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craigpierce
post Mar 17 2005, 07:35 PM
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i don't often post, but i just wanted to start this as it's own beast (it's been touched on in other threads, but only as a tangent). it's actually 2 things:

1) i hope, for this time around, that they can cut the number of books down. i can remember when i first started playing SR and all you really needed was the core rule book. it was only if you enjoyed the game and just wanted to flesh it out a little more that you would pick up the supplements.

2) i really hope that they streamline. i'm all for organization and efficiency, but not change. i happen to think that you can keep something as in-depth and interesting as SR the way that it is and still make it efficient and easy to follow. i would hate for them to change things up in the name of streamlining, when really what they are doing is dumbing SR down for a broader market.

in summarization, they would make SR accessible to more people not by dumbing it down, but by really combining and compiling all the necessary rules into the core book and making the supplements supplemental again. that way, 13-year-olds can go to the store and pick up 1 book and they will be well on their way to running the shadows and wanting more.
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Pistons
post Mar 17 2005, 07:47 PM
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That's the general idea.
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mfb
post Mar 17 2005, 07:57 PM
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one of the ways this can be accomplished, i think, is to lay down basic principles, and then derive specific rules from those principles. in SR3, it seems that the rules came first, and the principles were half-assedly tacked on afterwards.

for instance, let's take everybody's second-favorite flamefest: invisibility. decide, right from the get-go, whether or not magic can affect LOS for the purposes of casting. if it can? then turning walls invisible and casting through them is a viable tactic. if it can't? then turning walls invisible has no effect on LOS--and neither does any other illusion or detection spell.
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GrinderTheTroll
post Mar 17 2005, 08:18 PM
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I'm sure one of the goals on FanPro's list is to make money. Unless they start producing new things for us to buy they can't make money then SR dies or gets sold to WOtC and we all go buy 20-sided dice.
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craigpierce
post Mar 17 2005, 08:24 PM
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QUOTE (GrinderTheTroll)
I'm sure one of the goals on FanPro's list is to make money. Unless they start producing new things for us to buy they can't make money then SR dies or gets sold to WOtC and we all go buy 20-sided dice.

i'm all for them making money - but not selling their souls. i just want them to earn their money by developing and selling a good product.

look at D&D - they sell tons of books. just an example of quantity and quality.
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Eyeless Blond
post Mar 18 2005, 02:08 AM
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I wouldn't call the newer D&D sourcebooks quality, or anything like it. The newer sourcebooks exist solely to power-creep everything, such that the person with the most and the newest sourcebooks to draw on will inevitably build the most powerful character. Look at the Dervish, for example, as opposed to the SRD's Duelist; similar concepts, but vast power difference.

To an extent this exists in Shadowrun; much of the 'ware in M&M is much more powerful than coresponding 'ware in the SR3 main book, for example. After the first few "core" expansions, though, most of the books deal with advancing the timeline and adding flavor, which s by far more interesting and more balanced.

In terms of streamlining, I'd like to see all the tests in SR organized around a single mechanic, or at most two, rather than four: Success Tests, Opposed Tests, Open Tests, and, um, Other (for stuff like Initiative, etc, all of which are specific exceptions and work in different and odd ways).
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Kanada Ten
post Mar 18 2005, 02:18 AM
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Initiative as a success test... I like that.
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Slash_Thompson
post Mar 18 2005, 09:48 AM
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The old West End Games Prime Directive (star trek rpg) used a success test formula for initiative...

it was ... complex.

the game used a target numbered form of open test. (only the highest die counted) of a multiple d6 system.

similar idea for initiative, except 1: every die was counted as a 'number' from 0-3 (based on 'level of success') and summed to determine turn order. and 2: the highest single die, (as normal tests) determined how much action you could take. ranging from the equivalent of a Shadowrun free action, up to the equivalent of basically a complex action + a full move.

it was one of the things I disliked about the system, because I felt it was too complex for something you had to do at the start of EVERY turn.


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craigpierce
post Mar 18 2005, 12:20 PM
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QUOTE (Eyeless Blond)
I wouldn't call the newer D&D sourcebooks quality, or anything like it. The newer sourcebooks exist solely to power-creep everything, such that the person with the most and the newest sourcebooks to draw on will inevitably build the most powerful character. Look at the Dervish, for example, as opposed to the SRD's Duelist; similar concepts, but vast power difference.

To an extent this exists in Shadowrun; much of the 'ware in M&M is much more powerful than coresponding 'ware in the SR3 main book, for example. After the first few "core" expansions, though, most of the books deal with advancing the timeline and adding flavor, which s by far more interesting and more balanced.

