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> Shadowrun 3rd Revised, our backs turned, looking down the path
Eyeless Blond
post Sep 12 2005, 06:17 PM
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Well obviously *I* thought it was a neat idea. :)

Um, yes, it would definately require lots of rebalancing of the decking and rigging prices to work. Actually it would affect the decking rules more than the rigging rles; riggers would be in the same boat they're in now, but deckers would have a higher required price in Essence and cyberware to work.

In the end both areas you just brought up are debates over rules mastery, as I mentioned in that thread. I don't often look favorably at d20 in anything, but there's one thing I like about the system: whenever you're looking at a completely new section of the rules, you can always rely on the fact that what you know from previously mastered sections will not be completely contradicted. That sort of tightness, interconnectiveness, robustness is something I think we can stribe for here with SR3R, and it may well be worth a slightly deeper delving into the rules than we're currently thinking about.
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Kagetenshi
post Sep 12 2005, 06:28 PM
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The problem with Riggers is that as stated, unless you alter the Essence costs of a VCR-3, it becomes unfeasible to build a Rigger with the capabilities of a current VCR-3 Rigger. It also makes someone with a VCR-1 and rating 3 Encephalon an extremely dangerous, if more limited, fighting force. The fact that the Control Pool increase would come now from the Encephalon rubs me the wrong way too.

~J
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Eyeless Blond
post Sep 12 2005, 06:51 PM
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QUOTE (Kagetenshi @ Sep 12 2005, 10:28 AM)
The problem with Riggers is that as stated, unless you alter the Essence costs of a VCR-3, it becomes unfeasible to build a Rigger with the capabilities of a current VCR-3 Rigger. It also makes someone with a VCR-1 and rating 3 Encephalon an extremely dangerous, if more limited, fighting force. The fact that the Control Pool increase would come now from the Encephalon rubs me the wrong way too.

Um, zuh? The VCR-3+Encephalon-3 comba in that thread is actually cheaper Essence-wise than a VCR-3 in the main book; that's one thing that worried me actually, as it could be unbalanced. It costs a mint, but then you're getting more out of the deal than you were before.

And Control Pool still comes from the VCR. Encephalons don't have anything to do with task pool or hacking pool or dice pools in any way under that proposal.
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Kagetenshi
post Sep 12 2005, 06:58 PM
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The Control Pool increase is an indirect increase that is the result of the Reaction increase. As such, it would now be provided by the Encephalon.

That said, I missed your cost reorganization for the VCR. That changes things.

~J
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Eyeless Blond
post Sep 12 2005, 07:08 PM
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Ah. Hm, I didn't even think about that. But then cyber boosts to Reaction don't add to pool dice, do they? It's like someone with muscle replacement getting a boost on combat pool or Reaction because their quickness was artificially enhanced; I thought that was specifically excluded?
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Kagetenshi
post Sep 12 2005, 07:15 PM
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The Control Pool by definition is equal to the user's VCR-modified Reaction (with no other source contributing save clearly-defined exceptions such as Structural Agility).

~J
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Deamon_Knight
post Sep 13 2005, 12:22 AM
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Idea on open tests

I was thinking it depends on what you decide you want to model with these test. I can't post a probability list like some, but open tests do seem to run the gamut of probable results. To produce more normalized results, consider making this change to open tests.

A: Eliminate the Rule of 6 for open tests.
B: Roll a number of dice equal to your skill rating and take the highest result. (as normal)
C: Add the highest die result to your skill rating for the result.

Example: Sly Cat has Stealth 5, and wants to hide in a dark ally from the gangers chasing him. He rolls an open test for stealth, rolling 5 dice he gets a 01, 01, 03, 04, and a 05. The 5 is the highest die result, so he adds that 5 to his skill rating in Stealth (also a 5) for a result of 10. the TN then for the gangers to spot him is 10.

If your problem with Open Tests is the many rules in one book problem, this really doesn't help though.
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Kagetenshi
post Sep 13 2005, 12:25 AM
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Well, it's exactly that gamut-run of results that I like about them—when it gets right down to it, trying to sneak past someone in my opinion should be a crap-shoot (though it's less of one than people frequently accuse it of being).

