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> More news of Origins, yeah..I saw the good stuff
Synner
post Jul 29 2005, 05:20 PM
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SoA should already be working its way through the distribution system at this point. System Failure was in final editing last I heard, and from recent news SR4 should be ready by GenCon.

Disclaimer: this is definitely unconfirmed information.
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Ellery
post Jul 29 2005, 07:35 PM
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I already explained, in my post dated Jul 27 2005, 10:20 PM, that force 6 spells are special when they are resisted because you need to roll against TN6. And I also explained that SR3's "20% increase in target number" corresponds to a 100% increase in difficulty to resist, because of the TN6 thing.

And I've already explained why it's next to impossible to get a twofold difference in one point of force using SR4 mechanics with 6 vs. 5.

I'm happy to wait for the release date and explain in detail using the real rules instead of any halfway sensible application of SR4 mechanics. But I do want to be clear that I'm not talking about a 20% impact of force 6 over force 5 in SR3--it's more like a factor of two.

Factors of 20% aren't too hard to achieve in SR4. Factors of two are, given such a small difference. All the other things about magic and essence interactions, low attributes, and so on can only easily generate a 20% difference or so.

I don't think that variable length condition monitors will make SR4's system feel like it has hit points on its own. The accrual of penalties is rather weird, though. Losing damage levels has a bigger impact, I think: if the 1-3-6-10-15-21 progression was continued, then there wouldn't be much difference in penalty between someone with a 9-box vs. 15-box condition monitor, nor would either be that immune to dying to a single accurate shot. The 15-box guy could keep slogging on for longer with a bunch of minor wounds, but would still be vulnerable to a sniper (or even a ganger with a light pistol, some skill, and using maximum combat pool and karma pool...er, well, maybe not, now that there's no combat pool).

However, without damage levels, one picks up much more of a feeling of hit points--there's presumably a gradual accrual of damage, and the people with longer condition monitors can accrue a fair bit more. Furthermore, there will be little danger of immediately lethal damage (one-shot kills) unless almost all damage is immediately lethal to everyone, in which case having a condition monitor at all is kind of silly.

Now, Synner is probably going to say that I'm wrong, and that I can't know this, and I don't have all the information. But again, the difference between a linear progression and a quadratic one is pretty dramatic (just like the exponential vs. linear progression including a large TN5/6 jump is dramatic).
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Synner
post Jul 29 2005, 10:24 PM
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Nope, this time I'm pretty sure your analysis is pretty much on target given known facts. Sometimes 1+1+x is 3 - although again this is speculation and not certainty.

I also agree that the end of damage levels might feed the feeling of a hit points system (though I believe, in practice, players will quickly get over that impression given other changes introduced in the system) and with your deduction that the danger of one-shot kills is apparently lessened for these high Body types - all I can say on that regard is that it is something that was detected in playtesting.

I'd like to reiterate that you might even be right with the basis of your prior conclusion, but given its speculative nature and the current known information, it shouldn't have been used to build further conclusions which are contingent on a larger framework.
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Ellery
post Jul 30 2005, 01:33 AM
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If we didn't speculate upon things and build upon incomplete information, there wouldn't be much point to a SR4 forum--all information we are presented with is taken out of the full context. Plus, as explained, I wasn't grasping at straws--there are good mathematical reasons why one can't make SR4 do what SR3 did (which arguably was an unintentional artifact peculiar to the SR3 mechanics). So it seemed to me to be a fine base upon which to build.
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fistandantilus4....
post Jul 30 2005, 06:32 AM
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we need a new smiley - fencing smiley!
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Taki
post Jul 30 2005, 08:35 AM
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QUOTE (Ellery)
I'm happy to wait for the release date and explain in detail using the real rules instead of any halfway sensible application of SR4 mechanics.  But I do want to be clear that I'm not talking about a 20% impact of force 6 over force 5 in SR3--it's more like a factor of two. 

I think you are 100% right for the factor of two - which to my mind one of the really bad flaw in SR3.
So I hope indeed there is a lot of thing you can do in SR3 and can't in SR4 (like doubling the difficulty to resist by adding 1 to the force of a spell)

By the way I really think being happy to wait for SR4 in purpose to demolished it would be a bad behavior.

