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> Attributes, linked skills, and priority revisions, How would you change it?
Talia Invierno
post Sep 18 2003, 06:52 PM
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Which skills should be linked to different attributes? I've previously proposed that Diving should be IN-linked. Siege suggests here that Intimidation could be linked to Strength. (We've played it as a two-way skill in our house rules: a player could choose which attribute to base off of at PC creation.)

On a loosely related note, a proposed major amendment to SR3 character creation rules (edit: initial de-bugging amendments four posts down):

Instead of having a fixed number of active skill points to assign and a number of knowledge and language skill points based off IN - why not tie the number of points available for different types of active skills directly to their linked attribute (in much the same manner as with knowledges and IN)? For example, a PC who assigns a 4 to QU would have (4 x the multiplier) points to place into QU-based skills at character creation.

Related changes to the priority system would change the Skill category to a multiplier category instead:

A = x 2 (maximum skill total 54 if Attributes = B, minimum 36)
B = x 1.5 (maximum skill total 45 if Attributes = A, minimum 27)
C = x 1 (maximum skill total 30, minimum 18)
D = x .75 (maximum skill total 23, minimum 14)
E = x .5 (maximum skill total 15, minimum 9)

A player still has the flexibility to have a higher or lower total skill point value, but how they would be distributed would be proportional to the attributes chosen. (Edge bonus attribute points would not be included in this calculation; edge bonus skill points could be used to improve any of the PC's skills at the usual costs.)

Finally, to make the D and E priorities in magic (and to a lesser extent - with the revisions in SR3 - race) meaningful, I propose restoring the old SR2 Magic edges and flaws for use with Magic (D) PCs only - edges to a maximum of their Essence. (If their Essence goes down, edges are lost accordingly.) If the player doesn't care about having access to magical edges and flaws and the PC is human, only then would the PC gain the higher karma pool ratio associated with humans (a "true" Priority E race pick would give no racial bonuses whatsoever).

Thoughts?

Edit: I do know how to multiply. Really. It just has a high Stealth skill occasionally. (For some reason, I was multiplying the higher end by the skill point total instead of the attribute point total. Sigh.)
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Siege
post Sep 18 2003, 07:19 PM
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Since I played a small role in spawning this thread in a relatively tounge-and-cheek commentary, I feel the need to weigh in just a tad.

I have always griped that there was no relationship between high stats and skill success: A person with Strength 2 and Athletics 6 has the same chance of vaulting a fence that a person with Strength 6 and Athletics 6 does.

In SR3, they tweaked this to linking karma cost increase to relative stat size. I don't particularly care for this improvement because it doesn't address the basic issue, except that the bigger character saves on karma for having raised his/her skill to a 6.

Preface done, I think Tal's idea of tweaking the number of points gained based on attribute size would skew most of the standard character creation systems at this point. I also dislike the basic concept of inherently linking the amount of skills garnered to the amount of attribute points -- to be fair, I'm not a big fan of the Int x 5 ruling, but since I don't have a better suggestion except to allow a number of knowledge points equal to the number of active skill points and eliminating the "Active -3 = knowledge" ruling.

My "fix" as such would be to allow the player to choose a different linked attribute for some skills that can be reasonably argued:

Melee skills could be either Quickness or Strength
Unarmed combat could be either Quickness or Strength
Athletics could either Quickness or Strength

Intimidation (Physical) should certainly be based on either Strength or Body since limiting by Charisma when you're flexing to intimidate someone just seems silly (IMHO).

Negotiation could be either Charisma or Intelligence, depending on how much intellectual arguing a character was doing, versus flirting. A saleswoman willing to smile, joke and flirt with a male customer will typically make a better sale (Charisma) while a salesman could argue the merits of this model over that (Intelligence) or do the charming, "I'm your best buddy" routine (Charisma).

-Siege
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FritzZero
post Sep 18 2003, 08:17 PM
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QUOTE (Siege)
I have always griped that there was no relationship between high stats and skill success: A person with Strength 2 and Athletics 6 has the same chance of vaulting a fence that a person with Strength 6 and Athletics 6 does.

I have always felt that this is SRs greatest mechanical failing, myself - of course, it was worse in SR2 when a char with a 1 charisma could be an incredible negotiator by skill.

One possible solution to this would be to use half the linked attribute as complementary dice for any skill-related tests, giving the str 6 / athletics 6 char his advantage back.

The downside is, of course, that some tests *aren't* modified - such as, say damage resistance, whereas the combat skill test is. so it's hardly a perfect test.

I'd say it would be a good idea to modify the TNs for skill testss based off of linked attributes (ala sillouette rules, which, IMHO, rock), but that smells horribly unbalancing in a system not designed for it. (not that complementary attribute dice for skill roles isn't).

