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> Toning down hacker..., and making technomancers equal.
The Jopp
post Oct 8 2007, 07:36 AM
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Toning down hackers and upping technomancers

We’ve been trying to un-nerf technomancers so that they become descent starting characters instead of having to gain hundreds of karma to get into the same league of a normal hacker. We tried different solutions until we realized that it was easier to tone down the hacker.

As a 2nd and 3rd edition player I’ve had some problems adjusting to the speed of the timeline. Between 2063 and 2070 we’ve had some interesting leaps in technology.

The SOTA grade cyberdeck Fairlight Excalibur dropped in price from 2+ mil into a commlink no larger than a cellphone for 20K+.

Now, I’m all for a drop in computer prices as time moves on but the thing is that the tech itself hasn’t moved on that much. The computing power is still optical, memory is still abundant and trideo is still the same. The only clear difference is wireless matrix and the AR. Now, slapping on an add-on to a cybedeck that allows wireless access and AR glasses would do it at the beginning and miniaturization is all well and fine – but the pricedrop?

The hackers wet dream drops from 2mil+ to 20K – that’s a drop at 100 times the original price – not counting programs that could cost millions.

The second part that also is a bit annoying (and not just for min-maxers) is that a hacker can start with all hardware and software at rating 5 at the get-go. The hacker no longer have to look to the stars and wish for that SOTA grade commlink that almost only exists within corporate laboratories because he can basically get all of it within a few runs by upgrading his programs and hardware for a paltry sum.

A hacker no longer have long-time “hacker� goal so to speak as it was in earlier editions, heck- the commlinks in SR4 don’t even have an availability (which is odd)

In the opposite end we have the technomancer that CAN be something impressive but is so nerfed from the beginning that they MUST (almost) use sprites as crutches to even function as low rating hacker instead of BEING a good hacker and using the sprites as assistants (instead of caretakers).

Also, in order to separate the wired 4 sam from the hacker is to make things scarser and slightly upping the technomancer.

Also, a PROFFESSIONAL rating is usually 3 which means that average joe would be around rating 2 on their comms and regular corps 3. Security firms around 4 and military and corps at 5. Then we have the SOTA tech commlinks at 6.

Solution: Not too extreme.

Hardware upgrades (commlink only)
Response: 1-3: X5 cost
Response: 4-6: X10 cost

Upgrades must be bought in levels 4-5 and then 5-6 for example representing the cost of upgrading different components needed. All upgrades availability is +4 and cannot be used at chargen.

Software Change
Common Software: As per SR4
Hacking Software: Availability Rating X3 (max rating 4 at chargen then…)

Commlink table in SR4
Commlinks availability equals Response X3
New cost is based upon the Response of the commlink
Response rating 1-3: Prices X5
Response rating 4-6: Prices X10

Technomancers
Common programs equal to charisma or resonance (whichever is lower)
(reason for this was because charisma isn’t used that much for them.)
They gain Logic+Intuition X3 free complex form points either for upgrades or hacking complex forms.
Logic cap is removed.

Yes, some of you will probably draw up some extreme examples in how abusive this can be, but let us make a comparison on the points difference:

Technomancer:
Attributes, resonance, complex forms at rating 3: cost 219BP
181BP for the following:
Contacts, other qualities, skills, resources

Hacker:
Attributes, Commlink, software rating 3: 177BP
Cost of commlink and software around 30-40K around 7-8BP
Around 220BP for the following
Contacts, qualities, skills and more resources

A caliban commlink at chargen would cost 80K upgraded to response 5 would be +40K and the final Response 6 would be 80K topping 200K for a top of the line commlink – which is 1/10 of the fairlight Excalibur.

Yes, it’s expensive but being able to get such hardware SHOULD be expensive. At the same time it levels the playing field between hackers and technomancers who now BOTH have something to reach for instead of the hacker always branching out into a new field. It also makes sure that the hacker-sam is slightly removed as the hacker will be a dedicated hacker and the technomancer will be equal/superior with different fields of expertise as most OTHER runners would at most get a rating 3 commlink with defenses.

EDIT: Forgot Commlink Availability. :talker:
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Cthulhudreams
post Oct 8 2007, 08:22 AM
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You're falling into a trap you outline in the first paragraph.

You need to look at a sort of same game test. Is a Street Sammie == Hacker == Magician == Technomancer?

And if they arn't, you need to fix that - now, clearly you think Hacker >> Technomancer, but do you think Hacker >> Street Sammie?

