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> Incompetent Quality min/maxing, And what about Skillsofts?
wagnern
post Sep 1 2005, 05:28 PM
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QUOTE (Mal-2)
So, I see a lot of people don't like the way others have suggested using Incompetent. How about some suggestions of where you think it would be appropriate to use it?

Should it only be used in a way that it would cripple the standard concept? i.e., a Rigger with Incompetent: Pilot skills, or a Samurai with Incompetent: Firearms skills? What about a Samurai that normally uses a sword (Blades skill) taking Incompetent: Clubs?

I'm just trying to figure out what people think are reasonable versus unreasonable uses of this quality.

No, it should not criple the charictor, but it should be inconvient. Like a Sam with Incompetent: Drive. Now he can be a verry good sam without ever stepping behind the wheel, but it is darn inconvient. Even the Mage with no ranks in drive can get behind the wheel of a car and drive ok, he can get you to the stuffer shack in noon traffic with minimal panic. But Mr 'I can't drive' Sammie? He has trouble geting out of parking lots and staying in his lane is a problem. He is dependent on others for rides and public transportation. If the team is realy banged up, the Mage from above could drive the van to get the team away (while not optimal, he can do it) but Sam? Not unless the team wants to go 20 miles per hour and weave down the road. (and lord help them if it is a stick)

Consept should be important. Shawman who was raised by some 'get back to nature' neo hippies with Incompident: Computer, or a Mage who is honest to a fault taking Incopmident: Bluff. That sort of thing.
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hyzmarca
post Sep 1 2005, 06:58 PM
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QUOTE (Narmio)
Good grief...

Analyse Device (Ares Predator), Home Ground (The Milky Way) and now this.

Has anyone here even heard the phrase "In the spirit of the rules, not the letter"?

It worries me that people even indulge these ridiculous minmaxing fantasies believing that there's a GM somewhere who won't just slap them about the head with the largest rulebook on hand, but it truly saddens me that people use things like this as justifications not to like the system.

I wouldn't, but that is because I am evil. No... If a mage took Incompetance (Aeronautics Mechanic) in my game there would be a run which required him to fly in an airplane alone with an NPC pilot. I would roll 1 D6 behind the GM screen and then inform the (if a PC) or have the NPC pilot inform the mage, that the landing gear has malfunctioned and the mage has to climb or levitate outside the the plane and repair the landing gear using the skill that he is incompentant in. As incentive to have him not just abandon the plane, the cargo would be such that if he does abandon it he would have gain the Hunted: Lowfyr negative quality.
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wagnern
post Sep 1 2005, 08:14 PM
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belly landing?
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blakkie
post Sep 1 2005, 08:49 PM
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QUOTE (wagnern)
belly landing?

No, this plane have a half-dozen napalm bombs mounted underwing. And their remote release mechasism is broken too, so the only way to release them is my physically pulling the manual emergency release handle....which is protected from remote magic manipulation by a locked spell that will drop a cow from near-earth orbit on the caster or summoner that trys to use telekinesis or a spirit to release it....and besides the emergency release handle is very technically advanced, so you have to roll a Aeronautical Mechanic check to open....on and the struts holding the bomb also have the same magical protection so you can just blast or break them off.

Oh, and the NPC is now pointing a Predator IV at the mage's head saying "get the hell out there you chicken shit and fix this damn plane or i'm going to move you up to the front of the line for organ donations."
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Toshiaki
post Sep 1 2005, 09:58 PM
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Don't forget to hit the mage with a Drop Bear!
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eidolon
post Sep 2 2005, 03:41 AM
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QUOTE (Grinder)
Waited for this so long, the "I Hate SR4" comments and threads had becoming so rare the last days. Thank you. :P

Actually, in this particular thread, that was more of a joke than anything. This issue has a very easy fix, and several not-so-easy-but-still-work fixes (just kidding guys), and wouldn't be a real reason to not like the game in and of itself.

It's the other "issues" gleaned from threads, SR website, et al that keep me from liking the game.

(Okay, now I sit back and wait for some genius to come in and say "you can't know if you haven't read it" or some such illogical nonsense.)
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Nimbex
post Sep 2 2005, 06:11 PM
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QUOTE (Toshiaki @ Sep 1 2005, 04:58 PM)
Don't forget to hit the mage with a Drop Bear!

Dikoted, or not?

As for the Incompetent Quality, if it doesn't say so in the book that you cannot take Incompetent in an italicized (ergo non-defaultable) skill, then it should. I'm pretty confident that it's in the spirit of the rules, and would expect that it's worthy of being listed as an erratum or clarification.

For skills which one can default to, though, it's only a 5-point negative quality, which hardly seems game-breaking. Furthermore, since there's an upper limit on negative qualities, it's not going to be that dangerous.

As for other negative qualities, one of my players took Allergy (cats) at the middle level. I've noticed that he'll take an additional 4 boxes of damage from any weapon made from cats. Hmmm...
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wagnern
post Sep 2 2005, 06:26 PM
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Drop-Cats?
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Aku
post Sep 2 2005, 06:40 PM
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cat fur paint brushes?
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Spookymonster
post Sep 2 2005, 08:10 PM
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Cat...apult?
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Lindt
post Sep 2 2005, 08:14 PM
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House cat shifter?
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Shadow
post Sep 2 2005, 08:19 PM
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QUOTE (Kagetenshi)
QUOTE (Crusher Bob @ Sep 1 2005, 11:00 AM)
Once a (game?) the GM can

Ugh. There's too much GM-fiat bulldrek in the rules already.

Aku, that's already the way it works. No defaulting, no buying the skill.

~J

Your not kidding, this is like the third time I have heard it said the GM has to stop this from happening. This is like the hard caps on atts and skills in the beginning. I don't recall so many GM fiats in 3rd ed.
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blakkie
post Sep 2 2005, 08:39 PM
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QUOTE (Shadow @ Sep 2 2005, 02:19 PM)
Your not kidding, this is like the third time I have heard it said the GM has to stop this from happening. This is like the hard caps on atts and skills in the beginning. I don't recall so many GM fiats in 3rd ed.

You have already forgotten the Edges & Flaws from SR3? Good, your journey to the SR4-side is almost complete. Now, take this Dikoted Katana and use your Edge dice to strike me down to fulfill your destiny!
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Shadow
post Sep 2 2005, 08:48 PM
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Some days Blakkie you are hysterical, today’s one of them!

I didn't forget them, I simply exercised the rule that said edges and flaws had to equal points. Walla, simple, no extra build points. And since most of the really good edges (increased att, competence, etc) only let you take them once, there was no real balance issue.

Not being a master of rules fu I may have missed something, but it always seemed strait forward to me, no GM fiats needed.
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hahnsoo
post Sep 2 2005, 08:50 PM
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Edges and Flaws were ALL about GM fiat. Things like Aptitude being taken for Combat skills, or preventing the Day Job flaw from becoming free nuyen, or people taking 2 points of Amnesia "Just because", or the Home Ground edge... all of these had to be stopped by the GM.
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Wireknight
post Sep 2 2005, 08:52 PM
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I figure that a simple fix would be to limit the number of incompetences a character can take to two. It's really rare (outside of corporate management) to find someone who's truly incompetent at everything besides the specialized task they perform. As far as skillwires, I would say that skillwires should override an incompetency, since they override any skill level, even an exceptional one, when active.
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