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> Pools and what will replace them, ... if anything
Austere Emancipa...
post Apr 5 2005, 02:22 PM
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QUOTE (Eyeless Blond)
Sound like a possibility?

Dunno, but I hope not. First of all, basing dodging on QUI alone is not a very good idea, since situational awareness etc. is (or should be) more important in Shadowrun. After all, you're not supposed to be able to literally dodge bullets. Second, it'd cause problems with weapons/skills which use other attributes, like grenade launchers etc., where you'd then get to use a lot more dice than someone using conventional small arms -- and basing your dodging on the linked attribute of whatever you're using to attack isn't a very good idea either.
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mmu1
post Apr 5 2005, 02:23 PM
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QUOTE (Eyeless Blond)
You know, it's possible that in the SR4 system attributes are being used *as* pools. What I'm getting at, for instance, is say you have to shoot at someone, and you have a Qui of 6 and Pistols 5. You roll all 5 Pistols dice, like normal, but you can also add in Quickness dice, which refresh like a pool. So you can add in 4 Quickness dice to the 5 Pistols dice for this shot, and have 2 Quickness dice left over for your second shot (in addition to the 5 Pistols dice since it's a skill), or for a Quickness test to dodge someone else's shot, or however that's going to work. Sound like a possibility?

I'm not sure how well that'd work - a pool equal to quickness for all that you'd normally use a combat pool for seems sort of small - especially since I don't think they're going to let attributes get nearly as high now as they do in SR3. (Imagine a troll with Strength 12 and Unarmed 6 rolling 18 dice for every combat test... Sort of impractical.) In fact, the whole new emphasis on streamlining makes it unlikely, IMO.
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Demonseed Elite
post Apr 5 2005, 01:20 PM
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Also keep in mind that a lot of you are working on the assumption that there is no tactical dice pool at all (by that I mean dice pools that you carefully choose to apply on particular actions, like Combat Pool, Hacking Pool, etc.).

Rob's quote says: "The Dice Pools from SR3–Combat, Hacking, Control, Magic–no longer exist in SR4."

There's one very important pool he doesn't mention there.
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NightHaunter
post Apr 5 2005, 01:24 PM
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QUOTE (Demonseed Elite)
Also keep in mind that a lot of you are working on the assumption that there is no tactical dice pool at all (by that I mean dice pools that you carefully choose to apply on particular actions, like Combat Pool, Hacking Pool, etc.).

Rob's quote says: "The Dice Pools from SR3–Combat, Hacking, Control, Magic–no longer exist in SR4."

There's one very important pool he doesn't mention there.

Astral, astral combat, karma, task.
Have I missed any. :D
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Demonseed Elite
post Apr 5 2005, 01:24 PM
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And out of those four, what would say is the most important. Which is the one that every runner has?
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mmu1
post Apr 5 2005, 02:34 PM
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QUOTE (Austere Emancipator)
QUOTE (Eyeless Blond)
Sound like a possibility?

Dunno, but I hope not. First of all, basing dodging on QUI alone is not a very good idea, since situational awareness etc. is (or should be) more important in Shadowrun. After all, you're not supposed to be able to literally dodge bullets. Second, it'd cause problems with weapons/skills which use other attributes, like grenade launchers etc., where you'd then get to use a lot more dice than someone using conventional small arms.

Which brings up the question of whether skills will still be linked to the same attributes as in SR3.

The kind of formula they're talking about using almost seems to strongly suggest they'll be changing attribute maximums, racial mods and bonuses from cyber - both to keep the number of dice down to a manageable level, and to make sure how many dice you have in a skill is relevant.

At the same time, if they do that, it's going to suddenly get more difficult to meaningfully show the difference between the different metahuman types...

One solution I can think of is letting trolls (for example) keep their massive strength, but not using strength as part of the "to hit" roll, only for damage.
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Austere Emancipa...
post Apr 5 2005, 01:29 PM
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QUOTE (Demonseed Elite)
Which is the one that every runner has?