If not, nerfing hackers hardcore (what you are doing) is not going to have the desired effect, it's just going to make matrix guys gimp in your game.

What I might suggest is buffing technomancers instead.
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The Jopp
post Oct 8 2007, 08:55 AM
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Making technomancers better was one way but I did find that far harder and still keeping it balanced as characters would very, very soon reach rating 5+ programs and commlinks within one or two runs.

I don’t think Hacker=Streetsam or Technomancer=mage but the second part holds some truth as they start with the same kind of costs (Resonance/Magic) but the problem arises when you limit their complex forms to logic and make them pay 5K per point of complex form rating.

I also find it rather wrong that there is such easy and affordable gear with no availability from start for hackers. A hacker can start with all rating 4 programs and response 4 commlink at a cost of less than 60K and a commlink for 80K with these rules. Instead of a paltry less than 70K for the same gear…

Now, that’s 140K or 28BP compared to the much more expensive technomancer (who very seldom can start with more thana handful rating 4 programs).

Hackers and Technomancers are both “hackers� and should be able to start on an equal footing but technomancers should cost somewhat more due to their abilitiers – this is what is being done with these rules

It also keeps “hi-grade� commlinks and programs into the hands of dedicated hackers as it would be dirt cheap for cybered people or adepts to just buy the best common program defenses and a maxed out commlinks for less than 5 build points.

This would make a streetsam for example to take a rating 3 commlink at best as they would likely rather buy ware for the resources.

One has to remember that rating 4 isnt “nerfing� a hacker as that is GOOD gear, it just isn’t top of the line – and no-one SHOULD begin the game with such high gear (rating 5-6 that is), it’s like dealing out Delta grade like candy to cybered individuals.

It also keeps hackers from using X amount of agents until later in the game when they can justify having X amount of agents and multiple commlinks.

A rating 5 commlink can run 9 rating 4 programs with -1 to their response, that’s DAMN good as you can keep your entire program arsenal needed for hacking.
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ixombie
post Oct 8 2007, 11:25 AM
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You are 100% wrong about needing to nerf hackers. Technomancer vs. Hacker is the same as Mage vs. Samurai - Mages and Technomancers start out low, advance fairly slowly, but in the long run are much much more powerful. Hackers and Samurai start out really good, but also close to as good as they'll ever get. This is an intentional result of the SR4 system. It is not a system flaw. If it ain't broke, don't fix it. The vast majority of houserules are based on misconceptions of the system and what it is supposed to accomplish.

They lowered the price of hacking so you wouldn't have as many weenie-boys with cyberdecks, programs, and nothing else who would waste the whole game session running the net. Now, Hackers can afford to do more than one thing and accompany the team on jobs. It would be unwise to bulldoze this change, it will not improve the quality of your game. If you want to make technomancers better to start... Make them better! Give your technomancers some extra BP so they can keep up more easily, or something. You're wasting your time trying to rewrite a perfectly good system by using arbitrary cost multipliers, the true costs of which you cannot predict.

Also, making cyberdecks more expensive is vivisecting theme and smacking around any notion of reality. Guess what hackers use IRL - 2 million dollar supermega computers of doom? Nope. They use regular PCs. The high cost of cyberdecks was a stupid idea based on 80's cyberpunk theme which fundamentally misunderstood what the future of computing would look like. It's only a step beyond the prediction of "computers will fill entire buildings and only huge corporations will be able to afford them." Normal personal computers can hack now, and normal people can afford them, and there is no logical reason why this would be different in the 2070s. It would be one thing if cyberdecks were still new technology, but they're not. Not only is your idea thus fixing a system which doesn't need it, it's introducing a strange and inexplicable schism into the theme.
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Buster
post Oct 8 2007, 11:59 AM
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I have to pipe in with an agreement that nerfing hackers is a really bad idea. If you want to un-nerf technomancers, then you should do that. The days of the basement bunker-geek are gone. These days hackers have to be more like tech-savvy special ops units. You have to get into the building and hack the system from there. You can't afford to pour all your resources into hacking abilities, you need to be able to fight and run too.

I suggest a new thread on how to un-nerf the technomancer.
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The Jopp
post Oct 8 2007, 12:02 PM
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QUOTE
You are 100% wrong about needing to nerf hackers.


Funny, I dont remember anything about "nerfing" hackers, merely toning down the access of hardware that is dirt cheap.

QUOTE
Hackers and Samurai start out really good, but also close to as good as they'll ever get.