Should be noted, my group uses neither of these rules - just a thought.
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Sigfried McWild
post Sep 18 2003, 08:36 PM
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THe fact that the chance of success is not influenced by you stats but only by skills is not a real machanicla failing, but more of a different approach at what the skill represents.
In DnD3ed (don't flame yet, can't find my dikoted underwear) getting a certain level in a skill costs the same no matter what you stats and the chance of success is deternined by the skill + stat(modifier). The skill level could be thought of as the amount of training you put in that skill, the total of skill and modifer is your "true" ability in that skill (it doesn't make a difference if I have a total of 10 only due to the modifier or becuase of the training).
In Shadowrun on the other hand the skill level is the "true" ability in that skill. Characters that are more gifted will require less training to achieve that level (less karma spent) while less neturally able characters will need much more training (karma) to reach the same level.

What's annoying about this kind of skill model is that increases in the stats are not reflected in the final level of the skill (though it could be argued that this might be somewhat more realistic or maybe not)

Well that was my 0.02 :nuyen: hope it was readable
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Talia Invierno
post Sep 18 2003, 09:03 PM
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Amendments to initial attribute-linked skill priority proposal (based on immediate GM feedback post real life "flame" ;)):

1. The total number of skill points rounds up. Skill totals linked to individual attributes can be rounded up or down so long as the total = total attributes x multiplier, rounded up.

2. Available WL-based skill points can be used to increase skills linked to any attribute. (Above the linked attribute costs double the points, per usual.)

3. RE-based skills draw upon points derived from either IN or QU. (Above the linked attribute costs double the points, per usual.)

4. Skill points are based upon base attributes, before racial adjustments or 'ware. (Edit: However, starting skills only cost double the points when raising above the amended attribute, to the usual starting maximum.)

It's been brought to my attention that this system usually would result in generally (slightly) weaker PCs, especially for specialists. This is deliberate: PCs designed to be slightly closer to actual starting rather than established characters - which might possibly extend their playability duration. (At the extremes PCs either have a slight edge or a significant loss over existing possibilities.) Every PC can easily end up with one or two 6's in skills linked to primary attributes, or multiple 3's, 4's, and 5's. This still gives comfortable specialisation possibilities, I think ...?
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Nightward
post Sep 18 2003, 09:13 PM
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Whilst I do like the idea of having your Skill ratings determined by your attributes (at least at first), I can think of some good reasons against it as well.

First up, whilst natural talent does factor into skills and abilities (at least IRL), training matters a lot, too. So, if, as in your example, Strength 2, Athletics 6-man and STR-6, ATH-6-boy went at it in a high-jump competition, since they are equally skilled at what they do, it's not only possible but entirely plausible that STR-2-man would win. Especially since in SR, you Jumping ability is based off Quickness :D

But a better example is in areas requiring training; you could, for example, teach a chimpanzee to do most jobs around the place, and it would have pretty poor stats.


Personally, I like the WoD system. Your dice pool for tests comes from your attribute and your ability rating, so it reflects both natural aptitude and training in the ability at hand.
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Raptor1033
post Sep 19 2003, 12:15 AM
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WoD? whazzat? 'splain please.
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Sigfried McWild
post Sep 19 2003, 12:35 AM
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WoD - World of Darkness.
It's the general setting for most of the White Wolf games (Vampire, Werewolf, Hunter) which all use the same basic system with some special tweaks to adapt it to the unique type of characters that are represented in the game.
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s3kt0r
post Sep 19 2003, 12:54 AM
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In my games, Computer and Electronics do not default to each other. One reason for this is that I combine Electronics with Electronics B/R. Aside from maglocks Electronics is a useless skill and I really don't see the difference between them. Breaking into the innards and manipulating the circuitry of a maglock isn't even remotely similar to opeating software on a computer. Although, I do allow Electronics to default to Computer B/R.
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D.o.d.d.
post Sep 19 2003, 01:11 AM
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Electronics is Electronic Warfare, which can become fairly important when dealing with Riggers.

Also it covers stuff like bypassing laser trips.
"Right, Ok, given the readings I've got off my unit, the lasers are ultra-violet 12 watts flashes with a green luminescent 13 watt on a mirror with a green spectrum filter. I'll need a set-up two with the the number 3 and 6 at 15 and 23 percent power, respectively..."

"You're making this up as you go, aren't you?"

Therefore, there is a purpose for two separate skills. Electronics is, if you would, not the guts of the machine, but rather the physics and application of it.

Although I can see the no defaulting with that one.
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Talia Invierno
post Oct 16 2003, 07:46 PM
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This was one I'd meant to explore a bit more in detail, as a major overhaul possibility. I'll address one point first:
QUOTE
I think Tal's idea of tweaking the number of points gained based on attribute size would skew most of the standard character creation systems at this point.
- Siege

We'd tested it in character creation, which immediately showed up the holes plugged in the fifth post amendments - especially the transfer of points associated with WL. (I'll add some other amendments later.) Generally, the system seems to result in a closer ratio-relationship between attributes and skills, but in such a way that PCs tend to end up a bit more generalised than the standard min-maxing, on average with slightly fewer skills.

