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> Preview in Game Trade Magazine, More is revealed...
Dakhran the Dark
post Jun 2 2005, 02:39 AM
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June's issue of Game Trade Magazine has a one-page preview article by Rob Boyle and Steve Kenson, which gives some new details not covered by the FAQs...
  • Rule of One (now called a Glitch) is triggered more frequently, and may be triggered even when successful.
  • Rule of Six no longer applies, except when you are using the new Edge attribute.
  • A new type of test, Extended Tests, has been added.
  • Along with the Edge attribute, a new Resonance attribute has been added for "technomancer" characters.
  • Combat turns are now 6 seconds long.
I'm still in the "wait and see" camp, which is starting to look kind of empty...and I'm thinking of striking the tent and moving when I see advertisements use phrases like this:
QUOTE
You’d have to be whacked, or a serious trog, to pass up on a righteous opportunity like this!
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Guest_Crimsondude 2.0_*
post Jun 2 2005, 02:47 AM
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Kenson...
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Eldritch
post Jun 2 2005, 03:18 AM
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QUOTE
Our intention is to make the Matrix something all
characters in Shadowrun use on a regular basis, as
well as bring deckers (now hackers) out of their mothers’
basements
and into the streets with the rest of the
shadowrunning team.


Ooohh, thats just cold hearted. :P
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Wounded Ronin
post Jun 2 2005, 03:56 AM
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QUOTE (Crimsondude 2.0)
Kenson...

It sounds like you're about to fight a manly duel of rage with him, dude.
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Catsnightmare
post Jun 2 2005, 04:00 AM
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I have to wonder how far will FanPro get after shooting themselves in both feet with this crap.
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Guest_Crimsondude 2.0_*
post Jun 2 2005, 04:12 AM
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QUOTE (Wounded Ronin)
QUOTE (Crimsondude 2.0 @ Jun 1 2005, 09:47 PM)
Kenson...

It sounds like you're about to fight a manly duel of rage with him, dude.

Probably because my first thoughts were of this post.
QUOTE (Steve Kenson)
Ah, Crimson (may I call you Crimson?), fear not. To say I am on the "design team" for SR4 is, well, something of an overstatement. The whole of my contribution was attending a few meetings and offering a couple suggestions. I'm not writing a single word of SR4, and I've got practically nothing to do with it otherwise, so you can rest easy there. Shadowrun is "safe" from me.

Unless someone is just mocking me now.

This is a bad joke... This is all a bad joke...

Can't sleep... Clown'll eat me... Can't sleep... Clown'll eat me...
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Wireknight
post Jun 2 2005, 04:36 AM
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There are no words.
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Nerbert
post Jun 2 2005, 04:40 AM
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Glitches triggered more frequently? That'll mix things up

Well at least that covers one thing Edge will be good for.

Extended Tests are no surprise. Probably for things like athletics.

More Attributes? Why are they calling them all "Attributes" they clearly don't work anything like Str Quick etc.

I wonder if they're restructuring the action system at all? Instead of two or three actions, only one? Only two? My guess is two simple actions per turn or one complex action.
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Guest_Crimsondude 2.0_*
post Jun 2 2005, 04:57 AM
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QUOTE (Wireknight)
There are no words.

Sure there are.

QUOTE
This is a bad joke... This is all a bad joke...

Can't sleep... Clown'll eat me... Can't sleep... Clown'll eat me...
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Bull
post Jun 2 2005, 05:22 AM
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Keep the personal attacks off the board, please.

Bull
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Bull
post Jun 2 2005, 05:24 AM
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QUOTE (Nerbert)
Glitches triggered more frequently? That'll mix things up

Well at least that covers one thing Edge will be good for.

Extended Tests are no surprise. Probably for things like athletics.

More Attributes? Why are they calling them all "Attributes" they clearly don't work anything like Str Quick etc.

I wonder if they're restructuring the action system at all? Instead of two or three actions, only one? Only two? My guess is two simple actions per turn or one complex action.

Glitches: Well, consdierng that I've seen the Rule of Ones come up a grand total of twice in all my years of playing and GMing... I'm looking forward to this.

