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> SR 4.0 suggestions and requests, Because we don't have a debate...yet
NeoJudas
post Mar 28 2005, 02:57 PM
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QUOTE (Siege)
Without counting the inane addition of altering skill improvement costs, I have never had a relative attribute impact on game play.

My long-standing argument runs along these lines:

A human with Strength 8 and Athletics 4 has the same skill chance of performing an action successfully as a Strength 2, Athletics 4 human.

The augmented human could default to his Strength for performing the action, but then he suffers a penalty for defaulting to an attribute.

-Siege

Edit: And how would an "overusage" of skills occur?

No, not skills overusage ... attributes overusage. Sorry I wasn't as clear as I could be there.

And you are correct in that the skill success test would be the same HOWEVER, the impact of the strength would come into play more. For instance, the Strength would impact the distance of a hammer-toss as a base distance between the Athletics successes might even come into play. Quickness impacts the base running speed before successes might even come into play. Body will have an impact on the fatigue before Athletics come into play (and yeah, I know, this last example gets me a lot of the time too).
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NeoJudas
post Mar 28 2005, 03:08 PM
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QUOTE (Arethusa)
I really hate that shit.  All it does is enforce narrow character concepts and penalize people with creative backgrounds.  It's a horrible idea.

On the flipside however, it allows for a "Quick Character" to be made up and played for last minute players to join and/or for a GM to draw upon as an NPC resource for an unforeseen encounter.

Everything has a potential usage, the real challenge most of the time is just being a GM-enough to draw upon it.
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NeoJudas
post Mar 28 2005, 03:08 PM
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QUOTE (McQuillan)
For my 2 :nuyen: I think a happy medium between the BP system offerred in SRC and the White Wolf system where you are given X number of attribute pts to distribute would be best.  That way if someone wants to be more of a "Perfect Specimen" they can fill their attributes. 

This does give me an interesting idea twist.
QUOTE (McQuillan)
What I'd really like to see is a fixed TN 4, with modifiers for situations changing the number of successes necessary rather than the TN itself.  This will break down a lot of the complaints that a TN7 is the same as a TN 6 and the need for variant systems. 

Example:
Wanna shoot a guard, TN 4 one success necessary.  If he dodges, every success he gets makes your life harder just like now.  It's dark, add 3 to the difficulty, meaning you now need 4 successes to shoot the guard.  Got a smartlink?  It will lower the difficulty by two.

CODE
Base requires one success.
Light/Glare/Etc +1 to +4 difficulty
Target Moving +1 difficulty & +1 difficulty per success on dodge test.
Smart-link -2 difficulty


To keep the variable success relative to the outcome, every additional success can apply directly to the resistance test.

Shooter ends up having 5 successes beyond what was required to succeed at the task.  Victim must now roll to resist damage. 
CODE
Pistol 9M + 5 successes  Effective power 14
Armor 5/3
Victim will take 9 boxes of damage -1 per success on resistance test.

This is all being made up as I type based on thoughts and experiences from other systems.  Commentary?Edit:  Kagetenshi--If you'd like to completely link the Skill and Attribute to each other, then you can have the skill roll be a combination of Qck and Pistols.

What you are talking about here is Threshold, which does exist and is something that we have initiated for certain rolls. Also note that Threshold's ultimate example is already in the rules as they stand. For every success the opponent gets it's removing one success (or rather, increasing the number of successes) necessary to hit the person.

On the flipside, another version of what you are suggesting might be a variation of how we use certain aspects of the Stealth Skill now, ie; Camouflage. For every net success generated on the Camouflage test, the target number for spotting the individual in the appropriate environment is increased by one (+1). If someone were to actually create an "Evading" skill on the premise of the same mechanic I'm suggesting for Stealth (Camouflage) above, then the person makes the Evading test as part of his Combat (Ranged) test.

HOWEVER - Remember that one very special thing happens when you start addendumizing combat rules. You slow combat play way down. You have layer upon layer of mechanic just to determine if you hit someone. A really good example of this (IMO) is the Rigger Vehicle-Electronic rules. Missile Lock-Break Lock-Dodge/Maneuver-Re Establish Lock.... yadda yadda yadda... ad nauseum. Sure, if the game's dramatic moments depend upon something go for it, play for all the fun you can get out of something. Just remember that by adding more and more layers of realism or game mechanism you are likely removing the fun of the role-play itself.
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NeoJudas
post Mar 28 2005, 03:15 PM
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QUOTE (Fortune)
Then either your characters are Uber, or the Magical opponents capabilities are being downplayed against your mundanes.

Okay, now this is always my favorite subject.

High Magic.

I am going to be one of the first people to admit that magic intensive games can significantly tilt the scheme of the game play. If you have lots of magical characters and the game becomes magically oriented, that doesn't however mean that it's not Shadowrun ... it just means that is going to be the focus of the game. It might not be someone else's viewpoint of Shadowrun, but it's still the game.