~J
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Deamon_Knight
post Sep 13 2005, 12:29 AM
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Just putting the idea out there :)
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pragma
post Sep 13 2005, 01:32 AM
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Open Tests:

I find that open tests, especially stealth, are often panned (at least in the circles I run in) because modifiers are inappropriately applied. The only time a guard will be using only your stealth roll as a target number should be when you are sneaking across a lit area with no cover (it should, without a doubt, be a crapshoot at best in that case).

If you are crawling through tall grass at night with appropriate camoflauge you have picked up a +10 or so modifier to the test, making it a much more sane proposition in my mind.

While it is frustrating to be playing a stealth 12 adept that just can't seem to roll higher than a 5, I think the basic mechanic is solid.

Eyeless Initiative

I like it though Kage points out some significant balance issues. Consider chaning control pool to straight reaction + 2 * VCR rating?
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Kagetenshi
post Sep 13 2005, 01:40 AM
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QUOTE (pragma)
Open Tests:

I find that open tests, especially stealth, are often panned (at least in the circles I run in) because modifiers are inappropriately applied. The only time a guard will be using only your stealth roll as a target number should be when you are sneaking across a lit area with no cover (it should, without a doubt, be a crapshoot at best in that case).

If you are crawling through tall grass at night with appropriate camoflauge you have picked up a +10 or so modifier to the test, making it a much more sane proposition in my mind.

While it is frustrating to be playing a stealth 12 adept that just can't seem to roll higher than a 5, I think the basic mechanic is solid.

There's also the issue that many people forget the fundamental imbalance: the stealthing character only needs one die to hit that level, while on the perception chart one success on perception is defined as "something is there". The second success is "something is definitely there and the perceiver suspects what general type of thing it is" (note that this means "person", not "shadowrunner"). Only at the third success do you have immediately-blown cover in any but the most secure area. Sure that guard can roll a 37 against your stealth 10, but can he get another 10+ on his three dice?

~J
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hahnsoo
post Sep 13 2005, 02:01 AM
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All that Open tests are used for (AFAIK, at least in the Stealth example, which is the thing that causes the most problems) is determining a unopposed target number. So why not use the d6 vs. TN mechanic for that? In my mind, I can see a "roll Stealth vs. TN 4 (injury mods apply), successes add a +'s modifier to a base TN 4, with other modifiers based on camo, Stealth Suits, etc."

I think my problem with Open tests is that it "feels" like my Skill is meaningless. The feel of the standard SR mechanic makes it such that you "feel" like your skill is actively contributing to the situation at hand. Open tests are crap-shoots for 6s, and feel like your skill roll is actually a "press your luck" roll instead. I'm not saying this is remotely accurate in terms of probability (which still scale linearly, if a bit haphazard in the spread), but that's the "feel" of the Open test.
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Kagetenshi
post Sep 13 2005, 02:06 AM
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Open tests are also used in determining jump distance for "just jumping as far as you can", but the jumping rules are the result of a team of crack-smoking monkeys anyway so they're getting revised regardless of the larger fate of open tests.

~J
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Taran
post Sep 13 2005, 02:23 AM
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QUOTE (Kagetenshi)
The problem with Riggers is that as stated, unless you alter the Essence costs of a VCR-3, it becomes unfeasible to build a Rigger with the capabilities of a current VCR-3 Rigger.

As much as I've enjoyed stacking +6 worth of TN mods on Alex to increase her driving TN from 2 to 2, this may not be such a bad thing.

WRT Open Tests: I'm not on my good computer so I can't run the simulations, but the troublesome case, for me, is the one where a character with mediocre (~3) Stealth rolls a lucky 10. Sometime in the next few days, if I'm not beaten to it, I'll generate some probabilities for the public interest.

hahnsoo: Agreed as to the feel of the roll, but d6 vs. 4 makes even small TN mods incredibly important. Consider melee combat, in which a single point of reach is enough to offset a great deal of skill (I once ran a combat between a being with 28 unarmed dice and no reach versus a skill 5 character with reach 2. The guy with the staff cleaned house. True story). I know that you're not suggesting that we use the melee combat mechanic, but (just for example) ruthenium would need to grant a much smaller bonus, since each point of TN mod is worth at least two dice of stealth skill.