QUOTE (Ellery)
 
I don't think that variable length condition monitors will make SR4's system feel like it has hit points on its own.

There is 2 different hit point system that come to my mind, the first one is in game-with-level, so the number off hit point increase dramatically after a few levels, the second is only linked to body-like attribute, with a fix number, but no penalties for being injured until you fall unconscious.
So I guess SR4 will be more comparable to SR3 than to any other system.
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fistandantilus4....
post Jul 30 2005, 09:10 AM
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Earthdawn being an exception to that. But ED always was a great system to play. A little ungainly at first, but definitely good stuff.
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Ellery
post Jul 30 2005, 07:30 PM
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Taki, all I said was that I would be happy to demonstrate the validity of my argument when SR4 is out--or when someone comes up with any other set of hypothetical magic rules that are consistent with SR4 mechanics. I never said that the large benefit of having force 6 spells (over force 5 ones) was an advantage--it's just a difference.

Correctly assessing the differences between SR3 and SR4, and the consequences that those differences have, can hardly be considered as bad behavior except in a groupthink scenario where the two Are The Same, or one is presumed to be far superior to the other and evidence that might indicate the contrary is most unwelcome.

There are both good features of the SR3 system that cannot be easily reproduced, and bad features of SR3 that cannot be easily reproduced. There are probably some neutral features as well. The SR4 mechanic is quite different from the SR3 mechanic, and binomials and linear trends do not fit quadratic trends and exponential distributions well except in an unhelpfully limited range.
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Synner
post Jul 30 2005, 08:40 PM
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QUOTE (Ellery @ Jul 30 2005, 07:30 PM)
Correctly assessing the differences between SR3 and SR4, and the consequences that those differences have, can hardly be considered as bad behavior except in a groupthink scenario where the two Are The Same, or one is presumed to be far superior to the other and evidence that might indicate the contrary is most unwelcome.

Ellery, please note that my post wasn't meant to dissuade any such assessment, what I am trying to warn against is the risk of constucting a derived argument from a incomplete analysis of known information (in this case in particular when it is known that the variable Magic Rating will now cap spell Force). IMHO trying to assess "the penalty for starting mages to take cyberware" in the first place is an exercise in futility without information on how the Essence/variable Magic equation works in SR4.

That being said there's nothing wrong with speculation of any kind is always useful, and as many have said that too is what this forum is here for, but speculation should be identified as such for the benefit of anyone who haven't been following every piece of information to come out - especially at this stage when more official information has been made known but no one's sure exactly what everyone else knows.
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Ellery
post Jul 30 2005, 10:50 PM
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I was responding to Taki's comments--I didn't view your posts as saying that my behavior was bad (in a malicious sense as Taki seemed to me to be implying), just potentially misleading or unhelpful.

Anyway, I'm not terribly eager to go through the "I can estimate this pretty well!" vs. "No you can't!" discussion again. I think we've both made our respective positions clear.
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fistandantilus4....
post Jul 31 2005, 04:15 AM
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5 karma for the both of ya'

It's nice to see a discussion and critical analysis that doesn't degenerate to name calling
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Taki
post Aug 1 2005, 11:20 AM
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Ellery, I didn't say you are malicious, I said : "being happy to wait for SR4 in purpose to demolished it would be a bad behavior. "
You know better than me if it is precisely what you are doing.

You are saying there is difference between sr3 / sr4, it is true indeed. Thanksfully things will be VERY different, in the same time most of us hope it will keep the shadowrun feeling.
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Ellery
post Aug 1 2005, 05:26 PM
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QUOTE (Taki)
Ellery, I didn't say you are malicious, I said : "being happy to wait for SR4 in purpose to demolished it would be a bad behavior. "
If that's not bad in a malicious sense, what, pray tell, is the nature of the badness?

QUOTE (Taki)
You know better than me if it is precisely what you are doing.
You are implying that this is what I am doing by juxtaposing comments to me with comments like that.