And why should they? There are TONS of ware that is affordable for a streetsam but that availability stops him from getting. A hacker dont even have a starting availability to stop him except for Response and Signal with upgrades.

QUOTE
They lowered the price of hacking so you wouldn't have as many weenie-boys with cyberdecks, programs, and nothing else who would waste the whole game session running the net.


Interesting name - Weenie boys. The change that allows hackers to be on runs was never the PRICE of gear or availability, it was the introduction of Augmented Reality so that they didnt have to become a sack of meat when they hacked.

So you are saying that one creates an unplayable hacker by increasing the cost of his gear and limiting the startign grade to 4? AND the character still has around 100K if he uses 50BP for resources. You get a LOT for 100K for a dedicated hacker.

Let me guess, when you create a hacker you always buy up everythign to five so that you can get it upgraded to 6 ASAP?

QUOTE
The high cost of cyberdecks was a stupid idea based on 80's cyberpunk theme which fundamentally misunderstood what the future of computing would look like.


Regardless of that there is the problem that THE (and I really mean THE best computing power available in SR4 cost less than 30K) THAT is a problem as it doesnt even have an availability worth mentioning. Also, miniaturization would also INCREASE the price not dropping it with a few thousand percent.

Think about it, what would the cost be of THE best computer AVAILABLE for tabletop use, then we shrink that down to the size of a cellphone. It's gonna cost more than your average middle lifestyle, a LOT more.

QUOTE
It's introducing a strange and inexplicable schism into the theme.


In what way? The hacker can still have wired reflexes, skills through the roof and the hardware to do the job, it's just not as easily available and it costs a little more.
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Buster
post Oct 8 2007, 12:15 PM
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Lots of misconceptions in that last statement.

First, since a mundane hacker's entire ability spawns from his commlink, by increasing the costs of commlinks, yes you are nerfing hackers.

Second, the prices listed in the Shadowrun book are the best computing power available to shadowrunners, not necessarily to everyone.

Third, you might want to do some more research on Moore's Law in regards to processor power and spin-off Moore's Laws that correlate to total processing power of machines. In my opinion, the authors might actually have actually been a little conservative with their estimates of computing power and prices in 2070.

Fourth, the days of the basement bunker hacker are gone. You'd have to change the whole game world to make hackers bunker babies again. You can't increase the cost of commlinks to the point where they can't buy other gear to defend themselves.
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The Jopp
post Oct 8 2007, 12:27 PM
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First, since a mundane hacker's entire ability spawns from his commlink, by increasing the costs of commlinks, yes you are nerfing hackers.


Please, DO explain how they are “nerfed/near unplayable� for increasing the cost and availability for STARTING gear?

The point is to bring technomancers and regular hackers into a level playing field. Now, they could BOTH begin the game with rating 4 programs and gear with not much of a problem. A hacker cannot on the other hand just “get� their gear at rating 6 within a few runs.

QUOTE
Second, the prices listed in the Shadowrun book are the best computing power available to shadowrunners, not necessarily to everyone.


Which says the same about the Fairlight Excalibur at 2mil cost in SR3 – also not available to a STARTING character and was something NOT EASILY obtained.

QUOTE
Third, you might want to do some more research on Moore's Law in regards to processor power and spin-off Moore's Laws that correlate to total processing power of machines.


Which actually has nothing to do with this issue. SOTA gear (which would be what a rating 6 commlink is would be EXPENSIVE as it is the equivalent of the old “decker� gear – the best of the best. Sure, commlinks of 2070 isn’t the clunky cyberdecks but they don’t even have an availability.

QUOTE
Fourth, the days of the basement bunker hacker are gone. You'd have to change the whole game world to make hackers bunker babies again.


Ok, please…PLEASE tell me how they become bunker babies because I stop them from getting rating 5-6 commlinks within a few weeks running? And why I would make them invest more of their resources into their primary tools?

Yes, they would have to spend closer to 150K from start if they want everything at rating 4 and a caliban commlink. How the hell do you guys create your hackers if they become bunker babies because of that?
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darthmord
post Oct 8 2007, 12:31 PM
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Hey Jopp, when CPUs are made smaller, they can make more per wafer which in turns drives down the production cost on a per unit basis.

This allows for newer CPUs to be sold at a lower price and still make a healthy profit.

Now replace CPU with chip and you have the basis behind the semiconductor industry.

Smaller **IS** cheaper.

