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> FAQ#4, What haven't they changed., That's it?
RunnerPaul
post Apr 12 2005, 06:58 PM
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You're a game designer putting out a FAQ on the new edition, and you decide that there's a need to address what hasn't changed. You have about 1 paragraph of space that you feel is appropriate, so you can only highlight a few of the most important things that haven't changed. This is the list you settle on:
  1. There are 5 basic metatypes to choose from for character race.
  2. Contacts are still important.
  3. There will be sample characters.
  4. Experience awards are still called Karma.
  5. The game is still about quasi-legal activities.
That's the best they could come up with? Those are the things that they thought it was most important to tell us that they weren't changing? Here's my reaction:
  1. I notice they don't say which five (Like they'd drop Dwarves as a playable race to give us Sprites/Windlings, but hey, reading too much into these things is a tradition at this point). They also don't say that variant metatypes aren't also included in the main rules, so this little talking point is vague at best.
  2. Very few games of this genre of RPG have the character working in an absolute vacuum, with no support whatsoever from people they know. This one deserves a big fat "DUH".
  3. Inclusion or omission of Sample Characters is an editorial/book layout issue, not a game design issue. I doubt that telling us that they're still in would sway anyone's opinion of the system one way or another. Now if they'd said "We'll have sample characters, but we're no longer going to have them on separate glossy color plates..." either a. "because the whole book will be in color" or b. "due to feedback from everyone telling us that's where their book binding fails first", then that would have been useful info.
  4. Yay. Karma still means experience (even if it might not equate to Luck anymore), and you haven't given the Orwellian NewSpeak treatment to that familiar term like you did with what "Dice Pool" means. I'm thrilled.
  5. This is good to know, but it's such a big fat fraggin DUH, it's not even funny. Were they actually worried that someone out there thought that this'd turn into a D20 Urban Arcana clone, with an entirely different focus then previous editions had?
I know everyone says this about at least one of the FAQ answers each batch that gets put out, but this answer really worries me.
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mfb
post Apr 12 2005, 07:04 PM
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actually, i'm pretty satisfied with that. they've given us some pretty important information, in that blurb: namely, everything except the setting itself is changed or subject to change.
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Kagetenshi
post Apr 12 2005, 07:05 PM
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Indeed. If Rob wrote that himself, he's a shite marketer. The fact that "we've got the same number of sample characters" made the list… like I said in the other thread, I'm half-surprised he didn't say "we still number the pages".

The fact that FanPro appears to be wholly incapable of marketing effectively isn't good, but when combined with the fact that a big part of the reason for this update is marketing, well…

~J
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SirBedevere
post Apr 12 2005, 07:05 PM
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I'm glad I'm not the only one. The more I hear the less I like. :(
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RunnerPaul
post Apr 12 2005, 07:07 PM
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QUOTE (mfb)
actually, i'm pretty satisfied with that. they've given us some pretty important information, in that blurb: namely, everything except the setting itself is changed or subject to change.

And did so in a very round about way. I would have been satisfied if they'd just said "The setting." and left it at that. Answers that look like a lot at first glance, but the only real truth that you can glean from them is what you read between the lines is what I'd expect from elves and dragons, not from game designers.
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hermit
post Apr 12 2005, 07:21 PM
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I'm pretty disappointed as to how this is gonna turn out. Not only will it likely mean I can shelve my long-term chaarcters due to impossibility (or at least, a heap of problems in) importing them into SR4, it also means the rules change in a way so drastic that the setting is affected too.

- Deckers and Riggers have been rolled into one. Will there still be vehicle rigs? No information available. Will Deckers even still need only a 0.2 essence implant to be useful? In all likelyhood not.
- Attributes are weighed very differently. Also, there're more attributes now.
- skills will have a limit of 6, meaning that anyone who invested a heap of Karma into a level 8 skill is fucked.
- the fact that weapons lose their power level attribute means the (vast) selection of different weapons in SR is narrowed very significantly, to generic heavy pistol, light pistol, shotgun type weapons with no individual character. There goes a very important element in SR's game universe, namely picking the right weapon for a character. I'm afraid this may affect vehicles and other misc. equipment as well.
- Magic is bought like an attribute, and likley raised like an attribute. There go initite circles, initiates, metamagic and all the other elements that made the SR magic system interesting.

I don't know whether they'l at least keep the mental/physical damage chart and the general idea of the damage resisting system (yes, it does slow the game down, but it also helps lower body characters have a chance at surviving a hit; with fixed resist levels, that won't be the case, and if you only have resist 3 and the shotgun scored four hits, you're fucked). I also truely hope they keep the resisted drain system in paying cost for spells, and don't use some sort of MP system, but I haven't got much hope any more.

All that doesn't change are the very basics of the setting. Well gee. Thanks.

I'm afraid SR4 will relate to the game formerly knwon as Shadowrun like Cybergeneration relates to CP2020.