Let's see if I can help you. See my post dated Jul 30 2005, 02:30 PM where I say, "I never said that the large benefit of having force 6 spells (over force 5 ones) was an advantage--it's just a difference." If one isn't worse than the other, how would I be demolishing one or the other, hm?
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Taki
post Aug 1 2005, 06:24 PM
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hum ... me no understand all games with word. By the way

I meaned no disrespect man ...
I wasnt implying it is, I just said it could be which is a lot different in probability ;)
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The White Dwarf
post Aug 1 2005, 07:48 PM
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While that example is correct, and is indeed a case-in-point of one of the SR3 system flaws (rather big one imo, but limitation of relying on linear scale combined with dice containing a finite number of sides), theres more to the story.

Because spells contained a tn to be rolled against, before the resistance test, they are in a sense opposed rolls (not opposed tests per sr lingo, just that 2 parties roll against tns and the net does something).

Having, for example, a Willpower 5 vs Willpower 6 did the exact same thing, for the same reason, only magnified. When you resist a spell using willpower, vs a force 5 of force 6 spell, there is no pool and so the most dice you can get is like 6 or 8, maybe 10 or 12 for some crazy extreme case. That difference only changes 1-2 successes on average into passes or fails.

Consider the effect of that Willpower 5 or Willpower 6 on the caster tho, his tn for his entier casting pool changes. That can quite easily get up near 20 dice without anything obscene, potentially more if someone activly tries to get a lot of dice. Now youre taking 3-4-5 changes in success values.

What Im trying to point out is that because the TN values in SR3 were variable, the EXACT SAME THING, in this case the 5 to 6 thingy and its 20% increase vs 50% success chance, in the EXACT SAME MECHANIC, in this case a spellcasting test, affects the involved people DIFFERENTLY. Its not like its some system glitch that everyone deals with, it created inherant imbalances. That is, IMO, the problem; not the glitch per se. Every game system as quirks, but they dont all have glitchs.

SR4 seems to address some of these from what posts indicate. *Seems* to. Because the posts also point to the exact same situation occuring in a new way in the new system.

I dont know if Ill like or hate the new system on its own. But if this same 'feature' is held over it wont be an improvement over the old one, mechanically thats the sort of thing that just has to go to bring it to any sort of improved level.
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Taki
post Aug 1 2005, 09:35 PM
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I am with you.

Dwarf powa !

Taki
Black dwarf samurai adept
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Serbitar
post Aug 5 2005, 08:51 AM
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Some 2 cents:

Of course Ellery is right.

In SR3 by going from Force 5 to force 6 you double your effectivnes. In SR4 you don't because they changed the system from exponential to linear.
So the step from force 5 to 6 in SR3 will always be of much greater impact than in SR4.

There is nothing to discuss about it. Its plain maths. To say that in SR4 the step from Force 5 to force 6 is euqally important as in SR4 would mean denying the step from exponential to linear system.

But after all you DONT WANT the step from 5 to 6 be much more effective then from 4 to 5. Thats why they changed it in SR4 and thats why SR4 is superior to SR3.
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Synner
post Aug 5 2005, 09:32 AM
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I repeat mathematically Ellery's conclusion is correct - assuming the system works as you seem to believe - however the true "effectiveness" of a Force 5-6 spells in the context of the game can only be evaluated in relation of its impact on a Resistance Test of which an Att roll is integral (in the new system) - my point is that you can not at this point make a valid judgement about this element of the system without taking into account elements which are unknown (and are erroneously being assumed to be identical to SR3 - the amplitude and range of attributes in SR4 to name just one).
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Ellery
post Aug 5 2005, 09:50 AM
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And my point is that I don't need to know the details because one cannot make the differential effectiveness between force 5 and force 6 great enough with the SR4 mechanics to match the difference in effectiveness that you found in SR3. (Unless, of course, one resorts to silly ad hoc rules such as, "If the spell is force 6 or above, all effects are doubled" or "if you have any cyberware at all, you can only cast spells at half the force that you normally could".)
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Serbitar
post Aug 5 2005, 09:53 AM
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QUOTE (Ellery @ Jul 27 2005, 10:20 PM)
QUOTE (Synner)
I have no idea where you're getting the "ability to cast force 6 spells was important in SR3, but won't be with the new mechanic" but its just plain wrong.
*blink* I can only assume that you neither play mages nor have mages cast on you (if you play SR3 at all).

