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#126
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
i'm satisfied because it's impossible to prove a negative. i suppose i could quote every post that doesn't complain about not combining dodge and soak rolls, but that would be retarded.
instead, you should go through and find some posts that back up what you're trying to say. or, alternatively, if you're happy with the fact that nobody agrees with you, you should be quiet. after all, we're talking about making a game that more people want to play; if a proposed change won't make anyone want to play more, then there's no real reason to make the change. |
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#127
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Not that that's slowing them down about anything else, mind you... |
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#128
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
I showed that at least one other person thinks that extra rolls slows SR3 down. You are contending that things weren't slow (i guess once you got in hundreds of sessions of practice?)
I'm at ease (not nessasarily happy) with not having a lot of people posting that they agree about this. *shrug* But i "should be quiet"? :rotfl:
Now there is the crux of it. There is a reason for the change. Streamlining. Will Fanpro actually streamline in this particular way (reduce combat resolution to single opposed rolls, as opposed to multistage rolls)? I think they might. I think it would be one good way to speed up the play at the table. Of course you seem to think that there isn't a need to speed up play and/or reduce the clutter. Fortunately it appears that the developers don't agree with you. Will they do it exactly as i described? *shrug* Given there are a lot more people putting a lot more time into finding the best procedure i'm guessing that they'll find an even better way of streamlining. I was really just demonstrating that it could be done while keeping the fear and general form of SR combat.
You don't always have to be the smartest one in the room to see something that everyone else is missing....at first. I'm use to it happening enough. *shrug*
Really? Where would this demonstration be found? |
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#129
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
no, actually, i'm not. i never said that SR3 isn't slow; matter of fact, i said the exact opposite at least once. i'm contending that rolling dodge and soak seperately doesn't slow SR3 down enough that it's worth losing what you get by keeping them seperate. two people isn't much of a trend--one person and a vaguely supportive statement by another isn't a trend at all. you're missing the point of streamlining, blakkie. FanPro isn't (or shouldn't be) streamlining for streamlining's sake--they are (should be) streamlining in order to make more people want to play the game. hence, we circle back around to the idea that if combining dodge and soak won't bring more players to the game, it's not worth doing. fortunately, the devs don't appear to agree with you, since we've still got lots of different stats and skills and dice to roll, instead of just flipping a coin or playing paper-rock-scissors to determine outcomes. that would, after all, be much more streamlined. |
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#130
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
The streamlining is likely being done to speed up the play and shorten the time to learn the basic mechanics of playing....so they can increase the number of people that will play it. So what do you base the assumption of speeding up the game and making the dice rolling easier to learn by removing 3 steps from each attack is not something that could help in that manner? Ah yes, the "5 seconds" you purport. I assume the "5 seconds" that you haven't measured in actual game use, and is based on someone with several years practice. Instead you suggest to make the mechanics uniform that you -add- 3 steps including an extra dice roll to places that don't already have it?
:wobble: :wobble: :notworthy: :notworthy: :notworthy: |
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#131
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
we've already gone over why i think this. i'm not going to go over it again. my suggestion had a lot of bulk, yeah. the first idea that one comes up with isn't always the best idea. |
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#132
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
Of course it had a lot of bulk. To get rid of bulk you have to be willing to cut bulk. Cutting usually hurts. Sometimes you even have to burn the whole thing to the ground and start again because you've dead-ended, because there is something in the basic premise of the existing that system that is holding you back. I suspect that L-M-S-D and the idea of staging damage (EDIT: and the concept of a base damage for a weapon) is holding back combat. LMSD is an interesting sequence, it is 1, 1+2, 1+2+3, and 1+2+3+4. This [roughly] follows the quadratic curve (x^2)/2. Given how sharply the number of successes tended to drop off with variable TNs this progresion makes sense. If you are going to change the underlying probabilities LMSD might no longer be the natural choice. Starting off assuming the use of LMSD and staging down handcuffs you, and you start going down old dead-ends....like variable number of successes per stage down. |
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#133
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
...maybe you haven't read my suggestion. it's on page one.
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Guest_Crimsondude 2.0_* |
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#134
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Guests ![]() |
This one? |
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#135
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
Sorry, i missed adding in there third item of a fixed number for the base damage for a weapon. Somewhat related to LMSD, but not the same. Basically you are trying to shoehorn a different type of dice rolling into the old procedures. The same SR3 procedure steps are there. You are just changing a few numbers (for example replacing a 6 with a 5 for the base damage), and trying to convert a die roll ment for variable TN to fixed TN. EDIT: The LSMD comment was more directed elsewhere, not to you mfb. My bad. |
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#136
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
okay.
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Guest_Crimsondude 2.0_* |
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#137
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Guests ![]() |
What?
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