I don't know what else is in store
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Kagetenshi
post Apr 12 2005, 07:29 PM
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Nitpick: it's attributes that are capped at six, not skills. You can compensate for +6 attributes by adding a few points to all linked skills.

~J
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hermit
post Apr 12 2005, 07:32 PM
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Weren't skills to be treated the same? If not, I'm a bit happier now that I can keep my vehicle-hacker-thingamajick's cars 8 skill.
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mfb
post Apr 12 2005, 07:35 PM
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QUOTE (hermit)
All that doesn't change are the very basics of the setting.

that's hardly what's been said. as goodman has stated in another thread, the setting will experience a 0% change, which is slightly more than "the very basics of the setting".

QUOTE (RunnerPaul)
Answers that look like a lot at first glance, but the only real truth that you can glean from them is what you read between the lines is what I'd expect from elves and dragons, not from game designers.

i don't see how that's the case at all. they answered the question that was asked, and they did so clearly and concisely. as an added bonus, you can reasonably derive from that answer what is subject to change. how is that misleading or sneaky?
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Grimtooth
post Apr 12 2005, 07:40 PM
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/sarcasm on


WOW this is great!!!!

Can I roll 3d6 for all of these new and original attributes?????

What alignment do i have to use to be a street sam???

/sarcasm off

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Demonseed Elite
post Apr 12 2005, 07:40 PM
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There's a lot more that remains in SR4 from previous incarnations. I obviously can't say what, exactly, until Rob says something about it, but reading through the rules is not unfamiliar territory at all, at least for me.

I think the root of the problem here is that Rob is writing these blurbs very quickly (probably because he's extremely busy), whereas the rest of us here spend endless amounts of time picking them apart, going over each word or phrase with a fine-toothed comb.
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hobgoblin
post Apr 12 2005, 07:45 PM
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QUOTE (hermit)
- the fact that weapons lose their power level attribute means the (vast) selection of different weapons in SR is narrowed very significantly, to generic heavy pistol, light pistol, shotgun type weapons with no individual character. There goes a very important element in SR's game universe, namely picking the right weapon for a character. I'm afraid this may affect vehicles and other misc. equipment as well.

hmm, i must have missed this "bombshell". when did it get anounced?
yes i know that a fixed target number removes the present function of power but that does not mean that it needs to be removed. high power can still modify a damage resistance test...
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Lucyfersam
post Apr 12 2005, 07:45 PM
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Hermit:

The number of assumptions your making in that post is a bit crazy. There has been absolutely no information I've seen released about weapons, so there is no information to base assumptions on what the system for damage will be or that the weapon selection will be so dramatically reduced. Just because magic is an attribute doesn't mean it won't be raised through initiation. We know nothing about the magic system yet, so let's not jump to conclusions. There just isn't enough information out to start drawing conclusions like this.

So far I haven't seen anything in the changes to the system that necessitates changes to the setting and style of the game. They could lead to it yes, if implemented poorly. However, based on the one playtester who is posting here regularly, the feel of the game is preserved with the new system. Given that he's been a long time SR player, I'm going to trust him on this. I know jumping to conclusions and trying to draw more out of the information given are practically olympic sports around here (hey, I do it to sometimes), but this is getting a little extreme.
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blakkie
post Apr 12 2005, 07:54 PM
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QUOTE (Kagetenshi)
Nitpick: it's attributes that are capped at six, not skills. You can compensate for +6 attributes by adding a few points to all linked skills.

~J

I don't think it even says that:

QUOTE
Q. What are the average ratings for skills and attributes?
A. Skills and attributes range from 1 to 6, with 3 being average. So an average skill, average attribute dice pool is 6 dice. Purchasing above-average attributes and skills is limited at character creation and generally expensive. 6 is the maximum natural rating for attributes (before racial modifiers are applied).


It doesn't actually talk about skills going above 6. It's possible that the author just assumed it as common knowledged that this is SR and that in SR skills go higher than 6. Bad assumption given how much else they are changing.

It mentions "maximum natural rating for attributes", but we know how flexible those maximums were in SR3 once you started plugging in 'ware, which I guess you could call unnatural maximums. ;)
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Westiex
post Apr 12 2005, 07:59 PM
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QUOTE
Nitpick: it's attributes that are capped at six, not skills. You can compensate for +6 attributes by adding a few points to all linked skills


Which basically means when you get enough karma, the body for a human is the same for that or a troll or ork before bio/cyberwear ...
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hobgoblin
post Apr 12 2005, 08:00 PM
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heh, that A sounds just like some of the ones you will find in the SR3 FAQs, basicly it manages to generate new questions :P

i dont see why they should limit the skills to 6...
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StranD
post Apr 12 2005, 08:27 PM
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Wow, I'm getting seriously depressed. I'm still holding my breath but it's not looking good. I suspect I won't be buying the books until I hear some feedback about gameplay. I've invested too much money in SR1 through SR3 to make them all obsolete by a sub-par system that loses the detail that SR3 had provided.

