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> Why SR4 ?, A basic flaw with SR3
Kagetenshi
post May 25 2005, 08:19 PM
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QUOTE (Nerbert @ May 25 2005, 02:55 PM)
Variable TN systems are twice as complex as Fixed TN systems.  You cannot argue this.  There are always two rules for every roll.  The rule to figure out how many dice to roll, and the rule to figure out how hard it should be.  And if you're not obeying both rules, simultaneously, chances are you're making up the TN out of your own head.  Which, as far as I'm concerned, negates the whole purpose of having those rules to begin with.

What's that, Lassie? A static-TN game can have the number of dice or the number of successes needed modified, making it two rules for every roll? Quick, to the well!

~J
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Nerbert
post May 25 2005, 08:30 PM
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Kagetenshi, I have no idea what you're trying to communicate with your nonsensical remark. If you're implying that there's nothing inherently bad about variable TN dice systems, I agree with you.

Saying that something is more complicated then something else is a non judgemental assesment of an easily provable phenomenon.
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Earthwalker
post May 25 2005, 08:35 PM
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QUOTE (Kagetenshi)
I submit that it is. Comparative darkness means more uncertainty, means less ability for an opponent to specifically attack a weakness. Suddenly Swordmaster 2, who was previously able to attack 1's left side to his heart's content, needs to keep watch for the start of a blow that might otherwise go unseen in the gloom. Having a weak point is suddenly much less of a disadvantage, because it can't be singled out for attack to nearly the same degree.

Yeah there is some truth in what you say. It gets to the point where the darkness makes it so that the injury is no longer making any difference in the fight. The target numbers are 6 / 7 and that extra uncertainty means that the wound is ignored.

Now if we add more uncertainty and make the modifier for dark +4 then all of a sudden the wound does effect the fight again. as it becomes 8/9

Now this is just a certain thing about the numbers involved but to me it still seems just wrong.
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Shadow
post May 25 2005, 08:41 PM
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QUOTE (Gort)
Well, I'm just hoping for the retention of the three-roll "shoot-dodge-resist damage" system, (which currently involves Combat Pool) and the "oh crap I really need a reroll right now, cause I'm a player and we're meant to win" system. (which currently involves Karma Pool)

Whether these are known as pools or the Edge attribute or whatever, doesn't matter. I just like the feel it gives the game.

No thats pretty much gone. It's shoot/soak now. If there is some sort of dodge test, they haven't anounced it.
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nezumi
post May 25 2005, 08:44 PM
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QUOTE (Nerbert)
Here's the problem with the variable target number system. It has nothing to do with probability and statistics.
...
Now, many people seem to think that complexity = depth. And I'm not sure this is the case. I believe that it is possible for a Fixed TN game to have just as much tactical depth as the currect iteration of Shadowrun, but without the unnecessary complexity.

I'd like to see your support for your first statement. Quite a few people have shown that the ability to change the TN DOES change the probability in smaller degrees than changing the number of dice thrown. Use the search function if you'd like to see examples, as I'd really prefer to steer this away from math.

I didn't say complexity adds more depth (although in this case it does). Rather, my point was precision allows for more depth, and variable TNs offer more precision.
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Kagetenshi
post May 25 2005, 08:56 PM
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QUOTE (Nerbert)
Kagetenshi, I have no idea what you're trying to communicate with your nonsensical remark. If you're implying that there's nothing inherently bad about variable TN dice systems, I agree with you.

Saying that something is more complicated then something else is a non judgemental assesment of an easily provable phenomenon.

What I'm saying is that I most certainly can argue that variable-TN systems are twice as complex, simply because to keep fixed-TN systems from being uselessly simplistic you're still going to be juggling the same number of variables, only with further-reaching effects (as the number of successes required approaches the number of dice being thrown difficulty skyrockets into literal impossibility—a +2 Threshhold is nothing to someone with eighteen dice, but makes a task literally impossible for someone with two dice.