The reason why casting force 6 spells was important was because the TN to resist a force 6 spell is 6. TN6 is twice has hard to achieve as TN5. (Remember that variable TN thing?) Force 6 spells are twice as hard to resist.

Thus, unless your magician cast no spells that could be resisted, casting the spells at force 6 made a very large difference--one point of force doubled the effectiveness.

The difference between 6 and 5 in SR4, given that almost everything else is linear, is likely to be around 20% (6/5 = 1.2) instead of a factor of two.


The reasoning behind this post is still valid. After all, the discussion was about this post . . .
It was never about overall effectivnes (which could be same for force 6 spells in SR4 and SR3) it was about effectivnes of force 6 spells in relation to all the other spells (aka force 6 doubles success chance in relation to 5 and 7 doesnt do anything compared to 6). Resistbale force 6 spells were special in SR3, in SR4 they are not (at least I hope so, and I see no reason why my hope should be wrong. Force 6 spells should be a little bit better than force 5 and force 7 a little bit better than 6. If not, they messed up the aprprox. linear system, which would be quite a stupid thing to do).

So the sentence

QUOTE

ability to cast force 6 spells was important in SR3, but won't be with the new mechanic


is perfectly right.

Mathematically spoken: SR4 may be calibrated to make force 6 spells exactly as effective as in SR3 (though they could be calibrated to match force 5 spells in both system or any other number or none at all) but because the slope of the effectivnes curve ( 1 - probability(resisting the spell) vs. force) is differnt (approx. linear to exponential with a saddle point at multiples of 7) the surrounding force numbers will differ greatly. The second derivative of the effectivnes curve in SR3 has huge peaks at multiples of 6. In SR4 the second derivative should be aproximatley zero for any force.
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Ellery
post Aug 5 2005, 10:26 AM
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It's nice to know that someone understands what I was saying!
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SL James
post Aug 5 2005, 10:37 AM
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Some of us were just too lazy to get involved when the posts got longer than my ... er... their screen.
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Synner
post Aug 5 2005, 11:11 AM
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QUOTE (Ellery @ Aug 5 2005, 10:26 AM)
It's nice to know that someone understands what I was saying!

I'm going to make this perfectly clear one last time. Your point had been understood for quite a while. I have been trying to explain why, even though mathematically sound:

a) your original deduction is limited and it is feasible (if unlikely) that SR4 could be calibrated that the Force 6 spell retains the same effective "importance" (even if its for very different reasons) - hence your post is speculation and should have been identified as such;
b) it is a mistake to use any such deduction to jump to a secondary conclusion (and for the record Serbitar, the argument was presented as a single sentence and hence I addressed it as such so the conclusion "the penalty for starting mages to take cyberware will go down" was integral). When information has been made available to surmise that the most important element in any decision about a starting mage taking cyberware is different - the ie. cyberware-Essence-(variable) Magic framework - is changing, any such claim is either perfectly grounded or potentially misleading.(To clarify this last point, for the record, it is entirely possible that Ellery might have picked up on the answer to the Essence-Magic question, which was given at the Origins seminar, and incorporated that in the analysis. However judging by what we've seen of post-Origins threads many people obviously did not and as such speculation could be taken as perfectly factual or erroneous speculation).
c) that it is misleading — for the benefit of those joining at this late point and those who happen to not be aware of all the available information — to present any such conclusions without presenting them as mere opinions and uninformed deductions.

