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> The Big Picture, Why SR4?
NeoJudas
post Jun 3 2005, 07:39 PM
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QUOTE (Cain)
That strikes me as an odd way to playtest a game. I helped with some local LARPs, and we discovered the best playtesting was to grab a hold of all the munchkins we could, and have them shake down the system until it's eyeteeth became loose. Once the munchkins were unable to go beyond a reasonable power level within the rules, we knew we were onto the right direction.

I asked before if the playtesters have run gaves at variable power levels, and what those levels are; so far, it sounds like they've only playtested starting characters. That leaves open the question of abuse at slightly higher levels-- maybe as low as the 20 karma mark, or as high as the 1000 mark. It would do a little to reassure me to know that the playtesters have run games of varying power levels.

I have to agree with you Cain, when we playtested stuff in the past (MitS, CC, M&M, SRC, Matrix) that was the objective we often had. Just how hard did we have to go until we broke something. Sometimes the current subject broke before it ever made it to paper. Othertimes it took considerable hammering (well okay, the hammers were dropped and the explosives were put away leaving only acidic sarcasm).

Most of my group here really has gone into the sensation of "we'll have to wait", which is ultimately what all of us will be doing. Several members of the group are running their LARP at Gencon again this year and I'm going down for a day or three (running around with another friend).

And by the way, everyone should always remember that one persons Munchkin is another persons Average Gamer.
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Guest_Crimsondude 2.0_*
post Jun 3 2005, 08:00 PM
Post #127





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Well, that's what comforts me about mfb's playtest team. If there are any people knows how to break a system into the component particles of the Universe, it's the people he's gaming with.
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Cain
post Jun 3 2005, 09:07 PM
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Yeah, but he stated that he's only run starting characters so far.

Back in SR1 & 2, no PC could start with initiation. However, the moment you got a hold of it, a mage gained every last metamagic. The game-breaking level appeared just after a mage got enough karma for an initiation.

If they're running starting-only characters, even with normal advancement, you might miss the game breaking point if it's hiding past a certain karma level.
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Wireknight
post Jun 3 2005, 09:28 PM
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Actually, attempts have been made to run advanced characters, and, without getting deep enough into the mechanics of gameplay and advancement to risk violating certain agreements, those attempts have not been entirely pleasing in their outcomes, hence why the focus has remained largely on starting characters. The basic mechanic is just not terribly friendly towards characters too far advanced from the baseline.
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Shadow
post Jun 3 2005, 09:29 PM
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QUOTE (Wireknight)
Actually, attempts have been made to run advanced characters, and, without getting deep enough into the mechanics of gameplay and advancement to risk violating certain agreements, those attempts have not been entirely pleasing in their outcomes.

Joy, more good news.
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Kagetenshi
post Jun 3 2005, 09:29 PM
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To me, it is good news—while it may end up staying bad for the release, the fact that it's been identified prerelease is nonetheless orders of magnitude more comforting than a "it hasn't happened, we might get around to it".

~J
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Wireknight
post Jun 3 2005, 09:31 PM
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Well, perhaps I misspoke. There have been no attempts to create a Ryan Mercury or a Fastjack test character, only attempts to model certain situations with numbers of skill and attribute dice that exceeded what would be possible with base allocations within the boundaries of the creation system.
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Cain
post Jun 3 2005, 10:00 PM
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Still, at least an attempt was made. That's something.

I'd still like to see the playtesters get a hold of the biggest munchkins they can, and hand them a blank sheet along with 100 or so karma. Try those characters out, then repeat with 500, 1000, etc. That would be more ideal.
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Eldritch
post Jun 3 2005, 10:36 PM
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Without breaking any NDA, Wireknight, can you tell us the approx power of beginning characters in relation to what they are now? Less, the same or more powerful?
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Shadow
post Jun 3 2005, 11:19 PM
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QUOTE (Cain @ Jun 3 2005, 02:00 PM)
Still, at least an attempt was made.  That's something. 

I'd still like to see the playtesters get a hold of the biggest munchkins they can, and hand them a blank sheet along with 100 or so karma.  Try those characters out, then repeat with 500, 1000, etc.  That would be more ideal.

This is intended as a compliment. But if they want a guy to poke holes in a system, and find every conceivable loophole? The man they want is Doc Funk.
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Kagetenshi
post Jun 3 2005, 11:25 PM
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They also want Taran, but then someone would end up with acid in their underdrawers.

~J
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Thanos007
post Jun 3 2005, 11:54 PM
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QUOTE
since we've already proven this isn't a "jump star or game over" situation


We have? Oh, you mean all those statements by the FanPro staff and freelancers. Well, I tell you what, lets split the difference. It may not be as dire as I originally posted but I know it's not as sunny as they are making out.

Thanos
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Wireknight
post Jun 4 2005, 12:15 AM
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I believe it has already been stated that starting characters in SR4 are intended to have a reduced power level compared to starting characters in SR3. The tendency for starting characters with attributes and skills in the peak human/world-class ratings (i.e. 6) is viewed as one of the flaws (or manifestations thereof) of the old system.
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Ol' Scratch
post Jun 4 2005, 12:20 AM
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QUOTE
...attributes and skills in the peak human/world-class ratings (i.e. 6)...