But I agree in spirit with the OP. Hackers are too powerful in comparison to TMs. Whether that means hackers need toning down or TMs needing Toning up, I'll leave to more knowledgeable parties.
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The Jopp
post Oct 8 2007, 12:59 PM
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QUOTE (darthmord)
Hey Jopp, when CPUs are made smaller, they can make more per wafer which in turns drives down the production cost on a per unit basis.


QUOTE
Hey Jopp, when CPUs are made smaller, they can make more per wafer which in turns drives down the production cost on a per unit basis.


I stand corrected. ^_^

Still, prices are silly concidering the timeframe. In 5-7 years they made advances that dropped the price on a hacking computer to 1/100th of the original price. And the fact that hackers basically hits the roof in their chosen field within very, very short time.

QUOTE
But I agree in spirit with the OP. Hackers are too powerful in comparison to TMs. Whether that means hackers need toning down or TMs needing Toning up, I'll leave to more knowledgeable parties.


And that was my point.

I COULD boost TM’s but then they would be DAMN good from the start and by toning down hackers a notch they start on a level field but will branch out differently.
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raggedhalo
post Oct 8 2007, 01:17 PM
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QUOTE (The Jopp)
In 5-7 years they made advances that dropped the price on a hacking computer to 1/100th of the original price.

Don't forget that this 5-7 year period also saw a massive change in the paradigm of the Matrix, making it much more human-scale. Cyberdecks in previous editions were noticeably modified; you had to add chipslots for Evasion and Masking, as well as getting a hot-sim interface.

Under SR4, you just tweak the software on your sim module to let it run hot. Perhaps that's where a lot of the saving appears?
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Aristotle
post Oct 8 2007, 01:22 PM
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I'm going to disagree that there is a need for this, but accept that some folks' games may need it. I like that the costs for computers are more reasonable.

I still think software costs exist primarily for game balance anyway, as most of the people I know who qualify as "hackers" are big on open source and/or custom built apps (quick and dirty, and not requiring months of coding time) which cost them nothing.

I'll likely never see the problem though as Technomancers, much like their Otaku predecessors, will likely be little more than urban legend in my own games.
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Irian
post Oct 8 2007, 01:27 PM
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QUOTE (raggedhalo @ Oct 8 2007, 08:17 AM)
Cyberdecks in previous editions were noticeably modified; you had to add chipslots for Evasion and Masking, as well as getting a hot-sim interface.

Under SR4, you just tweak the software on your sim module to let it run hot.

Nope, modifying a sim module to let it run hot is a logic + hardware (10, 1 hour) test, so it's not just "tweaking" the software, it's still tinkering around with the chips...
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Nychuus
post Oct 8 2007, 01:29 PM
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I have the perfect solution for you, Jopp: Technomancers don't exist. :D
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The Jopp
post Oct 8 2007, 01:29 PM
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QUOTE (raggedhalo)

Don't forget that this 5-7 year period also saw a massive change in the paradigm of the Matrix, making it much more human-scale. Cyberdecks in previous editions were noticeably modified; you had to add chipslots for Evasion and Masking, as well as getting a hot-sim interface.

Under SR4, you just tweak the software on your sim module to let it run hot. Perhaps that's where a lot of the saving appears?

Yes, I agree with the sentiment that a lot of tech has changed but the there is still the fact that a rating 6 commlink is THE hottest hardware for a hacker on the market and it is easily available within one or two runs.

Its somewhat like making Wired reflexes 3 cost 3K and no availability because the tech has been around for such a long time and production of it is cheap due to advances in nanotechnology (sure, there is essence cost but that’s not what we are talking about here – it’s the easily obtained part).
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The Jopp
post Oct 8 2007, 01:42 PM
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QUOTE (Nychuus)
I have the perfect solution for you, Jopp: Technomancers don't exist. :D

NOT acceptable. I want my matrix wizards i just dont want them to suck. :D
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The Jopp
post Oct 8 2007, 01:45 PM
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QUOTE (raggedhalo)

Don't forget that this 5-7 year period also saw a massive change in the paradigm of the Matrix, making it much more human-scale. Cyberdecks in previous editions were noticeably modified; you had to add chipslots for Evasion and Masking, as well as getting a hot-sim interface.

Not QUITE. Remember that the the crash was in 2065 so lets assume that during the first year they created the wireless matrix and “POOF� in just about 4 years to 2070 the cost for computing power suddenly dropped to 1/100 of their usual cost and commlink technology soared and became so mass produced in only 4 years that EVERYONE had them.