If Karma Pool replaces Combat Pool for most uses, I'm going to have a fit.

QUOTE (mmu1)
One solution I can think of is letting trolls (for example) keep their massive strength, but not using strength as part of the "to hit" roll, only for damage.

Assuming they keep the opposed melee combat tests, that'd be a horrible idea. There are reason why the contestants in UFC and other (nearly) anything goes martial arts competitions are, ehh, bulky; linking melee attack rolls to QUI would favor the small quick guys immensely.

This post has been edited by Austere Emancipator: Apr 5 2005, 01:33 PM
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Demonseed Elite
post Apr 5 2005, 01:33 PM
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I thought you were already having a fit? ;)

Anyway, I don't know. But what I'm saying is, what Rob said doesn't necessarily mean there will be no tactical use of pool dice. What I do doubt is that there will be a dozen different types of tactical pools like there are in SR3, all calculated with seperate mechanics.
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Austere Emancipa...
post Apr 5 2005, 02:46 PM
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QUOTE (Demonseed Elite)
I thought you were already having a fit? ;)

I like to think I'm taking this pretty calmly. I'm definitely part of the "wait and see" crowd, but I also gladly voice my criticism when I think it might be in some way constructive (even though it probably isn't).

I also have no problem with more general-purpose dice pools, it's just that using Karma Pool for that would be a pretty bad idea, unless everyone(!) starts with it at 4+ and it's a lot more difficult to gain more of than in SR3; and I'm positive that's not going to happen.
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Ol' Scratch
post Apr 5 2005, 01:42 PM
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I find it best to just forget about the mechanics as they stand now, and look at each concept as its own concept. The existance of a single pool does not mean that single pool will function like anything we have right now, even if its purpose in the new mechanic is the same as it is now (such as a Karma Pool).

I'm all but certain they're rebuilding from the ground floor up, so there's no sense in assuming a single exact mechanic is going to work the way you think it is until you actually see it and its parent mechanic.
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Demonseed Elite
post Apr 5 2005, 01:44 PM
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I really don't know that it would work anything like SR3 Karma Pool. But the idea of a streamlined tactical pool of some sort meshes a lot more with the design philosophy of SR4. The tactical pool idea is great, and a facet of Shadowrun. But the way SR3 has handled those pools has been terrible.
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NightHaunter
post Apr 5 2005, 01:45 PM
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QUOTE (Demonseed Elite)
And out of those four, what would say is the most important. Which is the one that every runner has?

Ooooh ooooh pick me I know pick me.







Its task, astral combat and karma.
Task generates off int.
Everyone gets an astral combat pool if they're dragged to the astral and I think you start with karma not sure though :huh:

:proof:
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Austere Emancipa...
post Apr 5 2005, 02:55 PM
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QUOTE (Doctor Funkenstein)
I'm all but certain they're rebuilding from the ground floor up, so there's no sense in assuming a single exact mechanic is going to work the way you think it is until you actually see it and its parent mechanic.

In the specific case of the Karma Pool, though, unless they are trying to confuse old timers on purpose, if it's still around it'll likely be based on the same thing: accumulated Karma. In all the RPGs I'm aware of which have a similar system (action points/dice on D20, for example), this starts out as a tiny bonus for starting characters, and can end up ridiculously powerful for experienced characters -- this is definitely the case for SR3 canon KP. Similarly in all those RPGs NPCs get no such thing (for understandable reasons). Thus KP is a bad contender for a "replacement" of CP.
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hermit
post Apr 5 2005, 02:04 PM
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At least in my campaign, NPCs get Karma Pool on top of their threat rating ... makes them much more dangerous and gives the GM a handy instrument to easily modify enemies to fit the runners' threat level.

and I sure hope Greats retain their "messing with fate" ability, just to make them extra scary.
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Austere Emancipa...
post Apr 5 2005, 03:20 PM
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QUOTE (hermit)
At least in my campaign, NPCs get Karma Pool on top of their threat rating [...]