Or they could have some other way, but damned if I can fathom what it might be.

~J
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Nerbert
post May 25 2005, 09:02 PM
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But why is such a degree of precision necessary? What purpose does it serve? It doesn't add any more "realism" as can be demonstrated by the regular Shadowrun forums, and any discussion concerning firearms.

Its true that the ability to more precisely control variables increases strategy. But it also increases complexity. When does the complexity of a system make its strategic nuances meaningless?

There seem to be two schools of thought. The first is that the level of complexity in SR3 is fine and that it merely needs to be refined. The second is that refining the system isn't enough, and that the basic fundamentals of the game must be rebuilt from the gound up.

FanPro seems to have chosen the latter tactic. I happen to be on their side. I think the ability to enjoy SR3 as a RolePlaying game is diminished by the complexity of the system. But I can also appreciate that the complexity lends itself very well to an roleplaying Game.

My personal hope is that FanPro achieves a balance between complexity and depth, and that everyone will be able to appreciate the results.
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Nerbert
post May 25 2005, 09:12 PM
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QUOTE (Kagetenshi)
QUOTE (Nerbert @ May 25 2005, 03:30 PM)
Kagetenshi, I have no idea what you're trying to communicate with your nonsensical remark.  If you're implying that there's nothing inherently bad about variable TN dice systems, I agree with you.

Saying that something is more complicated then something else is a non judgemental assesment of an easily provable phenomenon.

What I'm saying is that I most certainly can argue that variable-TN systems are twice as complex, simply because to keep fixed-TN systems from being uselessly simplistic you're still going to be juggling the same number of variables, only with further-reaching effects (as the number of successes required approaches the number of dice being thrown difficulty skyrockets into literal impossibility—a +2 Threshhold is nothing to someone with eighteen dice, but makes a task literally impossible for someone with two dice.

Or they could have some other way, but damned if I can fathom what it might be.

~J

In order for your last statement to be valid, you're going to have to describe to me how Fixed TN systems are "uselessly simplistic". You don't have to go into great depth about it here, but you should definitely link me to a thread somewhere that supports your claim.

Unless of course "uselessly simplistic" is merely your own opinion on the subject, in which case it has no bearing on whether or not Variable TN systems are more complicated or not.

As for avoiding the "impossible" TN problem, its very, very, very simple. Reroll 6s. Thats it. Thats all it takes. Its not even an extra rule because it already exists in SR3.

So you condense all of the other rules into about half of their complexity, and you add... nothing.

So, now I'm really looking forward to hearing your arguments on how thats not any less complicated.
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Eldritch
post May 25 2005, 09:16 PM
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QUOTE
Variable TN systems are twice as complex as Fixed TN systems. You cannot argue this.

Oh yes we can - here at DS we can argue anything!

QUOTE
There are always two rules for every roll. The rule to figure out how many dice to roll, and the rule to figure out how hard it should be.


The rule to figure out how many dice to roll?? You mean your skill? That's not a rule, that just is. Nutting complex about that, look at char sheet and roll that many dice.

Yeah, you need to figure the target number out - look at the base and add/subract based on modifiers.

Okay, new system - fixed target number. Easy enough. Dice to roll - skill + attribute. Okay. +/- dice based on modifiers.


Not really anymore complex form system to system - but throw in thresholds - and yeah, now there is a whole other set of rules - now there's another rule you need to look at - so we go from figuring the base target number to figuring out threshold.

Not clearly more complicated - either one.

See I can Argue that point.

And the new system sounds like it may be completley impossible to perform tasks if you don't have enough dice. That's just not fun. I like the idea, that even throwing one die, I may be able to succeeed. wheter it be that target number 12 biotech roll to save my chumer, or that 200 yard shot, through the fog, in the dark, by the moonlight to save my chummer.

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Kagetenshi
post May 25 2005, 09:18 PM
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If you're going with a static-TN system in which you only alter one variable, you've got two choices for what that variable is: it can be either the number of successes needed to succeed, so to speak, or it can be the number of dice.

