Shadow Run dice pools, the task pool |
Shadow Run dice pools, the task pool |
Sep 3 2003, 05:29 PM
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#1
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Target Group: Members Posts: 1 Joined: 3-September 03 From: Oregon Member No.: 5,573 |
must decide B4 game tonight
should a char be able to use his task pool granted from an expert chipjack driver with chipped skills for all skillsofts, including knowsofts and activesofts. (like it says he can in the book, Man&Machine pg 19) or is it too unbalancing. |
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Sep 3 2003, 05:48 PM
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#2
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
If it's from a level 2 Cerebral Booster giving a +1 Task Pool, then yes.
If it's from a Chipjack Expert Driver, yes to whatever soft is plugged into that Jack. If it's from an Encephalon, no, only to Intelligence linked skills such as Eletronics, B/R, Demolitions, etc. Sphynx |
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Sep 3 2003, 05:55 PM
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#3
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Am I to assume that you are contemplating house rules? I ask this because the rules are pretty clear (for the most part) about what the dice from the various Task Pools can be used on. I'll recap, to explain why I voted no.
Chipjack Expert Driver: This gives a Task Pool equal to its rating, usable with the skillsoft that is in that chipjack. This is powerful enough - a character can start out with 12 dice for a wide range of skills, especially useful for skills like electronics and B/R skills. I see no reason why it would have any effect whatsoever on non-chipped skills. Encephalon: It boosts brain power - it not only gives a Task Pool for Intelligence-based skills (which includes technical, B/R, Knowledge, and Language), but also raises your effective Intelligence for determining the cost of raising skills, and adds dice to your Hacking Pool. I see no reason for it to improve things like shotguns, aikido, or other physical skills. Cerebral Booster: This is the only one where it is not explicitly stated, one way or another, which skills that the Task Pool can aid. Considering its similarity to the Encephalon, I would probably limit in the same way. A Cerebral Booster: 2 already adds one to Reaction and Combat Pool as it is. Letting players use it for combat or social skills would make it too overpowered, in my opinion. |
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Sep 3 2003, 07:08 PM
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#4
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Moving Target Group: Members Posts: 639 Joined: 22-April 02 Member No.: 2,638 |
Yes, as long as it is a chipped skill (activesoft, linguisoft, knowsoft - no datasofts) inserted into an applicable chipjack. If the XCD is assigned to a multi-slot chipjack, most GMs rule that this the task pool applies to only one of the slots and cannot be re-assigned. I personally rule that the entire chipjack has access to the pool, but only one slot at a time can use it (the 'foreground task' slot, so to speak).
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Sep 3 2003, 07:09 PM
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#5
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Moving Target Group: Members Posts: 555 Joined: 11-August 03 Member No.: 5,408 |
I have a question when it comes to the CED, since you can load active soft skills from headware memory why is it that the CED only applies to chipped skills? i alwasy thought all teh chipjack did was read the soft into the memory that the skillwires are required to have. maybe im confused about something.
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Sep 3 2003, 07:17 PM
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#6
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
You're asking why Storage Memory isn't like Active Memory actually. Headware Mem isn't Active, and you don't have to buy it to get skillWires to work.
The chip is kind of like a CD of today and HeadWare is your PC's disk storage and SkillWires the RAM/Memory. Basically, it's like having a good game on a CD which pauses once in awhile (or in my PC's case, OFTEN) to load something, and then they invented a CD reader which used 2 lasers to read the CD twice as fast. That's the closest analogy I can give for a CED. Sphynx |
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Sep 3 2003, 07:23 PM
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#7
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Moving Target Group: Members Posts: 555 Joined: 11-August 03 Member No.: 5,408 |
Ahhhhhh... the light shines at last. Basically the CED lets it pick up the important info from the chip faster, and then load it as needed into the wires. Whereas with your headware memory it cant access it as fast or efficently. Even getting something like a CED for headware memory wouldnt make sence because it wouldnt know what was a Skill and what was junk in a reasonable amount of time.
Thanks tons |
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Sep 3 2003, 07:28 PM
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#8
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Actually, up to GM interpretation, I know our group allows it, but you can use the interconnectivity rules to link headware mem to a chipjack with a CED in it. We just rule that if you do that, you can never ever put a chip into that slot, it's hardwired to the Router/Datajack/whatever.
Sphynx |
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Sep 3 2003, 08:35 PM
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#9
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Grrr! I hate the CED as described in Shadowrun. This was almost immediately house-ruled in my (and almost everyone else I've ever played with's) games.
