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> Fixed TN
What do you think about fixed TNs in Shadowrun?
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Shadow
post Apr 7 2005, 01:54 AM
Post #51


Why oh why didn't I take the blue pill.
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If they do something like this, they are going to have to have more than a fixed TN. They are going to have to have a max upper limit to attributes. Say 6. That way there won't be a ton of dice being rolled.

So that's something to look forward to, a max of 6 (or whatever) in any attribute... *cough*cookiecutter*cough*
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Fortune
post Apr 7 2005, 01:59 AM
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It has already been stated that the Attribute maximum will be 6 (plus any applicable racial modifiers).
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Shadow
post Apr 7 2005, 02:30 AM
Post #53


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QUOTE (Fortune)
It has already been stated that the Attribute maximum will be 6 (plus any applicable racial modifiers).

I must have missed that...

I fail to see how anyone could think attribute maxes are a good idea? I fail to see how fixed tns are a good idea...

In fact, I fail to see how anything presented to me so far about SR4 has been in anyway in line with what Shadowrun has been up to date.
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Fortune
post Apr 7 2005, 03:56 AM
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I kind of agree with you. I was very excited about the prospects of SR4 when I first heard about it, but the more actual data I get (not that there's much to start with), the more apprehensive I am getting about the whole idea.
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Shadow
post Apr 7 2005, 03:01 AM
Post #55


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QUOTE (Fortune @ Apr 6 2005, 07:56 PM)
I kind of agree with you. I was very excited about the prospects of SR4 when I first heard about it, but the more actual data I get (not that there's much to start with), the more apprehensive I am getting about the whole idea.

I was exactly the same way! I thought great! They are going to do to 3 what they did to 1 and 2. Each edition of the game kept the basic game while improving on it at the same time. 4 (from what I can tell) DOES NOT DO THAT. It scraps the current game in favor of an entirely new (and far more simplistic) rule set.

Someone on the board said it seems like they are trading old players for new players. I am starting to agree.

I was told that the the Dev's (Or Dev I guess) got input from DSF with out actually asking, just browsed the boards looking for ideas. I seriously doubt it. No one on DSF would have come up with this asinine new system. And if they had, I would hope that their Dikoted AVS would have been immediately revoked.

There is already a excellent, original, and well made system for Shadowrun. Improving it should be cake. The only problem is, FanPro didn't make it, so heaven forbid they work on it when they could make a brand new one to call their very own!

And yes sarcasm is being detected. All I get from the FanPro people who respond is.. you haven't seen it don't judge it or we knew people were gonna be mad so were not even trying to make you understand.

I know it's a biz, and I know you got to draw in new people to keep the biz alive. But there are other ways to do it then revamping the system to be a clone of other game systems.
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Kanada Ten
post Apr 7 2005, 04:33 AM
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I'm interesting in seeing how it all works out. How do cyberware and magic augmentations fit it and so on. If dynamics are playable and worthwhile but not overly so, then I can live with it.

I'm not against a totally new mechanic, though it is surprising and not what I expected. The advantage of it is rather obvious, allowing each effect to have a single line and with simply understood mechanic no need for layers of rules doubling each other.

We could argue the cookie cutter point of view, but I don't know with all of Shadowrun's augmentations how true that will be. Cyber, bio, magic, nanoware, and matrix all mix and allow for so much variety... One could say that all 1st level fighters are the same in d20, but the truth is not at all that clear. In the end it comes down to roleplaying.
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Fortune
post Apr 7 2005, 03:30 AM
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QUOTE (Shadow)
... revamping the system ...

No pun intended? :D
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Kanada Ten
post Apr 7 2005, 03:49 AM
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Another point to keep in mind is that Skill+Attributes are called Dice Pools, which has a rather... interesting connotation to it. If the dice are to be divided between actions or similar, withheld for defense as example, it could supplement the tactical edge given by current augmentations.
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Veracusse
post Apr 7 2005, 04:21 AM
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QUOTE (Kanada Ten)
If the dice are to be divided between actions or similar, withheld for defense as example, it could supplement the tactical edge given by current augmentations.