Why do I bother debating this at all? Well, because too many people have jumped to various erroneous conclusions based on incomplete knowledge of the new system. Even some playtesters have made the mistake of jumping to conclusions on some stuff that is currently patently untrue in the final implementation. What has changed at this point is that things have been made public that allow relevant discussion without idle speculation - the problem is people are still catching up.
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Ellery
post Aug 5 2005, 12:08 PM
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a) The chance of it being wrong is so small as to not be worth setting off with qualifiers given that all statements about SR4--including statements directly from the FAQ--are speculative.
b) Building upon prior reasoning is the whole point of deduction. It's most of the point of thinking. There does not exist a sensible relationship between magic and essence, given the very limited possible choices consistent with SR4 rules, that could make taking a small amount of cyberware horribly bad for mages while not converting most existing mages with a little cyber into burnouts. That part is speculative--maybe piles of existing mages will be converted into burnouts--but I did not state strongly how big of an effect the difference in forces would make, nor did I rule out that there could be other factors that would have an opposite effect.
c) Last I checked, I didn't have a "FanPro Developer" tag on my name. I'd hope that people could distinguish what I say from what a developer says, and judge its likelihood of being a result of direct knowledge of the rules accordingly.

Also, this "you can't speculate!" stuff is getting old. If you understood what I was saying, you'd address the mathematical points I've made. But you continue to say I can't speculate, and continue to fail to address why I'm not mathematically justified in my conclusions. My sense is that you don't understand that you don't understand what I'm saying--not in the kind of quantitative detail necessary to draw conclusions. If you're so confident that I could be wrong in my speculations, why don't you come up with a scheme that is not in SR4, is not crazy-stupid, and which would falsify my claim, were it true. If you understand in a meaningful sense what I'm talking about, and I'm wrong, it shouldn't be terribly hard, it won't violate the NDA, and we won't have to wait for SR4 to come out.
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Synner
post Aug 5 2005, 12:14 PM
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QUOTE
a) The chance of it being wrong is so small as to not be worth setting off with qualifiers given that all statements about SR4--including statements directly from the FAQ--are speculative.

Actually, statements from the FAQ are all factual at face value and not speculation -how you chose to interpret them is another issue.

You made a statement in response to someone else's post:
"The ability to cast force 6 spells was important in SR3, but won't be with the new mechanic, so the penalty for starting mages to take cyberware will go down. If you combine that with presumably cheaper costs to get partial magical ability, I'd expect to see many more mages with a bit of cyber, or street sams with a bit of magic."

At that point you did not specify that such a conclusion was based on the maths or pure speculation, you did not specify either way. You made a claim.

I disagreed with the conclusions presented and simply said that this was speculation and should have been identified as such. I also went on to say that you cannot deduct from available information that Force 6 won't have equal "importance" under the new system (I made no reference to the Force 5-6 because it was not called for) and hence your original statement was "unfounded" (note: not "wrong" just ungrounded).

When you went on to explain that your reasoning was based (apparently exclusively) on the inherent of any Rating value of 6 in SR3 as compared to 5, I suggested that even so it was possible that the Magic system was so different that element could be reproduced elsewhere in the system and that either way concluding this factor would affect cyber and magicians in any significant way was an erroneous deduction - one you are obviously free to make.

I also suggested that you weren't taking into account a number of obvious factors which might affect such a conclusion: that Magic is now a variable attribute but "we" don't know how that influences "dice pools" if it does at all; that Force is capped by Magic; that "we" do not know if Force factors into dice pools; that its unknown whether all spells are now resisted, we do not know if all spells have effect thresholds based on Force, we do not know if all spells have effect thresholds based on hits, if Force limits hits.

It is like assuming that a Magic 6 magician in SR3 will convert to a Magic 6 magician in SR4 when you have no information to go on.

QUOTE
b) Building upon prior reasoning is the whole point of deduction. It's most of the point of thinking. There does not exist a sensible relationship between magic and essence, given the very limited possible choices consistent with SR4 rules, that could make taking a small amount of cyberware horribly bad for mages while not converting most existing mages with a little cyber into burnouts. That part is speculative--maybe piles of existing mages will be converted into burnouts--but I did not state strongly how big of an effect the difference in forces would make, nor did I rule out that there could be other factors that would have an opposite effect.

Nope you just stated, "The ability to cast force 6 spells was important in SR3, but won't be with the new mechanic, so the penalty for starting mages to take cyberware will go down. If you combine that with presumably cheaper costs to get partial magical ability, I'd expect to see many more mages with a bit of cyber, or street sams with a bit of magic."

