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mallet
post May 30 2005, 06:53 AM
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Hi all, I was just wondering what everyone thought was the weakest/most flawed part of char. gen? Wether it is unrealistic, clunky, makes no sense, etc...

For me, the big problem I have is the Contact system. This is absolutely horrible and makes no sense in a realistic setting. Out of everything they may change in SR4 I hope, hope, hope it is this.

200,000 :nuyen: for a friend?

starting with only 2 level 1 contacts?

What world did the game designers live in when they thought this up?

By this standard, me, a normal guy in his twenties would have to have 1,000,000+ :nuyen: just in contacts starting out, just to cover my friends for life. to cover all my friends from high school and college that I have right now.

Anyone and everyone knows more then two people casually.

How socially retarded to they imagine these Shadowrunner's to be?

My girlfriend and I have been going out for three years now, we will probably get married soon, I consider her a "friend for life" but I didn't spend $200,000 to "get her". She is works in finances at a multinational bank, so she would be considered a "contact". I have a friend that I have knowen since high-school who I hang out with all the time who is a bouncer, again a "contact" and also a "friend for life" but no, I didn't spend $200,000 "gaining his friendship" ether.

That's not including other friends, buddies from work, and people I know and family. My brother does computer networking and security (how much does useful non-dependant family cost in shadowrun?)

Anyways, contacts in shadowrun needs major work. At this time I use a tottally home made house rule system in my game, because the system in the books is compleatly unuseable in any realistic sense.

I think they should maybe make the contacts less useful, but give you more of them, at least it makes it seem like the Shadowrunner isn't a compleate loner and social loser to start with.

How about you guys? What do you think needs work/changes/ etc... in the char. gen system?
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Nythrun
post May 30 2005, 07:27 AM
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QUOTE (mallet)

My girlfriend and I have been going out for three years now, we will probably get married soon, I consider her a "friend for life" but I didn't spend $200,000 to "get her".

To be fair, if she doesn't know you're a criminal or is just unwilling to assist you in your illegal endeavors, you need not take her as a 200,000 nuyen contact.

But I agree, and would rather not have friendship directly equated with money :)
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Adam
post May 30 2005, 07:39 AM
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That's why it's called "Resources" during SR3 chargen; it's not actual cash outlay, but symbolic of favours, time invested, etc.

And of course, Level 1 contacts -- which will be by far the most common ones for most characters -- are only 5,000¥. For the price of one Friend For Life, you can know 40 contacts.

I think it's also important to remember that Contacts are "game usable contacts" -- I wouldn't make a character pay for the guy at the hot dog stand that he visits a couple times a week, since the chances of him being "useful" in game terms are pretty low, and likely very situational. That is, he may have witnessed a crime in the area that the PCs are investigating, but he's not going to be supplying them with black market weapons from the back of his hot dog stand. That said, if he is a black market vendor, then it may be more appropriate for him to be a paid contact.
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Mortax
post May 30 2005, 07:59 AM
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Personally, I look at it this way. It's a game APROXAMTING reality. I follow something alog the lines of what Adam said for contacts, and the rest we just go with. You're never going to get it perfect. I like the skill setup of SR3 better than 2, although some things I disagree with. I guess the biggest problem I have is that most people have some random skill, but no one ever takes them in char creation. Like Taiwanese pastery. :grinbig:
Personally, I think it comes pretty close.


Edit:
On second thought, simplifing the rules for building decks and vehicles could be nice.... :-)
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Crimson Jack
post May 30 2005, 09:12 AM
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Yeah, I gotta agree. For a game system, it does a better job than most of recreating reality. It has its flaws, but they're easily overlooked in lieu of the entire context of the character creation process. About the only game that gets closer to reality is Rolemaster, but that can actually be a pain in the ass to make a character. So much so, that the process itself is the flaw.

I like the SR system. No complaints here. :)
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Ol' Scratch
post May 30 2005, 09:21 AM
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For me, when you ask what's the "weakest part of character creation," I prefer to look at it as "what part of character creation do you think has the poorest design?"

For me, that would definitely be Resource allotments. I absolutely loathe buying equipment, contacts, spells, and all those other things with my Shadowrun characters -- it's just so tedious and requires too much bookkeeping for my tastes. Sad to say, but I've always liked how games such as World of Darkness's Storyteller system handled a character's resources. You have a set financial level and can pretty much assume you have access to anything you need within that level, then only list the items that were vitally important (without having to worry about how much cash you have to spend to do so).

But that's so very alien to the way Shadowrun was designed that it would be a major pain to try and incorporate it into the game at this point, especially since cash is a primary driving force for most characters.