This is what is done in exalted with nWOD. I think that it is one of the flaws of the system. It doesn't allow for mulitlple actions very well, except for highly munchkinized characters. It should be pointed out that in Exalted and other WOD games characters are generally far from being human, as normal humans barely compare to Exalted characters for instance. In exalted the purpose of the game is to play an exalted being, a minor demi-god or something.

In Shadowrun it is exactly the opposite. Players are playing humans that generally come from the lowest rungs of society, i.e. the mean streets of the Barrens and the masses of the SINless. Of course this doesn't characterize all characters and campaigns, but it is the general feel of the game.

I voted for 'flop' since, even though I like the nWOD system for Exalted, I do not think that it or a varient thereof would be good for Shadowrun. Shadowrun needs a fine grained approach to dice roll resolution. Shadowrun should take into account all of the various factors that can be applied to a certain situation (both positive and negative ones). The variable TN with modifiers of SR3 allows for this.

In Exalted it is more coarse grained than that. Dice rolls are generally geared toward resolution of combat and abilities against other exalted characters, monsters, and feats that most 'mortals' would not even consider attempting. Situational modifiers in Exalted generally represent heroic actions and stunts done by the players. Most other things are generally resolved through rping.

I think that mechanics DO capture certain aspects of a game. The variable TN in SR3 does a good job at that. Currently, I am not yet sold on how this new version in SR4 is going to give the game the same fine-grained dice roll resolution.

Of course I know that the SR3 is not flawless, that is why I am sad to see the baby being thrown out with the bathwater.

Veracusse
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Veracusse
post Apr 7 2005, 05:58 AM
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After thinking for a bit, I think that there is one way for this new confangled system to work in Shadowrun. I hope that this post doesn't fall on deaf ears!!!

First of all: The number of successes should be based on difficulty of a given task alone. In other words there should be base number of successes for any given situation. This number, other than the given situation, should not be modifiable. Things that can be included in this category are damage codes, (i.e. L equals 2 successes, M equals 4 successes, etc.), skill tests (easy task equals 2, hard equals 4, etc.). Something along these lines.

Next: Modifiers should affect the number of dice that are rolled. However, to make skill important and reflect that a skilled person is a skilled person no matter what the situation is, dice modifiers should affect the dice that is added from the attribute with a minimum of 1 attribute dice. For example if super ninja night one with 7 Quickness and 2 Pistols is trying to shoot while standing one-handed on the roof of a fast car at night during night-time rush hour, she should have -5 (or something appropriate, I am just making these numbers up for sake of explication) to her quickness attribute, but not her skill. Thus she would have a dice pool of 4 (Attr 7 -5 + skill 2 = 4). Now if an elite sec guard who is not as naturally as fast as super ninja-girl nightone has a quickness of 4 but a pistol of 6, he would have a dice pool of 7 (Attr 4 -5 |1| + skill 6 = 7). Now of course doing the acrobatic stunt in the first place may have been too hard for super elite sec guard. But I am assuming otherwise.

Added dice to the dice pool should only come from character modifications through cyberware, spells, adept abilities, or even decker utilities (oops sorry , Haaaackers! :wobble: ). Most certainly, added dice should not come from characters trying to do stunts for craziness factor. That is cheese! That is an exalted thing, where cheese in that game is mandatory. But NOT in Shadowrun!

The rule of six can be applied here to allow for an open ended amount of successes. My main point is that mods should be done in the right way, Base successes should not be modifiable, and skills should not be modifiable (except only for when a character is defaulting from one skill to the other).

I also want to state that, NO I do not have a lot of faith in the dev staff for various reasons. There is no reason why I should with the recent FAQs that have been comming out. And I think that FanPro should not bite off the hand that feeds. I.E. THere bloody loyal FANBASE of almost twenty years.