Attributes: the only new "attributes" that doesn't function exactly like the current Attributes will be Edge and Magic. The other new ones just break up old skills into more logical categories.

Bull
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Guest_Crimsondude 2.0_*
post Jun 2 2005, 05:25 AM
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n/m

This post has been edited by Crimsondude 2.0: Jun 2 2005, 05:32 AM
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Kagetenshi
post Jun 2 2005, 05:29 AM
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QUOTE (Bull)
Attributes: the only new "attributes" that doesn't function exactly like the current Attributes will be Edge and Magic.

So Resonance acts exactly like a current attribute?

~J
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hermit
post Jun 2 2005, 05:33 AM
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QUOTE
Rule of One (now called a Glitch) is triggered more frequently, and may be triggered even when successful.

Wow, his will make explosive ammunition much more fun to fire ... seeing as how your gun in 2070 apparently suddenly starts to blow in your face much more frequently and all, even if yiou handle it the same way and with the same skill as before. Also, expect more runners to cut themselves in half with monowire whips when using them, or throwing the pin and holding the grenade .... I dunno, but have all runners become clumsy smurfs in between 2065-2070, or will glitches not be as catastrophic as rule-of-one fumbles were?

QUOTE
Combat turns are now 6 seconds long.

Now there's good news. At least *something*.
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Critias
post Jun 2 2005, 05:36 AM
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Sounds that way.

I've never heard of streamlining by adding like four attributes before. What a totally righteous idea.
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Nerbert
post Jun 2 2005, 05:34 AM
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I guess that could make sense. They could use it instead of Intelligence or whatever it is now for Hacking. Kind of like a Technomancer 6th sense? If thats true, it'd make them more Karma intensive in the long run.

And Bull, did you forget about Essence? Is it gone? Radically changed?
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Critias
post Jun 2 2005, 05:41 AM
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QUOTE (hermit)
QUOTE
Combat turns are now 6 seconds long.

Now there's good news. At least *something*.

I...what?

Do you realize how insanely out of wack rates of fire/actions/movement rates are now, with a three-second combat round? Doubling the length of time covered by a round, unless the initiative system is completely new and different (to the point where people get at least twice the actions they used to, to keep it at least the same actions-per-second as before) just makes that worse.

Firing as fast as he can, your average-Reaction unagumented human will apparently need about a minute to empty the magazine of an average semi-auto pistol. That's retarded.
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fistandantilus4....
post Jun 2 2005, 06:37 AM
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QUOTE (Nerbert)
Glitches triggered more frequently? That'll mix things up

at least one thing to look forward to!
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Cain
post Jun 2 2005, 06:58 AM
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I can't get that page to open, but based on what I'm seeing:
QUOTE
Rule of One (now called a Glitch) is triggered more frequently, and may be triggered even when successful. 

Mixed bag. While "Oops" might have been to rare under SR1-3, I'm somewhat worried that they may now be triggered too often. Besides which, as a GM, I used to fumble at least once per session, and always when I was rolling more than 3 dice.
QUOTE

Rule of Six no longer applies, except when you are using the new Edge attribute.

Is this all Edge is useful for? If so, then it's a pretty useless attribute.
QUOTE

A new type of test, Extended Tests, has been added.

Hold on a sec. Supposedly, the whole idea of simplifying the game is to get everything under one unified mechanic: attribute + skill. That's why they're getting rid of the silliness that is the open test, right? Now, we're coming up with a totally new test?

It's seeming increasingly like the promise of "Attribute + skill" is being broken. Which, to me at least, means the system isn't going to be any simpler than before. Dumbed down, perhaps, but not simpler.
QUOTE

Along with the Edge attribute, a new Resonance attribute has been added for "technomancer" characters.

I'm with Kage on this one. Yet another new attribute, with no doubt new rules for it. So, it's attribute + skill all the time! Except for Edge. And Reaction/Initiative. And Essence. And Magic. And Resonance. Yup, one mechanic to rule 'em all. :please:
QUOTE

Combat turns are now 6 seconds long.