Say you add or subtract dice for your modifiers. Congratulations, your minimum change of success is 33%.

Say you instead change the number of 5+ rolls needed to succeed. Suddenly you need to either be rolling a lot of dice, or any meaningful modifiers are going to make tasks impossible for some characters. For example, take an Attribute 2, Skill 2 character: 4 dice. Now have a +4 Threshold modifier, for a total of five successes required. Five success on four dice has what chance of happening again?

As for making the dice exploding, maybe that's the answer, but they're not doing that (well, they might be, but they've already said they're modifying both total dice and required successes—"hits", in the new parlance).

~J
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Nerbert
post May 25 2005, 09:26 PM
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Kagetenshi, obviously someone rolling 4 dice isn't the best person to be trying to accomplish this task. You don't have your Qui 1, Pistols 1 Twinked out UberMage try to sharpshoot, now do you? What is your point?

And by the way, I've seen people get 5 or 6 successes against a TN 8 on 4 d10s by rerolling 10s, so don't knock it.

edit - Ok, a "twinked out ubermage" would proabbly have Qui higher then 1 for purposes of initiative, but lets not split hairs.
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Kagetenshi
post May 25 2005, 09:35 PM
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Of course they aren't going to be the best person to do the task. Is someone with Pistols 1 the best person to take on a TN 20 shot? Of course not.

The question remains: if they're all there is, is it possible for them?

~J
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Nerbert
post May 25 2005, 09:38 PM
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And the answer is... Yes! Statistically it is possible!

I'm not doing the math, so I can't tell you if 1 die vs TN 20 is the same probability as 4 dice vs TS 5. But you seem to be implying that 1 die vs TN 20 is somehow more wholesome or nutritious.
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Shadow
post May 25 2005, 09:44 PM
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I haven't noticed anything about if you are going to need variale successes in the new system. Or if one success is good enough for the whole shabang.

The problem as I see it in SR4 is that it is a new system for the sake of a new system. Liking or disliking variable TN aside the basic mechanic works great.

I suppose the variable dice static TN will work fine. But you can only have so many variables before they flatten out.

Heres an example.

Caracter A:

Quick (or whatever it is in SR4) 4
Pistols (or whatever) 4

Total dice pool: 8

Character B:

Quick: 2
Pistols: 2

Total Dice Pool 4

Situational modifier -7 dice

Now both characters get the same amount of dice to shoot with. 1.

So all of A's skill don't really mean anything.
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Nerbert
post May 25 2005, 09:49 PM
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This is how that kind of thing works in nWoD, using d10s. You add all positive modifiers, and then subtract all negative modifiers. If you're reduced to zero dice, you can roll a "chance die". One die is different from a Chance die in the following ways. A chance die can only succeed on a ten, whereas a normal die succeeds on an 8, 9 or 10 and a chance die is a critical failure when it rolls a 1, whereas on a normal die, there's no penalty for rolling a 1. Thus, being reduced to zero is substantially worse then being reduced to one.

However, we have no information on how this will be handled in SR4.
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Kagetenshi
post May 25 2005, 09:52 PM
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QUOTE (Nerbert)
And the answer is... Yes! Statistically it is possible!

I'm not doing the math, so I can't tell you if 1 die vs TN 20 is the same probability as 4 dice vs TS 5. But you seem to be implying that 1 die vs TN 20 is somehow more wholesome or nutritious.

Really? It's possible to get five success on four dice? Explain this magic formula to me, please. For reference, the probabilities:

1 die, TN 20: .3%

4 dice, TN 5, threshold 5: 0%

As I said, though, the entire line of discussion is irrelevant because they are using changes in both threshold and die pool.

~J
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Eldritch
post May 25 2005, 10:00 PM
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QUOTE
Q. What is the basic mechanic?
A. Basic success tests are made rolling your dice pool against a fixed target number of 5. The target number never changes. So each 5 or 6 that you roll equals a “hit.” Success is determined by the number of hits rolled. More difficult tests require a higher number of hits to succeed


This is what we know - Fixed target, 'dice pool' based on skill + attribute, and a threshold.