Also note that even when you think that High Magic can make you impenetrable, this is where those Attributes come back into play. Limitations on attributes are immensely helpful here, or at least most of the time should be. Force of spirits can be limited. Force of spells can be iffy (Willpower for higher force spells becomes tantamount). Also remember that if a bunch of mages suddenly go actively magic-slinging, background count kicks up a point or two (and every point can count).

High Magic campaigns can be loads of fun, but it's kinda like everything else. Anything fun in moderation is fun. Anything in excess gets boring.

On a different note - of the campaigns we have, we have one world-story-arc, but the two groups are highly different if still related. One group magic was allowed to run rampant (my characters fault) while the other group was decided to enforce a limit on how many directly magical characters became involved. And to be honest, while I enjoy both games greatly ... I do admit that the one with the more mixed group of characters can come up with a lot more things to do.
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Siege
post Mar 28 2005, 05:27 PM
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Fortune, you have a lot of the same complaints I do -

Create, for example, an adept who: went through college, joined the UCAS Army and mustered out after four years.

Skill packages and "package deals" are one way to answer the problem.

How would you solve it, other than creating a large increase in distributed skill points?

-Siege
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Critias
post Mar 28 2005, 05:30 PM
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Most of the college stuff is Knowledge Skills and/or the "Well Educated" Edge (if that's the name for it -- it might just be "College Educated"). The UCAS Army bit can be easily done with maybe twenty five or thirty skill points, as long as you don't want him to be some uber-commando super ninja specops guy (which you can't realistically create with starting stats, anyways).

Just look at some of the NPC "generic soldier" statlines. They don't need 6's across the board, they aren't one-man armies (like most PC's try to be). A good solid 4-5 (plus appropriate specialization) in Assault Rifles, and then a bunch of other skills (Athletics, Throwing Weapons/Grenades, Heavy Weapons) as appropriate, all around the 3-4 level (or 5-6 if it's his specialization)...

I mean, making a "basic soldier" sort of guy isn't all that tough. Making one that will have the strings and strings of 6's that people expect of a Shadowrunner is the tough part.
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Kagetenshi
post Mar 28 2005, 05:41 PM
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I'd say they'd probably have everything at 2s or 3s before specialization, maybe 4 for their overall specialty.

~J
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Eyeless Blond
post Mar 28 2005, 05:45 PM
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QUOTE (Siege @ Mar 28 2005, 12:27 PM)
Create, for example, an adept who: went through college, joined the UCAS Army and mustered out after four years.

Skill packages and "package deals" are one way to answer the problem.

When I read this, a song ran through my head... :D
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Fortune
post Mar 28 2005, 06:41 PM
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QUOTE (Siege @ Mar 29 2005, 03:27 AM)
Fortune, you have a lot of the same complaints I do -

I do? Are you sure you aren't meaning someone else? I could be wrong, but I don't recall complaining about anything you are talking about.

As was said though, a regular soldier and college grad isn't too hard to make under the current system. It's the elite spec-ops trooper turned shadowrunner that is impossible to make in any realistic fashion at chargen with the current system.
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Siege
post Mar 28 2005, 07:50 PM
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QUOTE (Fortune)
QUOTE (Siege @ Mar 29 2005, 03:27 AM)
Fortune, you have a lot of the same complaints I do -

I do? Are you sure you aren't meaning someone else? I could be wrong, but I don't recall complaining about anything you are talking about.

As was said though, a regular soldier and college grad isn't too hard to make under the current system. It's the elite spec-ops trooper turned shadowrunner that is impossible to make in any realistic fashion at chargen with the current system.

That's entirely possible - I'm weaning myself off of caffiene (again), so take everything I type with a grain of salt.

And a shot of tequila.

-Siege
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Fortune
post Mar 28 2005, 08:01 PM
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QUOTE (Siege)
I'm weaning myself off of caffiene ...

Blasphemy! Caffeine is life! :D
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Siege
post Mar 28 2005, 08:07 PM
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QUOTE (Fortune)
QUOTE (Siege @ Mar 29 2005, 05:50 AM)
I'm weaning myself off of caffiene ...

Blasphemy! Caffeine is life! :D

Say that after passing a kidney stone. :grinbig:

-Siege
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Kagetenshi
post Mar 28 2005, 08:24 PM
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Wouldn't caffeine in conjunction with sufficient water actually decrease kidney stone risk, as the diuretic effects of the caffeine would result in more flushing of the system?

~J
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Siege
post Mar 28 2005, 08:18 PM
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The key point is sufficient levels of water - the only thing caffiene does is remove water from your system instead of facilitating it cycling through your kidneys. Or so the nurse explained to me.

And it's not like the sugar is really doing my system any good anway. :grinbig:

-Siege
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Patrick Goodman
post Mar 28 2005, 08:20 PM
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QUOTE (Kagetenshi @ Mar 28 2005, 02:24 PM)
Wouldn't caffeine in conjunction with sufficient water actually decrease kidney stone risk, as the diuretic effects of the caffeine would result in more flushing of the system?

