't caught this so I checked... indeed Perception is listed under Active Physical Skills. Fortunately, this is an easy fix. No skill linked to a Mental attribute can be considered a Physical skill, therefore no Reflex Recorder for it.

Looks like this might have been a case of "Where else do we put it?" Since Perception is definitely not a: Combat, Magical, Social, Technical, or Vehicle skill, it got dumped into Physical. A new category (Mental Active skills) almost needs to be created to avoid some of these unreasonable situations (Reflex Recorder nonsense), or amend the Reflex Recorder to say:
QUOTE

The reflex recorder adds 1 to the
rating of a specific skill or skill group (Combat and Physical
skills only) linked to a Physical attribute
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hobgoblin
post Sep 4 2007, 07:20 PM
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QUOTE (Cheops)
QUOTE (laughingowl @ Sep 3 2007, 08:13 AM)
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....

Sorry to derail the thread back to this earlier statement but I'm am literally sitting here studying about Binomial Distributions and I have to take up issue with this.

Sure the Means of the two skills only differ by 1 but that's not the full story.

Let's say that both marksmen, using only their skill dice, need to roll 4 hits to succeed. The 4 only hits 1.2% of the time while the 7 hits 16.82% of the time. In addition, they get 0 hits 4=20% of the time and 7=6% of the time.

The skill 7 shooter also has less risk per unit of return (coefficient of variation) than the skill 4 guy. Which means it is less risky for him to expect large returns. So at skill 7 I know I can reliably hit you in the head whereas at skill 4 I'm just aiming for CoM.

thats some highly interesting numbers :D
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Malachi
post Sep 4 2007, 07:24 PM
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QUOTE (jklst14)
If a player spends a ton of points on something, they should be good at it (social fu, combat, magic, hacking, whatever). I have no problem with Social Adepts, as long as a player plays them sanely and realizes that social skills often take time to work. So while fast talking a bouncer takes seconds, slowly manipulating the King of Rohan so that he falls under your malign influence takes a long time...

I don't have a problem if the time is taken, either. However, most of the time, players that super munch their dice don't want to take the time. Often they don't even want to RP the social encounter (which I always make them do anyway). Most of the time, dice-munchers just want to throw their 25 dice and get what they want, right now.
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