They have yet to say anything about exploding dice or a 'chance' die if your dice pool is reduced tio 0 or less.

Though even that's crappy - a negative ten modifier will leave the Pistol 5/Quick 5 gunner in the same boat as a Quick 1/pistol 1 mage? Yeah that is an extreme example, so use a -6 mod and P3/Q3 vs P1/Q1. I'd rather have a higher target tumber, than less dice.

Disliking SR4 aside, I still don't see one systems advantage over the other.
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Gort
post May 25 2005, 10:03 PM
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Is there a big problem with some things being impossible to some people?

A newborn baby successfully threading a needle COULD happen, but the chances of it actually occurring are so vanishingly small that they really don't matter in an RPG.
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Gort
post May 25 2005, 10:06 PM
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QUOTE (Shadow)
No thats pretty much gone. It's shoot/soak now. If there is some sort of dodge test, they haven't anounced it.

Unannounced is not the same as nonexistant.

I shall wait on more info.
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Nerbert
post May 25 2005, 10:11 PM
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QUOTE (Kagetenshi @ May 25 2005, 04:52 PM)
QUOTE (Nerbert @ May 25 2005, 04:38 PM)
And the answer is... Yes!  Statistically it is possible!

I'm not doing the math, so I can't tell you if 1 die vs TN 20 is the same probability as 4 dice vs TS 5.  But you seem to be implying that 1 die vs TN 20 is somehow more wholesome or nutritious.

Really? It's possible to get five success on four dice? Explain this magic formula to me, please. For reference, the probabilities:

1 die, TN 20: .3%

4 dice, TN 5, threshold 5: 0%

As I said, though, the entire line of discussion is irrelevant because they are using changes in both threshold and die pool.

~J

Kage, we're talkign about rerolling 6s right? You reroll any 6s and you potentially get more successes? Are you following me here? You asked how they could handle the impossibility factor, and here's my answer.

They havn't anounced it yet, you're right. Which is why all of this discussion is moot.

[edited for propriety]
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Kagetenshi
post May 25 2005, 10:22 PM
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No, they have announced it, and it does use multiple variables. Read the text Eldritch quoted.

~J
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Nerbert
post May 25 2005, 10:22 PM
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Multiple variables? What does that have to do with rerolling 6s to avoid having impossible tasks?

[edit]

I understand what you're trying to say. You're saying that calculating the modifiers to the dice pool is one source of complication, and that calculating the threshold of successes needed is another source of complication, one no better then calculating a variable target number.

Why all the screaming about "impossiblity"?

[edit for thought]

And anyway, threshold was something that had to be delt with in SR3 anyhow. You'd still have cases where you needed multiple successes, and you'd still have to figure out what multiple successes meant.
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Kagetenshi
post May 25 2005, 10:33 PM
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Because you challenged (not without reason) my assertion that a single-variable fixed-TN system is too simple to be viable. The fact remains that even if it is viable, that's not what they're doing, and that's really the core of the discussion.

The reason I refuse to consider exploding dice is because I believe that, under normal circumstances, that's not what they're doing. I have my own reasons for that, and freely admit that I can't defend it without further FAQs (which may also invalidate my position, potentially). It's not a direction of conversation that I should have gone in in the first place; I blame insufficient sleep last night.

~J
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Nerbert
post May 25 2005, 10:34 PM
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Well, if they're not using exploding dice, I'm just going to be really perplexed.

And I do stand corrected concerning my single variable statement. What I should have said is that SR3 is actually a three variable system and that fixing the dice TN would reduce it to two.
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Shadow
post May 25 2005, 10:48 PM
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I am farely certain they are not using exploding dice. While it hasn't been anounced in a FAQ I have seen discussion that indicates that they are not.
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