Well, excepting the firing rate issue, 3 seconds always did seem a little short for me. But it wasn't horrible. I think this is what mfb might have meant by a fix for something that wasn't broken-- the 3 second turn wasn't hurting anything that I can see.
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Guest_Crimsondude 2.0_*
post Jun 2 2005, 07:15 AM
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I once toyed with the idea of suggesting 1 turn being 1 second...
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fistandantilus4....
post Jun 2 2005, 07:22 AM
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QUOTE
Mixed bag. While "Oops" might have been to rare under SR1-3, I'm somewhat worried that they may now be triggered too often. Besides which, as a GM, I used to fumble at least once per session, and always when I was rolling more than 3 dice.


I have seen two instances of the "rule of 1" since I started playing, about 8 years ago.

I'm looking forward to this, but I'm hoping that if it's a lot more common, ot's more along the lines of a glitch than the catastrophic failure we use it for now (in my game at least, ... when it happens)

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Ol' Scratch
post Jun 2 2005, 07:24 AM
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I just hope its not a "if you roll more 1's than successes" kind of rule. Or if it is, they clearly indicate that a glitch isn't a catastrophic failure that will likely get you killed, which is what a lot of GMs seem to assume the current "Rule of 1" is supposed to mean.
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hermit
post Jun 2 2005, 07:34 AM
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QUOTE
Do you realize how insanely out of wack rates of fire/actions/movement rates are now, with a three-second combat round? Doubling the length of time covered by a round, unless the initiative system is completely new and different (to the point where people get at least twice the actions they used to, to keep it at least the same actions-per-second as before) just makes that worse.

Firing as fast as he can, your average-Reaction unagumented human will apparently need about a minute to empty the magazine of an average semi-auto pistol. That's retarded.

It's not just firing, it's also aiming and all that. A maximum autofire rule, like the one I once saw on BlackJack's page, might be in order, but really, your average empty-the-clip human isn't gonna hit anywhere near as precisely as the one-shot-one-hit SR ranged combat of now suggests. You know, in real life, people would actually *miss* when shooting at something, at least occasionally. Not so in SR. That has always bothered me.

So long as firing rates are adapted to be more realistic (and to allow Joe Sam to empty his clip in one combat turn if he really feels like it), a six-second combat turn is going to be much more sensible than a three-second turn.

QUOTE

I'm with Kage on this one. Yet another new attribute, with no doubt new rules for it. So, it's attribute + skill all the time! Except for Edge. And Reaction/Initiative. And Essence. And Magic. And Resonance. Yup, one mechanic to rule 'em all.

Maybe Resonance works for Otaku the same way Magic works for mages? that WOULD simplify things a great deal. It just evades using the actual magic attribute for Otaku-style netrunning, and being flamed to hell and back for insisting that Otaku ARE technomages, and not some wacky form of AI enhanced cyber characters.

Odds are, though, that Resonance will not be subject to power loss with essence loss.
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Cain
post Jun 2 2005, 07:48 AM
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QUOTE (Doctor Funkenstein)
I just hope its not a "if you roll more 1's than successes" kind of rule. Or if it is, they clearly indicate that a glitch isn't a catastrophic failure that will likely get you killed, which is what a lot of GMs seem to assume the current "Rule of 1" is supposed to mean.

If ti can be triggered even if you the roll otherwise succeeds, it's pretty much got to work the way you describe. As to the second part of your question, I have no idea; but I'll grant that the rarity of glitches under SR3 might be what causes GMs to push their severity.
QUOTE
Maybe Resonance works for Otaku the same way Magic works for mages? that WOULD simplify things a great deal. It just evades using the actual magic attribute for Otaku-style netrunning, and being flamed to hell and back for insisting that Otaku ARE technomages, and not some wacky form of AI enhanced cyber characters.

That *still* leaves too many exceptions. I didn't even deal with the issue of Extended tests; which if they work in a similar way to oWoD, would require a third mechanic for all those situations. For a system that's supposed to only have one mechanic, they've sure got a lot of exceptions.
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fistandantilus4....
post Jun 2 2005, 07:52 AM
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so... what the hell is an extended test?
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