It's still the "weakest" part of character creation for me, though. :)
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Edward
post May 30 2005, 09:24 AM
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The exchange of money for contacts at char gen is a mechanic, in most cases that is wealth that your character never actually had and is intended to be for game balance purposes only.

The problem is that this balance mechanic has nothing to do with the abilities of the person. A street rat you helped out when he was in troupe and can keep you posted on the gangs of Redmond and will take significant risks to do so because you saved his life (level 2 contact) is worth more than a street dock with an Alfa clinic that knows you just well enough to give you access to the clinic and sell you wear but wont be doing you any favours with it (level 1 contact). To my mind the second will be far more valuable.

What this creates is a situation where having living parents that care about you and know your alive (level 3 contacts), regardless of there ability to help you out of any trouble, will cost nearly half of the maximum starting nuyen

With street urchin as a contact type there isn’t much that is less useful, people wag thru toungs in front of hotdog vendors all the time, he wont do much for you himself but he could have valuable information, I wouldn’t say buying a hotdog 4 times a week (you and 500 others) would make him a contact willing to sell information to you but if you also knew him from the gun club (where he practises to defend himself if he is robed) you might get something from him, I think he would be useful in the same limited ways as a street urchin but in a different part of town.


The problem is that just about any profession can be useful to a shadow runner to a greater or lesser degree even doting grandparents, retired and living a sedentary life can hide you from authorities for a time, provided they lie well (witch is likely given the situation) there should be a difference in price between a contact wiling and able to provide you with a bolt hole when you need it and a contact wiling and able to mobilise a mercenary teem to free you with discounted payment to be payed when you can (my brother is the leader of a mercenary teem).

Edward
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Crusher Bob
post May 30 2005, 09:38 AM
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The main problem I had with character creation before the advent of BECKs was the difference between characer generation and advancement, this difference let to all sorts of gamey exploits of the chargen system where everyone would max their skills with skill points (ie take 3 skills at six rather than 6 skills at 3) because high level skills were much more costly after character gen. BECKs makes character generation and advancement much more 'fair' in that there is no real way to exploit differences in teh char gen and post gen advancement systems.

I also have probelms with the limits placed on starting characters. There is no magical starting point where all 'starting characters' begin, so the hard limitations seem rather silly, plenty of times, the advice for people making characters is 'get X after the first run' since you can't get it in character generation... Why didn't the character get is after the run just before this one?

Of course, I only have real 'trouble' with powerful characters when they are powerful compared to the rest of the party, not to the world at large...
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Ol' Scratch
post May 30 2005, 09:43 AM
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To be fair, most character creation systems don't follow similar rules as they do for character advancement, and every single one I can think of has hard limitations on it. Even BeCKS (such as not being able to join a magical group or initiate). EDIT: And trust me, even BeCKS can be exploited, it's just exploited in different ways.
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Crusher Bob
post May 30 2005, 09:45 AM
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It might be possible to re-design the contact system so that the cost of contacts is based on a combination of ratings : how much they like you, their power level, etc (like the enemies and hunted flaws), so that Billy, the squatter fiend for life dosen't cost you the equivalent of a set of wired-2.



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Crusher Bob
post May 30 2005, 09:46 AM
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Yes, I don't like most character creation systems.

SJ's In Nomine
Champions
BECKS

Surprisingly char creation in the new D&D is very close to the 'recommended method' of character advancement... So you can replace your recently dead lvl 5 fighter (or whatever) with a new lvl 5 character and not come up with all sorts of ways to make your new guy uber.

[edit]
Any exploits in BECKS are esentailly also present in the advancement system.

This is one of the reasons that I didn't like the linking of karma costs to attributes, in that it unbalances a metagame rule while trying to balance an 'in game rule'

IMHO, ideally all 'metagame' rules should be balanced (like character advancement), but all 'in game' rules need not be. So I don't have too much trouble with the smartlink (highly unbalanced 'in game') but have plenty of trouble with stat linked karma costs (slightly unbalanced 'metagame')
[/edit]
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Smiley
post May 30 2005, 06:05 PM
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I'm not crazy about the build point costs for elves, compared to dwarves. And yes, the two starting contact thing bugs me, too.
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Charon
post May 30 2005, 06:27 PM
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QUOTE (mallet)
By this standard, me, a normal guy in his twenties would have to have 1,000,000+ :nuyen: just in contacts starting out, just to cover my friends for life. to cover all my friends from high school and college that I have right now.