Edited to correspond with reality. It's even more impressive than I remembered!
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Kagetenshi
post Sep 13 2005, 02:31 AM
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………Blake was the guy with the staff, wasn't he?

*Goes and gathers up all the bug spray in the house*

~J
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Herald of Verjig...
post Sep 13 2005, 02:35 AM
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Test mechanics fall into three categories currently (as SR3 raw). (unless I forgot one or five)

1: base TN with mods. These represent working against the environmental challenges.
2: opposed. These represent direct conflicts, but do often overpower the difference in relavant skills/attributes/subsystems.
3: open. This is the situation where a realistic model has too many subtle variables that could be the difference between glorious success and miserable failure. Therefore, the open test is used when tiny details that the GM shouldn't be expected to plan out beforehand can make or break an effort. Most notably is the unsuspected shadow with numerous dry twigs hidden in it, even the sneaky expert can miss something.

The only one of those I'd consider changing is the opposed test, and I'd only change that the opponent's TN and the number of dice rolled must be determined by different stats. So opposed negotiations vs. willpowers is perfectly fine, but sensors vs. ECM needs to bring in some other stats to keep one at a high rating from completely overpowering the other.

Oh, and I always house-ruled that distance jumping tests were added to a base amount based on quickness and with each level of Great Leap adding a meter as well as a die.
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mmu1
post Sep 13 2005, 02:36 AM
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QUOTE (Kagetenshi)
………Blake was the guy with the staff, wasn't he?

*Goes and gathers up all the bug spray in the house*

~J

I seriously doubt it... For one thing, Blake has a skill of 5, and as much as I'd like to imagine him surviving against something with 28 dice in unarmed...
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hahnsoo
post Sep 13 2005, 02:47 AM
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QUOTE (Taran)
hahnsoo: Agreed as to the feel of the roll, but d6 vs. 4 makes even small TN mods incredibly important. Consider melee combat, in which a single point of reach is enough to offset a great deal of skill (I once ran a combat between a being with 28 unarmed dice and no reach versus a skill 6 character with reach 2. The guy with the staff cleaned house. True story). I know that you're not suggesting that we use the melee combat mechanic, but (just for example) ruthenium would need to grant a much smaller bonus, since each point of TN mod is worth at least two dice of stealth skill.

Well, what you're describing is an opposed test (like all Melee combat). I'm suggesting a change to how you determine a base target number for Stealth rolls, and it's certainly not opposed. The Open test is used to determine a base TN in that case, and I think that a d6 vs TN mechanic is better for determining the contribution of "skill" to that roll (which a Stealth roll should be) rather than "all of the lucky/unlucky things that can happen" as with an Open test. The luck is already inherent in the Perception test of the observer.
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Taran
post Sep 13 2005, 03:04 AM
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I know. A character with stealth 6 expects to produce a TN of 7 for a watcher (3 successes, 4 + 3 = 7). If said watcher is as good at looking as the stealth character is at sneaking, he expects one success. The (arguable) problem is that a character with stealth 6 and a Light wound expects to do as well as a character with stealth 4; with a Medium wound, as well as a character with stealth 1. Similarly, a +4 lighting mod causes a character with stealth 4 to perform about as well as a character with stealth 12. A lightly wounded watcher is much worse at watching. For a guy in +12 ruthenium, the stealth skill is almost meaningless.

Note: I know that expectations are somewhat misleading, as variance is very important for a task as touchy as sneaking is.
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hahnsoo
post Sep 13 2005, 03:10 AM
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QUOTE (Taran)
The (arguable) problem is that a character with stealth 6 and a Light wound expects to do as well as a character with stealth 4; with a Medium wound, as well as a character with stealth 1.

Well, don't sneak around when you're wounded, then. :) That's the other thing about Open tests, though... penalties against the Open test directly subtract from the roll, which in turn lower the TN for the opposing viewer.
QUOTE
Similarly, a +4 lighting mod causes a character with stealth 4 to perform about as well as a character with stealth 12.  A lightly wounded watcher is much worse at watching.  For a guy in +12 ruthenium, the stealth skill is almost meaningless.
Well, those mods can be negated for the viewer (lighting mods by area lighting, ruthenium by ultrasound or even simple "hearing" checks).
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Eyeless Blond
post Sep 13 2005, 05:25 AM
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QUOTE (pragma)
Eyeless Initiative

I like it though Kage points out some significant balance issues. Consider chaning control pool to straight reaction + 2 * VCR rating?