Sorry for my tone at the end. But this is starting to become a little too much to swallow.

Veracusse

P.S. I also want some feedback on my idea if it is feasible for a game like Shadowrun or not? From devs, or anyone.
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mfb
post Apr 7 2005, 06:26 AM
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no reason besides the recent books, you mean. that most of these same devs were involved in writing. (assuming you liked the recent books, that is.)
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sapphire_wyvern
post Apr 7 2005, 10:04 AM
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QUOTE (Fortune)
Those adjustments are supposed to be reflected by adding or removing dice from the Pool (made up of Attribute+Skill), or by increasing or decreasing the Threshold of Hits (successes at TN 5). As it stands right now, there is no fluctuation of the TN at all ... it stands fixed at 5.

Actually, I wouldn't be surprised if the TN is *actually* as fixed as all that.

In fact, I expect that certain augs will still modify the TNs. But this will be extremely limited.

Consider Exalted: one of the iconic "fixed TN dice pool" games. It has, as you would expect, a fixed TN of 7, with a natural 10 counting as two successes for non-mook characters. This applies *almost* all the time. However, in the rare special case of a blessing or curse from the astrology of one particular type of Exalt, the TNs can be raised to 8 or lowered to 6.

I would not be shocked in the least if this occurs in certain, limited, circumstances within SR4's system. It's just that TN manipulation will no longer be the principal method for scaling task difficulty.
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CradleWorm
post Apr 7 2005, 03:01 PM
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I voted "Top" and let me explain why.

In Shadowrun (1st, 2nd, and 3rd editions yes I've played them all) the biggest obstical has been the time required for "solo" characters. What I mean by this is some character types need to do things alone. The best example is deckers, but riggers and mages can be included in that lot.

Every character has something to do in combat. Every character has something to do while doing legwork. The problem is telling players to go play pick-up-sticks while the decker runs his part or the rigger is involved in a chase while everyone else sits back and enjoys the ride.

What FanPro is attempting to do here is remove or minimize the effect these "solo" characters have. This way, everyone is involved all (or most) of the time.

By fixing target numbers at 5 and removing Pools they have effectively reduced the amount of time it takes to roll a test. They have taken the guess work out of deciding if you should use your extra dice or not.

What I expect to see for your basic test, and potential modifiers is this. Roll your dice pool (Attribute + Skill) and count your successes. More is better. Thats it.

Now, that is to simple for a real system... there have to be modifiers. And for your basic action (a single action in combat is what I mean) I would expect to have modifiers to add or remove dice from your dice pool. Things like Laser Sights and Smartgun Links will add extra dice. Things like Range and Visibility will remove dice.

I would expect thresholds to be used in "extended" actions. These are things that take some time. Example, cracking a Maglock. Simply, each roll takes X amount of time and you need a total number of successes equal to the rating of the Maglock.

If you take a look at the types of tests in Shadowrun (Success Test, Open Test, and Opposed Test), Open Tests go away and the system will keep Success Tests and Opposed Tests.
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Shadow
post Apr 7 2005, 08:45 PM
Post #64


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In other words, they have simplifed and dumbed the game down enough, that it will go quickly and smoothly for people who have spent a grand total of five minutes reading the rules. That way they can jump right into their munchkined l33t hax0r d00d.

Oh yeah, I wanna play that game.
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Eyeless Blond
post Apr 7 2005, 10:05 PM
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Whine whine whine. Spend all your time moaning and groaning about how complicated the ruleset is, about how decking rules and rigger rules and electronic warfare rules are all so damn complicated and have such a huge barrier to entry, and then when someone comes up with a way to make everything nice and streamlinned you whine about how the new streamlinned rules are too easy and don't provide enough of a barrier to entry for the riffraff who comes in off the streets expecting to actually play a game without having to take night classes.