Just out of curiosity, how many of these people would be of use to you if you were a professional criminal?
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Angelone
post May 30 2005, 07:18 PM
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QUOTE (Charon)
QUOTE (mallet @ May 30 2005, 01:53 AM)
By this standard, me, a normal guy in his twenties would have to have 1,000,000+ :nuyen: just in contacts starting out, just to cover my friends for life. to cover all my friends from high school and college that I have right now.

Just out of curiosity, how many of these people would be of use to you if you were a professional criminal?

Charon just hit the "main" definition IMO of contact, someone who's worth something to you as a criminal. It's hard to believe that you only know your contacts and everyone you know has to be a contact.

To answer the original question, I don't like how few skills most starting characters get.
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Aku
post May 30 2005, 07:37 PM
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but i would say, MOST people you know could be useful to a point as a criminal, whether it be as a safe house, or just "forgetting" where you're going to be or if you've seen them around, which is mostly what a level 1 contact is for, and a bit of information.

I like the idea of a sliding scale, similar to the SSG housing builder. Things like, how well you know them, and they know you, how much they know about their work, and what it is they do, as usefullness to a runner. (sure, he might be the damn best hotdog vendor in seattle, but that information is likely to be un-useful to a runner.
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psykotisk_overle...
post May 30 2005, 08:08 PM
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QUOTE
Just out of curiosity, how many of these people would be of use to you if you were a professional criminal?

I'll list some people I know that would probably stick out their necks for me (at least a little bit) and would be of help if I was involved in typical shadowrunner activty.

A sister, who's a doctor who'd probably pick the bullets out of me and patch me up no matter what. (doc-contact)
A friend who'd be able to fix my car for me, including any fancy electronics. And would probably love to do so if it was something illegal or exciting. (mechanic-contact)
A friend who's an architecht and has amassed a decent collection of blueprints for various buildings in the city that he'd probably let me borrow, copy or study without asking questions. (info-contact)
An uncle with so many weird business connections that my cousins friends suspected him of being involved in organized crime. The guy knows such an astounding amount of different salespeople that he could get me anything for a discount and would be happy to do so. (business-contact)
Several people involved in one of the only gangs of the city. I know them, and they'd probably pull some favors for me if I did something in return, but we're not close. (gang-contacts)

Now, that's not a list of everyone I know, not even close. And if you'd count purely info-contacts that would be of use to me if I was running the shadow I'd have PLENTY to list, but that's mainly because most everything can be usefull to know if you're a shadowrunner.



To answer the original question: I don't like the contact system either.
I don't like the way useless skills cost as much as say computers, or pistols. I don't like the way getting loads of low-rank skills (wich is reasonable for a lot of people) is prohibitively expensive using regular creation rules.
Also, it's rather strange that you can get loads of military grade cyber (for a lot of essence of course) while most military grade equipment has too high availablity tn.
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frostPDP
post May 31 2005, 01:58 AM
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For me, I think contacts should symbolize how much the person would do for you as a criminal.

My rating 1 contact with my sister is nice, but relatively useless in terms of anything more than "Oh, I didn't know he did this. He probably doesn't, you cops are wasting your time." This also may count as one-time favor things, since you use them and in general they go bye-bye.

Rating 2 is more a criminal contact. A fixer, a weapons dealer who you know can come through on a normal basis, that's a good contact.

Rating 3 contacts are the type you can trust, who will really help you. This weapons dealer might have special connections to get X, Y or Z and when looking for stuff in that area, the street index/availability is reduced or even ignored. APDS ammo is hard to find, but if you know someone who has great supply of it, he might just charge you and hand it over, no roll necessary.

This would at least justify a 200,000 :nuyen: expendature on a contact. If it allows you to drop the availability on ammunition by four, its probably worth it. No, definitely is. At the same time, it severely cuts down on the gear you can start with, so it mostly balances out.
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Krazy
post May 31 2005, 03:00 AM
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one thing I wonder about is who makes cyber weapons. really, what use is some of this stuff. i mean if your super-spy needs an oral slasher, make one custom. I don't get it (I like it, but I don't get it)
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Ol' Scratch
post May 31 2005, 12:16 PM
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I've never understood it myself. Especially items like Kid Stealth Legs that are actually named after a shadowrunner. I'd love to see cyberware in the core rules that were actually practical and plausible for commercial production (Datajacks, Cyberlimbs, etc.), not stuff added in just because it's "cool" or something a runner would want (such as Spurs), even though it makes zero sense for it to be there. That, and military/security/corporate-grade implants like Vehicle Control Rigs and Wired Reflexes.
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Grinder
post May 31 2005, 12:18 PM
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Having only 2 contacts for free is a big flaw imo. I like the building point chargen as a whole, but for a character with a decent background story i usually give away some more contacts for free. I.e. having served in an army for 5 years or so lets you get away with a few buddys and contacts i guess. Not every connection needs to be a criminal one, don't forget that. :)
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Eyeless Blond
post May 31 2005, 01:17 PM
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Well VCRs aren't exactly millitary-grade. Apparently ever since the Awakening the sudden appearance of astral space has made all but the most basic vehicle maneuvers incomprehensible without that bit of cyber; you need a VCR just to drive a cab these days.