Heh, I had always considered it such anyway, so that's not a problem for me. :)

As for a guy with a VCR 1 and Encephalon 3 being a significant threat, well, is that a problem? I mean, the guy's paying a significant amount in Essence and nuyen, and still not getting as many TN reductions as a guy with a VCR 2.

This also brings up the issue of Pool dice. I just noticed that most pools use augmented attributes in their calculations, except for Control Pool which uses unaugmented Reaction + VCR*2. Maybe we should just change that to augmented Intelligence + VCR*2? I mean, nowhere else is Quickness important in situations where you're leaving your body behind; why should it be so with Rigging?
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pragma
post Sep 13 2005, 06:04 AM
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Another idea on a mildly related tangent. It would be interesting to split reaction so that only intelligence mattered for mental initiative and only quickness for physical. Though that would be changing the system quite a bit (however it would cut down on genius samurai).
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Shockwave_IIc
post Sep 13 2005, 07:25 AM
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QUOTE (Kagetenshi)
QUOTE (pragma @ Sep 12 2005, 08:32 PM)
Open Tests:

I find that open tests, especially stealth, are often panned (at least in the circles I run in) because modifiers are inappropriately applied.  The only time a guard will be using only your stealth roll as a target number should be when you are sneaking across a lit area with no cover (it should, without a doubt, be a crapshoot at best in that case).

If you are crawling through tall grass at night with appropriate camoflauge you have picked up a +10 or so modifier to the test, making it a much more sane proposition in my mind.

While it is frustrating to be playing a stealth 12 adept that just can't seem to roll higher than a 5, I think the basic mechanic is solid.

There's also the issue that many people forget the fundamental imbalance: the stealthing character only needs one die to hit that level, while on the perception chart one success on perception is defined as "something is there". The second success is "something is definitely there and the perceiver suspects what general type of thing it is" (note that this means "person", not "shadowrunner"). Only at the third success do you have immediately-blown cover in any but the most secure area. Sure that guard can roll a 37 against your stealth 10, but can he get another 10+ on his three dice?

~J

Kage on your issue with multiple success's needed for stealth test's. Something that i use is Professional rating acting like "Auto Success's"

Basically, the "bad guys" need a total of 5 success to investigate something they think they might of saw. An ultra professional will only need 1 dice based success to check why that shadow seemed to move where as someone who thinks they getting paid to "count sheep" will need 4 success off of there dice (which may be impossible) or could quite likely think that pretending he didn't see something is the best option.....

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Taran
post Sep 13 2005, 03:57 PM
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QUOTE (hahnsoo)
Well, don't sneak around when you're wounded, then. :)  That's the other thing about Open tests, though... penalties against the Open test directly subtract from the roll, which in turn lower the TN for the opposing viewer.
True, but the effect is much larger under your proposed system (I think; I've still not run the numbers). You could, of course, take the opposite perspective and say that Open tests don't reflect penalties strongly enough...
QUOTE
QUOTE
Similarly, a +4 lighting mod causes a character with stealth 4 to perform about as well as a character with stealth 12.  A lightly wounded watcher is much worse at watching.  For a guy in +12 ruthenium, the stealth skill is almost meaningless.
Well, those mods can be negated for the viewer (lighting mods by area lighting, ruthenium by ultrasound or even simple "hearing" checks).
Could you expand on this? To my understanding, SR doesn't differentiate among the various senses in perception tests, so the +12 is intended to account for the fact that the wearer is basically invisible, and people looking for him must use other, less directional senses. Or ultrasound, but even then the suit is worth a +6, the rough equivalent of at least 12 points of stealth skill. Maybe this is a poor example, though; full ruthenium is insane in the current ruleset too.
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Juggernaut125
post Nov 28 2005, 06:28 AM
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Has the SR3R been forgotten, postponed or abandoned for the new SR4? I enjoyed the sharing of theories and opinions that were presented thus far on the 3rd edition. There are still plenty of topics to discuss (Spellcasting vs. Ritual Sorcery, Physical Adept powers that mimic Cybernetic abilities, Rigging in general, gear, etc.)
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