Honestly, noone here but the mute freelancers/devs have even actually seen the new mechanic. How can you love or hate something you haven't even seen yet, other than a bare few lines offering a hugely oversimplified view of how the system is maybe going to work? I for one am going to stick to the slightly less vacuous passtime of trying to guess what the system actually is, and try to address concerns and offer suggestions that the devs/freelancers may or may not have thought of yet, as that may actually be helpful. Kvetching and moaning about mechanics that we haven't even seen yet helps noone, and only serves to make the devs regret ever posting anything about the game, so stop it before we stop even getting the tiny tiny crumbs we are getting.
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Phantom Runner
post Apr 7 2005, 10:19 PM
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I am absolutely excited about this change. Having played both WoD and Shadowrun for more years than I care to recount, I have to say that the fixed TN and dice pool scaling system has worked out incredibly for White Wolf, a system that was often plague with the same floating TN problems that SR faced. I can't imagine how this change would in anyway make SR any worse. There will be so much less for both players and GMs to keep track of.
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Synner
post Apr 7 2005, 10:29 PM
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Thanks Eyeless Blond, believe me the voice of reason is appreciated.
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Eyeless Blond
post Apr 7 2005, 10:44 PM
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No prob. It's something that needs to be said, and said often, to keep these threads from degenerating into holy wars which help noone.

That said, I and the rest of us "unofficial volunteer consultants" would dearly love to have something more meaty than vague hints at possible changes. It would really help focus out suggestions if we knew where the current focus was headed. I and others, for instance, have been mulling over a modified exploding dice mechanic in another thread that would greatly benefit from knowing where exactly the base "skill+attribute" dice pool comes from, how modifiers to the Threshold and dice pool are handled and where they come from, and if there are ever any changes to the base TN at all and if so where they come from/what situations they come from. Threads on proposed changes to specific spells could really use more concrete statements on how the spellcasting mechanic will work; the debates on how the WMI will be integrated into SR flavor-wise could really benefit from knowing some of the mechanics for the Matrix and how "hacking" will work, etc etc.

Keep in mind that the main reason so many of us are nervous about SR4 is that the same game devs are also responsible for the current SR FAQ, which is rife with inconsistencies, both with itself and the actual canon ruleset. Apart from allowing us to give more helpful suggestions, more concrete hints as to the actual nuts and bolts will help allay the fan's fears that you guys are not just hurriedly pulling random crap out of your asses, as seems to be the case with many of the FAQ answers.

Your fans are not the enemy. Quit keeping us in the dark. :)
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Shadow
post Apr 7 2005, 10:45 PM
Post #69


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QUOTE (Eyeless Blond)
Whine whine whine. Spend all your time moaning and groaning about how complicated the ruleset is, about how decking rules and rigger rules and electronic warfare rules are all so damn complicated and have such a huge barrier to entry, and then when someone comes up with a way to make everything nice and streamlinned you whine about how the new streamlinned rules are too easy and don't provide enough of a barrier to entry for the riffraff who comes in off the streets expecting to actually play a game without having to take night classes.

Honestly, noone here but the mute freelancers/devs have even actually seen the new mechanic. How can you love or hate something you haven't even seen yet, other than a bare few lines offering a hugely oversimplified view of how the system is maybe going to work? I for one am going to stick to the slightly less vacuous passtime of trying to guess what the system actually is, and try to address concerns and offer suggestions that the devs/freelancers may or may not have thought of yet, as that may actually be helpful. Kvetching and moaning about mechanics that we haven't even seen yet helps noone, and only serves to make the devs regret ever posting anything about the game, so stop it before we stop even getting the tiny tiny crumbs we are getting.

You know pal, you don't know anything about me. I have never complained about the complexity of SR3. Ever. And second of all, you don't know who I am. You don't know if I have seen more of the rules than you or what I have or have not seen.

I don't have to see the whole rule set to know the direction they are heading, and it is a direction I do not like.