In terms of streamlining, I'd like to see all the tests in SR organized around a single mechanic, or at most two, rather than four: Success Tests, Opposed Tests, Open Tests, and, um, Other (for stuff like Initiative, etc, all of which are specific exceptions and work in different and odd ways).

it seems to me that your statement about 'he who has the most books can have the most powerful character' would hold true for any game system. the way i feel is that a least with D&D you have all the rules you could ever need in the 2 core books. the only reasons for buying sourcebooks are: 1) for a setting you would like to play and 2) to round out your character more and make him more versitile/powerful. there are no 'core expansions' that you have to get in order for the rules system to be complete.

and i happen to like SRs dice mechanics...open tests and all. i would agree that perhaps they could take the 'other' category and make all those tests alike - but i wouldn't mind if they didn't.
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brightlight
post Mar 18 2005, 12:30 PM
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I doubt they'll set out to alienate the current large fanbase.

Initiative is excellent the way it is - its quick and easy to determine exactly when you go and how many goes you get; but i'm not a fan of the initiative pass system of SR3. I think someone with wired 3 should be able to crack off 1/2dozen shots before average joe can squeeze off one.

I totally agree that first prinicples need to be lay down first, and agree that many SR3 rules do seem to be rules first then try to patchwork a principle that supports it.

They desperately need to bring decking and rigging into the same mechanics as combat, they've done a bloody good job of getting magic easier to use (even metamagic), but deckers and riggers are still fun-killers to most groups.

<addendum> I agree with archimagus, opposed, success and open tests have their place, but they've added too many variables into some tests, particularly decking and rigging. The vehicle maneuver thing is a nightmare!
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Eyeless Blond
post Mar 18 2005, 02:45 PM
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QUOTE (Kanada Ten)
Initiative as a success test... I like that.
QUOTE (archimagus)
it seems to me that your statement about 'he who has the most books can have the most powerful character' would hold true for any game system.  the way i feel is that a least with D&D you have all the rules you could ever need in the 2 core books.  the only reasons for buying sourcebooks are:  1)  for a setting you would like to play  and  2)  to round out your character more and make him more versitile/powerful.  there are no 'core expansions' that you have to get in order for the rules system to be complete.
The real problem here is that in D&D, many of the PrCs and some of the equipment is trivially more powerful than any of the stuff that came before, to the tune that the only reason you need the core books these days is for the experience table. Even the new base classes (artificer, for example) are so much more powerful than the core base classes it's not even funny.

To some extent that's true in SR (initiation, social adepts in SOTA 64, etc), but it's at least much less so than in D&D and other systems.

QUOTE (archimagus)
and i happen to like SRs dice mechanics...open tests and all.  i would agree that perhaps they could take the 'other' category and make all those tests alike - but i wouldn't mind if they didn't.
So do I, kinda. Except Open Tests; they just have to die. :) Honestly I could do without a Success Test version of initiative, or Magic Loss (which would be good as an Essence or Willpower Test against a TN equal to 1.5 times current Magic Attribute), but it would greatly simplify the rules for new players to have dice be rolled open-ended *all* the time, and have the Rule of Ones apply *all* the time.
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Sandoval Smith
post Mar 18 2005, 03:06 PM
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QUOTE (brightlight)
Initiative is excellent the way it is - its quick and easy to determine exactly when you go and how many goes you get; but i'm not a fan of the initiative pass system of SR3. I think someone with wired 3 should be able to crack off 1/2dozen shots before average joe can squeeze off one.

That's how it used to be, and it created something of a balance problem (that's why all the smart mages had incresaed reflexes and spell locks). 'Realistically' the character with the super enhanced reflexes should be filling the air with lead before anyone else can do more than twitch, but in balance terms, that means you need to provide opposition that can move as fast, or be strong enough to not all go down in the first round, and that might put them above the range of the rest of the team.
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mmu1
post Mar 18 2005, 03:14 PM
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QUOTE (Sandoval Smith @ Mar 18 2005, 10:06 AM)
That's how it used to be, and it created something of a balance problem (that's why all the smart mages had incresaed reflexes and spell locks).  'Realistically' the character with the super enhanced reflexes should be filling the air with lead before anyone else can do more than twitch, but in balance terms, that means you need to provide opposition that can move as fast, or be strong enough to not all go down in the first round, and that might put them above the range of the rest of the team.

The same thing could be said about having any sort of highly competent specialist on your team, like a (well designed, not some silly SR3 archetype) rigger or a mage. It means that you have to take that into account and might have to counter it with enemies that other team members might be unable to deal with.