For the record. At the Origins seminar Rob replied to one question about Essence loss saying that Essence loss from cyber will work as always. it will deduct from Karma.

QUOTE
c) Last I checked, I didn't have a "FanPro Developer" tag on my name. I'd hope that people could distinguish what I say from what a developer says, and judge its likelihood of being a result of direct knowledge of the rules accordingly.

Last I checked neither did mine. Neither did wireknight's or mfb's when they posted. Neither did Caine Hazen. Or any of the people who were at Origins for the demos or seminar. Even someone like Shadow seems to be privy to some insider information at this point. It hasn't stopped any of us presenting information to the general audience of these forums. At this point in time there are numerous ways in which even a non-playtester or non-developer could have by now validly come up with a lot of information - there's nothing to help anyone distinguish between officially released info and speculation unless we specifically identify what our sources are and whether we are simply speculating and making educated guesses (or not).

QUOTE
Also, this "you can't speculate!" stuff is getting old. If you understood what I was saying, you'd address the mathematical points I've made. But you continue to say I can't speculate, and continue to fail to address why I'm not mathematically justified in my conclusions.

You're wrong on all counts. I've said on several ocassions on this thread that there's nothing wrong with speculation, but that -now more than ever- its important to identify speculation and personal interpretation as such.

I've actually even said that:
QUOTE
I'd like to reiterate that you might even be right with the basis of your prior conclusion, but given its speculative nature and the current known information, it shouldn't have been used to build further conclusions which are contingent on a larger framework.

and
QUOTE
There is a difference between stating something as your opinion or your deduction and presenting it as fact. I would not have brought this up if Ellery has posted "(...)but it looks like it won't be with the new mechanic".


Of course if I did say "you can't speculate!" I'm sure you'll be able to point it out, right?

All I am saying is that when indulging in speculation it behooves us to note that what we're saying is a personal opinion or deduction to avoid confusing an already clouded matter. It's also helpful in taking speculation down a constructive path but since this DSF, I never have too many hopes about it going that way.

QUOTE
My sense is that you don't understand that you don't understand what I'm saying--not in the kind of quantitative detail necessary to draw conclusions. If you're so confident that I could be wrong in my speculations, why don't you come up with a scheme that is not in SR4, is not crazy-stupid, and which would falsify my claim, were it true. If you understand in a meaningful sense what I'm talking about, and I'm wrong, it shouldn't be terribly hard, it won't violate the NDA, and we won't have to wait for SR4 to come out.

Okay, let's get this straight. Your maths are impeccable and as far as I can see your one mistake is extending your argument beyond the value of 6 element in a Force 6 spell under SR3. In all my posts I've reserved commenting on whether your calculations are correct or not, because that wasn't the point.

Your mistake, from my perspective, was/is not in the maths (although there are ways in which the new system does indeed change the way Atts, Edge, Magic, Force and Resistance rolls relate that impact directly on this mechanic including stuff like possible exploding dice, etc). It is in failing to take into account the relative framework when making further extrapolations. It's like assuming a Magic 6 magician in SR3 will convert to a Magic 6 magician in SR4 with all the relevant abilities the same - at this point in time there is nothing to say this will be the case. Possibly Magic 6 will convert to the Magic 3 mage in SR4? IMHO this sort of unknown makes any argument which goes on to suggest "the penalty for starting mages to take cyberware will go down" inherently flawed. IMHO any such speculation which doesn't take into account the direct interaction between Magic and Essence loss due to cyber is flawed regardless of whether the maths are correct because the relative "importance" of the "penalty" is secondary to that consideration and partially contingent on the other "penalties" affecting such a choice (ie. if this particular penalty is eliminated maybe another is increased) and hence should be considered in the light of all the other known facts about that equation (ie. Magic is a variable stat and bought up, high Atts are more costly, Magic skills are broken down, Essence loss deducts from Magic, Force 6 is the maximum Force an average non-cybered magican can cast in SR4, etc).
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