Sorry, but that kind of speed and price drop is just to imaginative for me.
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raggedhalo
post Oct 8 2007, 01:53 PM
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Crash was 64, surely? And the Wireless Matrix Initiative had been around for a while before that, the Crash just gave it the kick up the backside it needed to roll out worldwide.

Perhaps the "cost" of the Fairlight Excalibur was like a 1,000% markup, which they realised was no longer sustainable in the post-Crash marketplace.
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The Jopp
post Oct 8 2007, 02:15 PM
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QUOTE (raggedhalo)
Crash was 64, surely? And the Wireless Matrix Initiative had been around for a while before that, the Crash just gave it the kick up the backside it needed to roll out worldwide.

Perhaps the "cost" of the Fairlight Excalibur was like a 1,000% markup, which they realised was no longer sustainable in the post-Crash marketplace.

Well, it was November 2064 so it was fairly close and they already had plans to start the wireless initiative for a wireless matrix.

Since the SOTA 2064 didn't have anything new when it came to hacking/decking technology I can only assume that the Fairlight Excalibur at the time cost 2mil. With the arrival of wireless and AR it shouldn't have been that hard to add an antenna and create a wireless connection and add in a pair of AR glasses (although experimental) or simply pipe the feed to possible cybereyes.

I have a hard time buying that a profit making corporation would drop their prices on top-of-the line tech just because something became wireless - it would rather cost MORE initially as they start producing add-ons for a start that makes their decks wireless and then when they produce their NEW IMPROVED WIRELESS COMMLINK the price would be at least the same.

It would be like saying that todays computers should drop their prices by 50-80% because wireless matrix is becoming available everywhere - and i just dont see that happening.

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Fortune
post Oct 8 2007, 02:21 PM
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QUOTE (The Jopp)
... and they already had plans to start the wireless initiative for a wireless matrix.

No, it was actually being implemented (albeit maybe on a trial basis) prior to the Crash in a number of locales.
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The Jopp
post Oct 8 2007, 02:22 PM
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QUOTE (Fortune)
QUOTE (The Jopp @ Oct 9 2007, 12:15 AM)
... and they already had plans to start the wireless initiative for a wireless matrix.

No, it was actually being implemented (albeit maybe on a trial basis) prior to the Crash in a number of locales.

Ah, interesting. Was their also a beginning market for smaller tech in the form of wireless cyberdecks--> Commlinks?
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Fortune
post Oct 8 2007, 02:25 PM
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There wasn't really a lot of crunchy details about the WMI. More like a few little hints and teasers spread through various books.
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Fortune
post Oct 8 2007, 02:39 PM
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This thread (ignore the title) has a bit of discussion about the Wireless Matrix Initiative.
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Irian
post Oct 8 2007, 03:01 PM
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QUOTE (The Jopp)
Not QUITE. Remember that the the crash was in 2065 so lets assume that during the first year they created the wireless matrix and “POOF� in just about 4 years to 2070 the cost for computing power suddenly dropped to 1/100 of their usual cost and commlink technology soared and became so mass produced in only 4 years that EVERYONE had them.

Sorry, but that kind of speed and price drop is just to imaginative for me.

The "problem" is, that Shadowrun is far from perfect. For Shadowrun 4, someone read through "Transhuman Space" (a Setting for GURPS) and thought, that it was a great idea to use the whole WiFi/Comlink/AR thingy (ok, that's not really wrong). Unfortunatly, this had to be implemented in 4-5 InGame years.

So I think, that Shadowrun always "longed for" more suspension of Suspension of Disbelief than other backgrounds. Many details of the shadowrun world ARE arguable, because the developers tended to assume big "leaps" ("What? A dragon as president? Sure!").
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swirler
post Oct 8 2007, 03:27 PM
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nerfing leads to suffering
suffering leads to hate
hate leads to Combat Upgrades
Combat Upgrades lead to Account Deletions

oh sorry, swg flashbacks

yeah nerfing bad
unless a "class" is fundamentally broken, never ever yank their toys/leash whatever

teh main problem with SR has always been, its too near future to be believable
heck, how many "events" in the game history have we passed already

I did think it was odd the way 1st and 2nd weren't far apart but then 3rd was '60 then 4th jumped 10 years. It helped the tech jump somewhat, but well i dunno. Is there some kind of bridge book between whatever was the last 3rd edition book and 4th edition?
I mean think about this, according to most stories in SR a standard runner is what early 20's? 30's is middle aged. So 20 years, your character was born at the beginning of the game. My SR 1&2 characters are in their 40's (assuming they are alive)

sorry tangent
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