I was really hoping that SR4 would fix the problem areas (a little bit of decking, all of rigging, etc) but now it looks like they changed the good bits too. It's like going back to SR1 and having to endure another 3 versions before things are almost at a sweet spot.
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Fortune
post Apr 12 2005, 08:40 PM
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QUOTE (hobgoblin @ Apr 13 2005, 06:00 AM)
i dont see why they should limit the skills to 6...

Outside of these forums, there has been no mention of an upper limit to Skills.

As for Attributes, the blurb does not say '6 is the maximum natural rating for attributes (before racial modifiers are applied) at chargen'. It states that 6 is the natural Attribute maximum (plus any appropriate racial modifiers). The natural Attribute maximum for humans in SR3 is 9 (11 with the Exceptional Attribute Edge).
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Austere Emancipa...
post Apr 12 2005, 08:50 PM
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blakkie: In an earlier thread I picked up on the same thing about Racial Modified Limits and Racial Maximums and how far they can be stretched and even breached in SR3. However, based on Synner's messages in that thread, it seems that the 6 +/- racial mods is a far stricter limit in SR4 than RML/RMax is in SR3. (And what Fortune said.)
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TeOdio
post Apr 12 2005, 09:41 PM
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QUOTE (hermit)

- Attributes are weighed very differently. Also, there're more attributes now.
- skills will have a limit of 6, meaning that anyone who invested a heap of Karma into a level 8 skill is fucked.
- the fact that weapons lose their power level attribute means the (vast) selection of different weapons in SR is narrowed very significantly, to generic heavy pistol, light pistol, shotgun type weapons with no individual character. There goes a very important element in SR's game universe, namely picking the right weapon for a character. I'm afraid this may affect vehicles and other misc. equipment as well.
- Magic is bought like an attribute, and likley raised like an attribute. There go initite circles, initiates, metamagic and all the other elements that made the SR magic system interesting.

I don't know whether they'l at least keep the mental/physical damage chart and the general idea of the damage resisting system (yes, it does slow the game down, but it also helps lower body characters have a chance at surviving a hit; with fixed resist levels, that won't be the case, and if you only have resist 3 and the shotgun scored four hits, you're fucked). I also truely hope they keep the resisted drain system in paying cost for spells, and don't use some sort of MP system, but I haven't got much hope any more.

Here is a simple idea. If you like the new rules, use em, if you like the old ones... use them instead. Most of Shadowrun source books are VERY background intensive with a small plop of rules specific stuff. If they give an adequate conversion (I don't see this as being possible, but hey, you can always house rule it) for rules you can continue using source material for 3rd ed games for years to come. I just hope the new Core book isn't the flimsy piece of shite my 3rd Ed book was. Use stronger GLUE you bastards.
:nuyen: :nuyen: :nuyen:
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Synner
post Apr 12 2005, 09:50 PM
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QUOTE (Austere Emancipator)
blakkie: In an earlier thread I picked up on the same thing about Racial Modified Limits and Racial Maximums and how far they can be stretched and even breached in SR3. However, based on Synner's messages in that thread, it seems that the 6 +/- racial mods is a far stricter limit in SR4 than RML/RMax is in SR3. (And what Fortune said.)

You could make that assumption but its still twisting my words. I simply stated that the new system looks like it will put an end to characters with multiple attribute scores at their Racial Maximum. Now go back and read my posts taking into account the latest information about Attributes in SR4.
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Fortune
post Apr 12 2005, 09:53 PM
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QUOTE (TeOdio)
Here is a simple idea. If you like the new rules, use em, if you like the old ones... use them instead.

'If you don't like it, don't use it' posts are deemed by many to be not very constructive, and not very welcome. We all know that this is a viable option.
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Fortune
post Apr 12 2005, 09:55 PM
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QUOTE (Synner)
You could make that assumption but its still twisting my words. I simply stated that the new system looks like it will put an end to characters with multiple attribute scores at their Racial Maximum. Now go back and read my posts taking into account the latest information about Attributes in SR4.

Does that also apply to my post?
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Synner
post Apr 12 2005, 10:03 PM
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The correct quote from the fact is (emphasis mine):
QUOTE
6 is the maximum natural rating for attributes (before racial modifiers are applied).

Note the racial modifiers comment indicates this relates specifically to character creation.

And with that back to "comms silence".
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Kagetenshi
post Apr 12 2005, 10:07 PM
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Synner: note that you're confusing RMLs and racial maxes. If we assume those three to be at their racial maxes, that's 9s across the board, and I don't think it'd be out of line to call them Exceptional, for a max of 11. Most Runners don't come close.

~J
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