Of course, if you neutered those archetypes to make them more manageable for everyone else, you'd be leeching the flavor out of the system... Just as you do when you let someone with an initiative of 4 go before the street sam with a 23 gets to go a second time, but that's staus quo by now, so people by and large don't mind.
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craigpierce
post Mar 18 2005, 03:49 PM
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QUOTE (brightlight)
...but i'm not a fan of the initiative pass system of SR3. I think someone with wired 3 should be able to crack off 1/2dozen shots before average joe can squeeze off one...

i absolutely agree with that - i liked SR2's initative system and i'd like to see it come back.
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Eyeless Blond
post Mar 18 2005, 03:49 PM
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Honestly it shouldn't be either. Ideally the order would be staggered, so the fast guy usually goes an equal numbe of times before and after the slow guys' single turns. This is one advantage my proposed system has, actually.
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craigpierce
post Mar 18 2005, 03:45 PM
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QUOTE (mmu1)
...Of course, if you neutered those archetypes to make them more manageable for everyone else, you'd be leeching the flavor out of the system... Just as you do when you let someone with an initiative of 4 go before the street sam with a 23 gets to go a second time...

here here!
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craigpierce
post Mar 18 2005, 03:58 PM
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QUOTE (Eyeless Blond)
Honestly it shouldn't be either. Ideally the order would be staggered, so the fast guy usually goes an equal numbe of times before and after the slow guys' single turns. This is one advantage my proposed system has, actually.

i took a peek at your system and i like the look of it...i'd want to play test it, of course, but thumbs up on that one at least in theory.
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Mortax
post Mar 18 2005, 06:13 PM
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QUOTE (GrinderTheTroll)
I'm sure one of the goals on FanPro's list is to make money. Unless they start producing new things for us to buy they can't make money then SR dies or gets sold to WOtC and we all go buy 20-sided dice.

I will die first.
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Jrayjoker
post Mar 18 2005, 06:18 PM
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QUOTE (Mortax)
QUOTE (GrinderTheTroll @ Mar 17 2005, 03:18 PM)
I'm sure one of the goals on FanPro's list is to make money. Unless they start producing new things for us to buy they can't make money then SR dies or gets sold to WOtC and we all go buy  20-sided dice.

I will die first.

Really, its not that bad.

I have room in my heart for all gaming systems. I just play favorites, and you can too.
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brightlight
post Mar 19 2005, 04:15 AM
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Back to the initiative issue, and slow runners getting cacked. It's true that smart mages etc have sustaining foci bound spells to make them go faster, but when playing a starting mage (or similar slow body) it's important to know when to keep your head down, and to pick your fights.

That's what I love about Shadowrun, you can be dead in an instant - even a character with 500+ karma in his belt can die with a sniper shot to the head, I think SR3 tried to dull that ultra violence a little.

Part of roleplaying in SR is knowing how to work as a team and knowing your disadvantages. Delaying, defensive spells, cover - its all designed to keep you alive. SR2 made you play smart, but SR3 with its initiative pass and 120 building points makes everyone too tough off the bat.

If Shadowrun ever goes D20, I'll just keep playing the older editions. The lack of classes and alignments - ambiguous morality - is one of the most appealing things about SR. I despise D20 for its classes, alignments and of course, variable damage :)
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Arethusa
post Mar 19 2005, 04:18 AM
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D20 doesn't deal with alignments. You're confusing D20 with DnD.
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brightlight
post Mar 19 2005, 04:39 AM
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Whatever, the classes and variable damage still apply. DnD was enough to scare me off other D20 games.
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Arethusa
post Mar 19 2005, 04:50 AM
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Which is unfortunately pretty damn narrow minded.

I'm sure glad Shadowrun only has soft classes and, uh, also variable damage.
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Kanada Ten
post Mar 19 2005, 04:42 AM
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That's too bad; a lot of d20 is fine material with enjoyable settings. Class and hitpoints aren't as bad as all that for a one off game of Wheel of Time or BESM. That's the real advantage of d20; you don't have to invest in a game system like Shadowrun, but rather you can play any game any time any where. There are drawbacks of course.
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brightlight
post Mar 19 2005, 04:50 AM
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Thats valid, consider my mind officially broadened. The real truth is that I don't have time to play multiple systems, so I concentrate on the one I enjoy most. Back in uni days I played both, but invariably DnD (version 3.0 then) characters were all about numbers, but I found it much easier to have actual 'characters' in SR.

I still fail to see where SR has variable damage though Arethusa.
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