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Sep 3 2003, 08:43 PM
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#10
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
My house rule is that you only get the CED pool for things that would normally give you pools.
Otherwise, every Mr Johnson you deal with will have Negotiations 8 slotted with a rating 8 CED, and negotiate you down to doing the run for free :) |
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Sep 3 2003, 08:51 PM
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#11
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Bit off topic, but what sorts of House Rules? We never House Ruled because it's so rare that we even see SkillSofts, more less someone willing to put that much essence (already having spent 1.2) into that vs a combat piece of ware. Admittedly we have the munchkin of all munchkin skillswire in our group now, but he had good intentions, and we all had fun helping him make the character.
Anyhows, what House Rules for the CED? Sphynx |
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Sep 3 2003, 09:01 PM
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#12
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
House rules like mine.
When I read it, my first thought was "well crap, why would anyone take anything other than the 1 million nuyen? You can get skillwire 8 before you hit availability problems, so hell, why not. You can slot athletics 4 and stealth 4, plus your extra 4 from the CED and your extra die from enhanced articulation, and bang, instant ninja. Run a 4 slot with 4 CEDs, and you can switch from that to Monowhip 6 and small unit tactics 2 with a free action. So now you're throwing 13 dice with your monowhip. Meeting with the Johnson? Etiquette 6, Negotiations 6 and psychology (complementary knowledge skill) 6. Switch back and forth between the ett and neg skills as necessary, and double your pay on every run. And all of this on a brand new character. It's ugly. <edited out Katana, and replaced with monowhip, because your stats have nothing to do with the damage on the monowhip.> |
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Sep 3 2003, 09:39 PM
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#13
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
First, limited to Rating 6 at Char Gen. However, ignoring that...
Why not? Rating 6 CED + Rating 6 SkillsWire takes up 1.90+ Essence (if you Alpha the CED and Slots), and costs 550,000+ for just the cyber (before buying softs). You'd be better of playing an Adept with Improved skill if you wanted to 'munchkin' any of the combat stuff, that way you get to add Combat Pool (very few people put enough MP into the wires to DIMAP a rating 6 soft). Switching back and forth is all fine and all, but there'll be times when you need the same skills together also. We do House rule that it doesn't effect Charisma based skills, but that was a House Rule on Skillwires, not the CED. I just don't see how it's unbalancing I guess. I can see it giving a very seemingly unfair advantage for a character going with an Electronics/Demolitions/Computers(non-decker)/BioTech kinda soft, but it's the only way to throw a number of dice in your 'specialty' that other people throw in theirs. I think htat balances, not unbalances the game. Anyhows, maybe I'm missing something, for the costs, I'd personally never Soft a combat skill, and nearly everyone agrees that Charismas shouldn't be Softed anyhows. Sphynx |
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Sep 3 2003, 10:28 PM
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#14
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
You can specialize and be great at a couple of things as a phys-ad, but with the skill wire/CED, you can be great at anything, at 10,500 nuyen a skill.
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Sep 3 2003, 11:30 PM
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#15
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Yep, that is what I rule as well. If the skill that is chipped normally has an associated Pool, the the CED grants access to it as per normal rules for Pool dice (up to the leve; of the chip[ or size of the Pool, whichever is lower). If the skill does not have an associated Pool, like Etiquette, Stealth, or Athletics, the the CED is of no help. I rule that the Task Pool can be associated with any Intelligence-linked skill, and thereby can be accessed through the use of a CED. The character must have a Task Pool in the first place for this to happen though. |
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Sep 3 2003, 11:36 PM
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#16
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
It gives an advantage to gun-bunnies as well, because they no longer have to use their Combat Pool for attack (but still get the same results as if they used it fully) and can save it for defence. I don't think that anyone using a chipped skill should be twice as good as a person who knows the skill natually to an equivalent level. |
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Sep 3 2003, 11:39 PM
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#17
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Moving Target Group: Members Posts: 403 Joined: 27-August 02 From: Scotland Member No.: 3,175 |
Regarding task pool: I'm pretty sure it mentions in Rigger 3 somewhere which skills task pool can be used with. It's *most* intelligence linked skills, but not, for example, Launch Weapons.
If I but had the book I would give you a page reference, get back to me in a couple of days when my reprint arrives... |
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Sep 4 2003, 12:04 AM
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#18
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Yeah well, I use common sense in regards to skills like Launch Weapons. That skill does not get to access the Task Pool in my games.