Actually that would be 9 for Attributes and 8 for Skills, neither of which are attainable at character creation currently (sure you can get that many dice, but not those base ratings). I realize that they got rid of the silly Attribute Maximum/Racial Modified Limits though. Thank God for that. I'm just pointing out that 6 was never the "peak human/world-class rating" in SR3.

Not that it really matters since in the new system you'll probably be rolling more dice anyway, as an Attribute and Skill of 4 is a total of 8 dice which trumps the 6 you'd normally roll for a "maxed" starting skill rating.
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Wireknight
post Jun 4 2005, 01:59 AM
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I'm just echoing the design philosophy and the observations that guide some aspects of it. I believe that the designers and writers have, up and until this point, underestimated the performance benefits achieved relative to the rating of skills and attributes. I always viewed characters who were supposed to be the "best of the best" in the SR3 universe as probably having skill ratings in the 12-16 range in their particular area of legendary ability.

I am well aware of the bounds of character attributes within SR3. I'd also caution those thinking that people will be more powerful, through the virtue of rolling more dice, in SR4, to realize that the TN# is now 5, which is pretty high in SR3 terms. Also consider that this larger number of dice will decrease corresponding to what would have, in SR3, been situations with higher target numbers.
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Eldritch
post Jun 4 2005, 04:00 AM
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QUOTE (Wireknight)
I believe it has already been stated that starting characters in SR4 are intended to have a reduced power level compared to starting characters in SR3. The tendency for starting characters with attributes and skills in the peak human/world-class ratings (i.e. 6) is viewed as one of the flaws (or manifestations thereof) of the old system.

Yeha, I know it'd been discussed, and presumed based on facts, but it's good to get a confirmation.

Stinky.
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Shadow
post Jun 4 2005, 04:08 AM
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QUOTE (Wireknight)
I believe it has already been stated that starting characters in SR4 are intended to have a reduced power level compared to starting characters in SR3. The tendency for starting characters with attributes and skills in the peak human/world-class ratings (i.e. 6) is viewed as one of the flaws (or manifestations thereof) of the old system.

It has been stated that there is an artificial cap on skills, no higher than 6... or am I confusing that with the attributes?
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Eldritch
post Jun 4 2005, 04:26 AM
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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).


You could easly read into this that skills will cap at 6 as well. I'm just picturing those little dots next to each and attribute the old WoD char sheets. :P


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Cain
post Jun 4 2005, 06:57 PM
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Here's where I start to get worried. Point-based chargen systems are inherently more complex than priority-based ones, such as the old Priority Table. If we add in a progressive cost for skills and attributes, the necessary arithmetic becomes even more complex.

The advantage of the SR3 method is that you don't need a calculator to allocate your basic skills and attributes. Heck, you didn't need one even under the point-based system. The serious number-crunching was reserved for gear; and you only got into complex math for rigging/decking gear. A sam could be done with straight addition/subtraction.

The moment you get into progressive costs, however, the math required goes up. Personally, I hate any game that requires me to have a scientific calculator to create a character. If I can't do it quickly longhand, it's too complex. And given that this system is supposed to be streamlined and *less* complex, this again shakes my faith in the dev's rulemaking skills.
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Ellery
post Jun 5 2005, 07:53 AM
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So you're recommending flat costs during character creation, which is the method used in SR3? Or does even that require too much arithmetic?
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Cain
post Jun 6 2005, 03:44 AM
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Flat costs are generally better, even though they're abuseable. As a big advantage, they only require basic addition and subtraction. Once you start getting mulitplication and long division into it, things get a bit hairy. And when you start needing to figure Nth powers (e.g., the Vehicle Creation rules), you've gone well beyond what a system should have.

All this, of course, is my opinion. YMMV.
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Gyro the Greek S...
post Jun 9 2005, 06:46 PM
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QUOTE (Wireknight)
I believe it has already been stated that starting characters in SR4 are intended to have a reduced power level compared to starting characters in SR3. The tendency for starting characters with attributes and skills in the peak human/world-class ratings (i.e. 6) is viewed as one of the flaws (or manifestations thereof) of the old system.

Hey, that alone is enough to get me interested.

I gotta say, when SR4 was announced, it scared me away from the boards for a little while. The fact that I wasn't GMing SR anymore also helped to distract me.

But I've been hearing interesting things about SR4, so poof, I'm back.
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Shadow
post Jun 9 2005, 06:54 PM
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Glad to have you back Gyro.

The thing is Shadowrunners at the 123 point level were supposed to be professionals. Not amateurs. They were running for at least a year (or equivalent experience). The beautiful thing about the Point buy system is you can reduce points to reduce the starting power. Want a gang campaign, 90 points. Children, 60 points, etc.

Or you could go the other way, give someone 150 points to make a character (watch everything get maxed). I hope SR4 has that kind of scalability and doesn't pigeon hole everyone into playing '1st level' characters.
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Kagetenshi
post Jun 9 2005, 06:57 PM
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Children wouldn't get 60 points. Probably averaging stats of 2s across the board with little to no skills, no resources, and no contacts. Maybe 30-35 points?

Unless you're talking Otaku, in which case you can barely call them children.

~J
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Critias
post Jun 9 2005, 06:58 PM
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QUOTE (Kagetenshi)
Unless you're talking Otaku, in which case you can barely call them children.

~J

Or Shadowrunners.

(hyuk, hyuk, I kill me)
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