Every PC we created was able to obtain maximum starting abilities in at least one or two of their core skills.

Since the single highest number of skills are IN-based skills (B/R), with combat skills (QU, ST) running a close second, deckers (and to a lesser extent electronics experts and riggers) who choose priority A for resources tend to come out a bit weaker in their core skills than their min-maxed equivalents under the current system: but even with this option, they would be able to max-out at least one or two skills in their core area should they so wish. The relatively lower cost of starting-availability 'ware means street samurai and other 'ware-based PCs don't take a large hit: allowing transferring of WL points encourages a higher WL stat, and thus the potential of maxing out 3-4 combat skills if desired. Other types of PCs came out more or less on par.

The other (deliberate) sticking point is CH. Where CH is de-prioritised, it becomes extremely difficult to have better than average levels in more than one CH-based skill (eg. at the highest skill multiplier of 2, a CH of 2 gives a maximum Etiquette level of 3, unless WL points are transferred to CH-based skills). I don't see this as a problem. Others might.
QUOTE
One possible solution to this would be to use half the linked attribute as complementary dice for any skill-related tests, giving the str 6 / athletics 6 char his advantage back.
- FritzZero

This also has the side-effect of allowing attribute-enhancing 'ware to simultaneously act as a skill enhancer. For this and other reasons, I tend to be leary of allowing any non Knowledge for complementary dice. Much the same reasoning goes for avoiding reduction of TNs beyond what is already possible through 'ware and (for magicians/adepts) centring.
QUOTE
In Shadowrun on the other hand the skill level is the "true" ability in that skill. Characters that are more gifted will require less training to achieve that level (less karma spent) while less neturally able characters will need much more training (karma) to reach the same level.

What's annoying about this kind of skill model is that increases in the stats are not reflected in the final level of the skill (though it could be argued that this might be somewhat more realistic or maybe not)
- Sigfried McWild

My personal feeling is that the skill represents the ability to apply the attribute. Simple increase of the attribute does not in itself translate to a parallel ability to apply that attribute toward a skill. In fact, sometimes the reverse is true. I'll give a somewhat parallel RL example: I'm used to playing racquetball. When I tried to play squash, I found myself moving too quickly to hit the ball in the racket's webbing and kept catching it instead on the handle near my hand (racquetball rackets have much shorter handles, and thus shorter reach). Effectively higher QU-reflexes worked against me there.

Most of the rest of what I would address - especially to allow fully productive use of a high BD attribute - is covered in the next (and hopefully last) amendments:

5. Intimidation can be linked to CH, ST, or BD. These are distinct styles of use: once the original choice has been made, any change requires relearning of the skill as a new skill. For skill-web purposes, it remains a CH-based skill.

6. Negotiation can be linked to CH or IN. For skill-web purposes, it remains a CH-based skill. (See Intimidation.)

7. Melee skills (except monowhip) and unarmed combat can be linked to ST or BD. For skill-web purposes, they remain ST-based skills. (See Intimidation.)

8. Athletics is divided into three separate skills: upper-body skills (gymnastics, vaulting), lower-body skills (running, jumping), and swimming. Any of these can be linked to BD, ST, or QU. For skill-web purposes, all three skills remain BD-based skills. (See Intimidation.)


At least one melee skill (monowhip) already is linked to QU, so that option exists. The skill required to effectively wield a melee weapon with weight, or for martial arts/unarmed combat, is intimately linked to ST and BD (endurance) perhaps even more than QU, especially after the first combat round or three - with a hefty dose of WL just to keep going. At any rate, damage should remain linked to ST.
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ialdabaoth
post Oct 16 2003, 07:53 PM
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QUOTE
One possible solution to this would be to use half the linked attribute as complementary dice for any skill-related tests, giving the str 6 / athletics 6 char his advantage back.


In my house rules, I provide 1/3 the Attribute Level (round .33 down, round .66 up) as complementary dice in lieu of allowing attribute defaulting. 50% is a bit too much of a bonus, but 33% seems just about right (and gives about the same number of successes as a +4 TN for defaulting).
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Cochise
post Oct 16 2003, 07:53 PM
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Two words:

Too complicated
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Talia Invierno
post Oct 17 2003, 07:25 PM
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It's precisely as complicated as the current Language and Knowledge derivation, and considerably less complicated than the current pool derivations.
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ialdabaoth
post Oct 17 2003, 07:28 PM
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I'll second that - I personally like the idea, although to be honest, I'd rather just use BeCKS.
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