Likewise in mine, but I still seriously doubt such a thing will be canon.
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hermit
post Apr 5 2005, 03:30 PM
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Too bad. It makes every fight a true challenge. It severely cuts down on munchkinism, all the more as our GM mercilessly plays these pools out. Well, that's actually not SUCH a good thing, as it lost two characters limbs and, out of six, only two did not have D+ damage, but hey, those were a Red Samurai turned Deus drones hit team ... and the remaining chars (and my backup char) got the fuckhead Johnson and contacted a "psychological consultant" to extract all the things he knew, until his head blew up. Ah well. It was fun nonetheless, though my poor elf now will have to live one armed for two weeks and five days.
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mfb
post Apr 5 2005, 02:57 PM
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huh. Eyeless's idea is interesting, but fairly complex. i mean, before, most characters had, at most, two pools that could come to bear on a given situation. this would make, what, up to 8, depending on how they worked it?
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Lucyfersam
post Apr 5 2005, 03:30 PM
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The option of karma pool to replace the rest of the pools had already come up, and I consider it to be a possible though difficult option (as mentioned in the first post). I really don't think SR3 did a bad job with the pools, most new players only have a combat pool and sometimes a magic pool as they don't usually go in for rigging or decking. These are really very easy to learn.
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Pthgar
post Apr 5 2005, 04:48 PM
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I would love to see a general pool (Karma or whatever) that all players have access to to keep the tactical aspect of SR. I guess basing it on experience (Karma) would be the fair way to go. If it was based on some stats, everyone would have similiar stats. They could however call it the Task Pool since you use it for all Tasks.
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Aristotle
post Apr 5 2005, 05:22 PM
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*nod* I agree, I liked the tactical aspect of pools but as a GM I also disliked tracking the pools of my NPCs as well as the Players to make sure everything was on the up and up. I think a single karma pool, used the way the old pools were, would do the trick personally. It would be easy enough to track and would still allow the characters some resources to use to their best advantage in combat. I really hope that is the way things go.

The tactical aspect pools brought to combat and the drain system for magic were definately selling points for the game system. Both made you think about how you used your resources in combat. Everyone having the same damage track and degrees of success are also important points for me.

I don't mind different rules, so long as the new rules portray the same world with the same feel. I want rules that are easier to interpret and play with, but I don't want to sacrifice all of the tactical grit that made SR so fun in the past.
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Pthgar
post Apr 5 2005, 06:00 PM
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QUOTE (Aristotle)
...Everything you said...

Absolutly 100% agreement.
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Austere Emancipa...
post Apr 5 2005, 07:30 PM
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Just curious: do you feel that, were Karma Pool for example for the same things that Combat Pool is used in SR3, KP should still be accumulated in a way similar to SR3, ie. characters start out at 1 and end up with Lots? Or would you want a different kind of development curve for it?
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mfb
post Apr 5 2005, 07:36 PM
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i don't think it should be a simple karma progression. the best way, probably, would be to simply average all your stats (it helps with everything, therefore its source should be as wide as possible). that would reward high-stat characters without unduly punishing low-stat characters, plus it's easy to track.
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Pthgar
post Apr 5 2005, 06:28 PM
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I think I would want an initialy higher number, say 5KP, and from there on out the old SR3 way of adding KP dice. Oh, I also would want there to be no difference in the KP earning rate between humans and metahumans. Find another way to make humans cool.

But I'll be happy with any thing that is fair and balanced.

This post has been edited by Pthgar: Apr 5 2005, 06:29 PM
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blakkie
post Apr 5 2005, 06:29 PM
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QUOTE (Austere Emancipator)
Just curious: do you feel that, were Karma Pool for example for the same things that Combat Pool is used in SR3, KP should still be accumulated in a way similar to SR3, ie. characters start out at 1 and end up with Lots? Or would you want a different kind of development curve for it?

Definately not start out at one. Capping or diminishing returns at higher counts likewise. Otherwise you'd likely get too many or too few during large portions of a character's career, depending on the actual mechanic for getting dice out of the pool of course.
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