If the Devvs and freelancers were "listening" to DSF people this atrocity would not have been comited in the first place. So why don't you take your "FanPro can do no worng" flag and shove it.

My problem whith this new system is just that. It is a completly new system, not a revision or improvement of the old system. And from all accounts it is a clone (intentional or otherwise) of WoD, a game I despise.

All I have gotten from any of them is misdirection or the company line. Half of them have admited there are parts of the new rules they have faught tooth and nail against. So forgive me if I choose to speak up rather then shut up. When the game comes out it will be to late and Shadowrun as I know it will be gone forever.
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Eyeless Blond
post Apr 7 2005, 11:03 PM
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*sigh* Yes, you're right. I don't know you. Similarly, you don't know me; if you did (or if you had read the post just above yours) you'd know that I definately *don't* walk around with a "Fanpro can do no wrong" flag in my hand, up my ass, or anywhere on my anatomy. In fact, I think there are a number of things they've done a terrible job on, including but not limited to many of the new skills in SOTA '63, the new adept powers in STOA '64, and that wannabe-Errata page on their site that's attempting to masquerade as an FAQ. Fanpro, IMO, has a terrible track record when it comes to making up new mechanics and balancing new rules with the old ones. In fact the main reason I'm making suggestion after suggestion is because I do *not* trust Fanpro to properly make the SR4 mechanics without assistance from the fanbase, and why I've been advocating more and more releases of the actual mechanics.

All I'm saying is don't start screaming that the sky is falling, just because you have an image in your head about what the new mechanics are going to be and that it's not what you're looking for. Who knows; they might actually come up with something brilliant. Best case scenario everyone ignores you, making your posts nothing more than wasted electrons; worst case scenario Fanpro clams up even more and we get nothing at all until the game is published in August and there actually *is* nothing we can do about it.
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Synner
post Apr 7 2005, 11:07 PM
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QUOTE
You know pal, you don't know anything about me. I have never complained about the complexity of SR3. Ever. And second of all, you don't know who I am. You don't know if I have seen more of the rules than you or what I have or have not seen.

And you don't know a thing about Eyeless either so put it back in your pants.

Since your comments border on the offensive to some of us freelancers, I'm taking it upon myself to reply to some of issues. For reference, I've played this game since it first came out, I own almost all the SR books ever printed and I've gone through all the system changes so far. I have seen more of the rules (all the versions of them) than most people - in fact I've taken the time to master some of the more difficult ones and ease newbies into the rather complex rules.

QUOTE
I don't have to see the whole rule set to know the direction they are heading, and it is a direction I do not like.

I haven't seen the whole rule set, I know the direction they are heading and I like it. And on here my opinion is just as valid as yours.

QUOTE
If the Devvs and freelancers were "listening" to DSF people this atrocity would not have been comited in the first place. So why don't you take your "FanPro can do no worng" flag and shove it.

You don't seem to realize that Patrick, Demonseed, Adam and myself are all "people on DSF".

QUOTE
My problem whith this new system is just that. It is a completly new system, not a  revision or improvement of the old system. And from all accounts it is a clone (intentional or otherwise) of WoD, a game I despise.

I too dislike a lot of stuff in the WoD, thank goodness SR4 doesn't use that system.

QUOTE
All I have gotten from any of them is misdirection or the company line.

Misdirection? Everyone of the freelancers on here has been as open and as straighforward as they're allowed to be. I've followed almost all the threads on this forum and have not found one item of misdirection. If you're going to point fingers I suggest you back it up.

QUOTE
So forgive me if I choose to speak up rather then shut up. When the game comes out it will be to late and Shadowrun as I know it will be gone forever.

Sorry to break it to you but this is an argument to keep silent. SR4 will come out whether you like it or not, and despite the tweaks might still be done to the mechanics, make no mistake, the core system has been presented and won't be changing. Company's don't pull back from decisions and announcements like the ones FanPro has made.
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Shadow
post Apr 7 2005, 11:13 PM
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The thing is three months ago I was saying this or that, making suggestions and encouraging people to trust FanPro. I actually knew about the 4th edition coming a while ago. And I was excited. A new edition to clean things up and rework the messed up rules would be great. A 4th edition to do to 3rd what 3rd did to 2cnd.