I don't have the book with me at the moment either, but I would be interested in seeing what other Intelligence-based skills are not affected by the Task Pool. |
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Sep 4 2003, 01:17 AM
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#19
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Moving Target Group: Members Posts: 224 Joined: 6-April 02 From: ab.ca Member No.: 2,522 |
"Activesofts replicate Active Skills such as Combat, Physical, Technical or Vehicle Skills." p. 295 SR3
Which leaves out both Magical and Social skills. Or so I've read it. I can't get my head around skillwires used for social skills... |
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Sep 4 2003, 01:20 AM
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#20
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Free Spirit Group: Dumpshocked Posts: 3,948 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
I voted no because I thought you were talking task pools in general.
As far as the CED, it's still no. Only the chip in the slot with the CED, but it can be any skill. |
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Sep 4 2003, 06:43 AM
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#21
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
The ruling says Active Skills such as Combat, Physical, Technical or Vehicle Skills. Doesn't say limited to, and so by-the-letter, since Social skills are Active skills, you can use a Soft for them. The end of the section clearly states no Magical Skills such as Sorcery and Conjuring, also implying that even though Magical Skills wasn't listed in the such as section, it needed to be expressly prohibited. Regardless, I agree that you shouldn't be able to use Softs for Social skills. Another interesting possibility for a House Rule is that any use of Softs (regardless of CED or not) creates a +1 TN, to a minimum TN of 3, for skill usage and doubles TN penalties for linked skill usage. I wouldn't do more than +1 because you don't want to make SkillsWires useless in the game making it where nobody uses them, but it would balance things a bit and throw off the munchkin-hounds while still allowing people who are just trying to 'balance' their specialty against the specialities of the other players by getting to roll more dice for it (is that a run-on sentence, or just a long one? :P). Also, @Fortune, if 'doubling' their effective Combat Pool is the concern, maybe just House Rule that you can't stack use Combat Pool on a round where you used Softs for a Combat related test, though personally I think what they're doing is ok, after all they still don't compare to an Adept. Sphynx |
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Sep 4 2003, 12:49 PM
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#22
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Moving Target Group: Members Posts: 614 Joined: 17-June 03 From: A safehouse about to be compromised by ninjas Member No.: 4,754 |
Skillwires are *not* broken. The Nuyen-Factor is *extremely* high on these. I challenge anyone to provide a set of accurate numbers for a starting character that is imbalancing. Between the costs of the wires, the chips, and the availability changes from the chip mods its neigh impossible to do anything too crazy. Especially when you consider the tradeoff you make for sinking everything into your precious skillsystem. If anyone can find a broken example Ill swallow this post and respond with how to deal with it, until then its a pointless discussion.
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Sep 4 2003, 01:32 PM
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#23
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
hmm, for combat skills it only replaces the combat pool, for noncombat skills it basicly enables you to do more. and it looks like you have to have 1 pr chipjack and will not work if hte info is stored in headware memory so the essence cost will skyrocket if you want to run more then one skill with the system at hte same time. a multislot chipjack may solve this but then i would require the person to split the pool across the skills.
the real question is, when can one use dice pools, can they be used outside of combat? from what i recall there is no hard and fast yes/no answer to that question in any of the SR books. and if they can be used outside of combat, how fast do they refresh? |
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Sep 4 2003, 01:38 PM
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#24
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Skillwires R6 108 MP (324,000 :nuyen: )
Chipjack (A) (2,000 :nuyen: ) CED R6 (A) (60,000 :nuyen: ) Comes to about 400,000 :nuyen: . A skillsoft jukebox with 108MP and 10 slots is a further 21600. Chips for active skills are 10,800 :nuyen: each, so ten would be 108,000 :nuyen: . Total, that comes to 515,600 :nuyen: . That leaves us with Now, by voice command, you can change between 10 skills which give you 12 dice each. And you still have 4.16 essence and 484,400 :nuyen: left to buy wired reflexes and the like with. The only hole in this is whether or not you can use a skillsoft jukebox with the CED. Because of the way it's described, I'd say you probably can (since all the jukebox itself does is change the chip connected to the chipjack). If that doesn't work, you can change out the chipjack for a four slot chipjack and add in three more CEDs. You can still only use one chip at a time with that setup, but it gets around the jukebox question. |
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Sep 4 2003, 01:45 PM
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#25
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Not a good example TG, with only 108 MP you'll never get to use the 'good stuff' from the skillsofts. Better example is in the character Skillz which can use quite a few dice in various skills, but isn't any better at his specialities than a combat or spell type is in their speciality.
Sphynx |
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