Not necessarily. My fiancee has problems with kidney stones, and one of the first things they told her to do was to cut back on the caffeine. I don't pretend to understand it, but I do know that I don't want her to have to go back in for another lithotripsy procedure, so I'm all for her cutting back on the Dr Pepper. (The doctor didn't say eliminate it, by the way, at least in Tiffany's case, just cut back.)

YMMV.
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Patrick Goodman
post Mar 28 2005, 08:29 PM
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Ooops. Double post.
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Siege
post Mar 28 2005, 08:34 PM
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She probably needs to do both Patrick - cut back on soda and increase her water intake.

My actual kidney stone was formed from too much protein and not enough water - the soda wasn't a contributing factor per se, but rather an aggravating one.

Fortunately, my rock was only 3mm and most patients can pass anything under 5mm without assistance.

-Siege
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Kagetenshi
post Mar 28 2005, 08:35 PM
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Maybe the fact that I typically consume upwards of four liters of water a day skews my view on these things :)

~J
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Fortune
post Mar 28 2005, 08:28 PM
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QUOTE (Siege)
The key point is sufficient levels of water - the only thing caffiene does is remove water from your system instead of facilitating it cycling through your kidneys. Or so the nurse explained to me.

I must be blessed! I drink next to no pure water, and more than 30 cups of coffee a day (and have for over 30 years), and I have no problems in that department.
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jklst14
post Mar 29 2005, 12:04 AM
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I'm a caffeine junky and I've been told that the diuretic effects of caffeine lessen with extensive and chronic use but I don't know if that's true or not.

I do know that drinking too much water (probably >24 liters a day) can cause seizures though.

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Kagetenshi
post Mar 29 2005, 12:02 AM
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That's also dependent on things like vitamin intake. IIRC the seizures are a result of vitamin and electrolyte depletion (pure water isn't actually conductive). It's exacerbated by sodium loss via sweating.

Edit: for immediate ill effects, the number I'm finding is three quarts in a very short time period. Hm, I guess I've gotten uncomfortably close at times.

~J
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Siege
post Mar 29 2005, 01:18 AM
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QUOTE (Fortune)
QUOTE (Siege @ Mar 29 2005, 06:18 AM)
The key point is sufficient levels of water - the only thing caffiene does is remove water from your system instead of facilitating it cycling through your kidneys.  Or so the nurse explained to me.

I must be blessed! I drink next to no pure water, and more than 30 cups of coffee a day (and have for over 30 years), and I have no problems in that department.

It's an aggravating factor, not an instigating factor.

My stone came from excess protein and a noted lack of water over the last month.

-Siege
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Arethusa
post Mar 29 2005, 01:14 AM
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QUOTE (Fortune)
QUOTE (Siege @ Mar 29 2005, 06:18 AM)
The key point is sufficient levels of water - the only thing caffiene does is remove water from your system instead of facilitating it cycling through your kidneys.  Or so the nurse explained to me.

I must be blessed! I drink next to no pure water, and more than 30 cups of coffee a day (and have for over 30 years), and I have no problems in that department.

Holy hell. Does no one here pay any attention to nutrition and personal health?
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jklst14
post Mar 29 2005, 01:53 AM
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QUOTE (Kagetenshi)
That's also dependent on things like vitamin intake. IIRC the seizures are a result of vitamin and electrolyte depletion (pure water isn't actually conductive). It's exacerbated by sodium loss via sweating.

Edit: for immediate ill effects, the number I'm finding is three quarts in a very short time period. Hm, I guess I've gotten uncomfortably close at times.

~J


I have to admit, I know nothing about guns, unarmed combat or computers but I'm actually well versed in nephrology and neurology :)

You are correct that it is low sodium that cause these types of seizures. However, excess free water intake plays a very important role. It drives down serum sodium levels. This effect is part dilutional but is also because when the kidneys dump free water, they inevitably lose some electrolytes as well. Sweating can exacerbate this. And once your sodium falls to 120 or below, seizures are common. And while I am not certain, I believe that osmotic fluid shifts in the central nervous system are more the cause than conduction abnormalities per se.

These seizures also will not stop until your sodium is corrected. This can be tricky because most clinicians won't immediately suspect it unless the situation is obvious (e.g. marathon runner). That being said, most providers would certainly check stat electrolytes in a patient with medication refractory seizures.

Still, under normal circumstances, it is nearly impossible to drink enough water to seize. So I think you're safe :)
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Siege
post Mar 29 2005, 02:01 AM
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QUOTE (Arethusa)
QUOTE (Fortune @ Mar 28 2005, 03:28 PM)
QUOTE (Siege @ Mar 29 2005, 06:18 AM)
The key point is sufficient levels of water - the only thing caffiene does is remove water from your system instead of facilitating it cycling through your kidneys.  Or so the nurse explained to me.

I must be blessed! I drink next to no pure water, and more than 30 cups of coffee a day (and have for over 30 years), and I have no problems in that department.

Holy hell. Does no one here pay any attention to nutrition and personal health?

Um...you do know where you're posting, right? :grinbig:

-Siege
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