But thats not what where getting. Where getting a whole new game, and that is not what I (and many others) want, regardless of how good their rules are. I have spent my free time playing this game over the last 16 years. I want the basic mechanic of the game to continue.

Think about it, I started playing SR1 when I was 16 years old. If I can figure out SR1 at 16 some 12 year old (their new market) ought to be able to figure out SR3. So a streamlined and improved version of the game should be a huge hit.

Again, not what where getting. Where getting a whole new rule set. Who's to say this unplayed (in mass quanity) rule set is going to be any better then SR1? Why do that when you can build on an already great game?

That is the question I have been asking, over and over again. Why make a whole new game when you have a great one already. Have I gotten answers? No. I've gotten "stop whining" "wait for the game to come out" "Fanpro knows what they are doing"

or just dodged entirely. Who's decision was it? Was there any kind of input or was it arbitrary?

Cause 2 months ago if you put a poll up asking everyone if they wanted a SR4 to be a whole new game, or just an improvement on the exiting model, the answer WOULD NOT HAVE BEEN a whole new game.
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Shadow
post Apr 7 2005, 11:20 PM
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QUOTE (Synner)
SR4 will come out whether you like it or not, and despite the tweaks might still be done to the mechanics, make no mistake, the core system has been presented and won't be changing. Company's don't pull back from decisions and announcements like the ones FanPro has made.

And I have my answer.

I don't fail to realize anything Synner. I know you, Adam, Bull, Pistons and a few others work for FanPro. Your opinion is just as valid as mine, I agree.

I figured that you guys had the core mechanic down before you ever anounced it and I figured any arguments against it would pretty much be ignored.

I had hoped that if there was a big enough outcry you (FP) would realize that "Hey, fans don't want a whole new mechanic, they just want an improvement on the existing one" (like 2 was to 1 and 3 to 2) And Maybe rething what you were doing.

Thank you for confirming that is not the case. So you are tossing away a perfectly good game to make a new one fine.

You are tossing away your old customers for new ones. Fine. I guess I get to be one of those old foggies who still play SR3.

Well I think it is a piece of crap way to treat the people who have been buying the books and supporting the companies for 16 years.
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Synner
post Apr 7 2005, 11:23 PM
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All I have to say to that is - at this point you haven't seen the new system and you have no way of knowing whether or not this system is actually better suited to the setting and ambiance of Shadowrun, than any of the 2 and a half systems preceeding it (and I'm not saying it is).

You have made up your mind - from the scant information released - that SR4 is a ripped version of the nWoD system shoehorned into the Shadowrun setting and you are passing judgement without the data to judge by.

There are indeed parallels, especially at the level of core mechanics, but having seen a significant portions of the rules, I can honestly say you are wrong. Believe me or not, it's your choice, but I know for a fact that the assumption you are basing your judgement on is incorrect.

And btw - I find it particularly funny that you knew SR4 was coming out months ago when I only heard about it for the first time 4 weeks ago almost to the day.
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Shadow
post Apr 7 2005, 11:34 PM
Post #75


Why oh why didn't I take the blue pill.
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But I have seen this:

There will be a fixed tn of 5
No more dice pools
No more Riggers and Deckers
No atts above 6
Modifiers add/subtract dice
Otaku are technomancers

Are all these taken horribly out of context? Cause if they are tell me now cause hate them all. Fixed tn's? For Shadowrun? No more dice pools? And the biggie, lets get rid of Shadowrun lore and call deckers/riggers Hackers.

So tell me I am wrong, tell me the above changes are not being made. Tell me the new system is based on the old system and not an entirly new one with a few passing simularites to the current game.
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