As for the free contacts issue, I can kinda see where that's coming from, particularly in large groups everyong having a dozen contacts can be a paperwork nightmare for the GM, especially if everyone insists on contacting everybody on every run. I suppose though that I'd have made it (2*Cha) level 1 contacts instead. Seems to make more sense to me: charismatic people attract more friends than social deadweight.
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Ol' Scratch
post May 31 2005, 01:53 PM
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In a perfect world, there's three basic grades of implants I'd like to see.

Military/Security/Corporate: This would include the high-end items like Wired Reflexes, Vehicle Control Rigs, Smartlink-2s, and Tactical Computers. Characters should have very limited access to these types of implants at character creation, and acquiring them after creation should be equally as difficult. Some of the more illegal items, like Retinal Duplication and Synthetic Fingerprints, would also be found in this category but would be highly restricted (generally only existing due to the intelligence community), but still possible to get your hands on if you have the right connections and enough money.

Commercial: This would include all of your run-of-the-mill implants that normal citizens would be interested in, or at least have available if needed. Replacement Cyberlimbs and organs, hunting-level Smartlinks, Headware Memory, and Datajacks. Most Bioware would fit in this category, too. Availability should be average, and prices should be reasonable and practical.

Street: These would be jury-rigged implants that you could only find on the streets, most of which would be unreliable but (usually) cheap and easy to get for a shadowrunner. It would include implants like Boosted Reflexes, Cyberholsters, and Spurs. Boosts to other implants, like cranking up the strength on a Cyberlimb would also fall into this category. Even the weird crap like modifying standard Cyberlegs into Kid Stealth legs would make sense if this type of category existed.

I think that would be a more sensible way to handle implants myself, possibly even getting rid of the whole Used/Alpha/Beta series of categories and instead treating each of the above categories that way in regards to their Essence costs. Then they could include a "Personalized" option or something that would be the equivalence of Delta, basically allowing you to get something at half the Essence but four times the cost.

And just think about how much easier it would be to customize character creation for a specifc type of campaign. Now you could just say "only Street implants and maybe one or two Standard implants" for your ganger-level campaign instead of having to come up with all kinds of strange exceptions and limitations on buying gear.

But I dunno. I'm just rambling so I'll shaddup now. :)
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Aku
post May 31 2005, 02:08 PM
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hmm, well first of all, given grid guide, i dont get where you get that you need a VCR to even drive a cab Blonde, as GG will do it for you for the most part, and the only time you need to make any driving test is if you're performing a stressfull maneuver, so i dont think a VCR is really needed for that. Also, putting a VCR in the mili spec category basically eliminates riggers from games, atleast from the start. Maybe thats what Doc is trying to do, however.

On the contacts issue, actually, i think setting contacts=to charisma would be fine. if you roll up a total loser (chr=1) it should be some sort of negative, being that you've only got that ONE person that even associates with you enough to call you a friend of some sort.
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Ol' Scratch
post May 31 2005, 02:12 PM
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No, I'm not trying to "eliminate riggers from the game." I just don't think its sensible to have a VCR as a common everyday commercial implant when its the type of thing you'd (realistically) only find in the hands of jet fighter/commercial airline pilots or corporate security network personnel. Your common everyday person shouldn't have to rely on anything more than a datajack.

Now changing the rules so that a VCR isn't a "must have" for a rigger-type character is something I'm all for. It should be a very nice advantage, but not the requirement it is under the current rules. Even including a simple street-level boost for Datajacks would be a great idea. But an actual VCR, much like Wired Reflexes, should be the top-of-the-line implant that a rigger-type would want to strive to acquire, not be forced to have from the get-go.
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Lindt
post May 31 2005, 02:14 PM
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Wow, I never thought about it that way before, but it makes SO much sense. On one end you have the cheap, unreliable, not-efficent, but still deadly (and thus not legal) stuff. In the middle is the public acess type stuff which is on the whole legal to get. And on the other is the mil spec "dear god thats expensive' stuff. Sr4 anyone?

Aku had another good point about possibly a more granulated scale for contacts. I LOVE that idea, because lets face it, I dont think my L3 mechanic contact (who is really only that buddy-buddy with me because I refer him to other people too) will get in the way of hot lead for me.
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