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Eyeless Blond
Here's a potentially odd question. Say I wanted to buy the Computer skill at 5, but I didn't want the character to be a slouch in the rest of the Electronics group (rating 4 in the others). Would I have to then spend (5+4+4+4)*4 = 64BP for the privelege, or could I, at chargen, layer the Computer skill on top of the Electronics skill group? And, if I could do such a thing, would I only pay 4*10(for the group) + 1*4(raise the Computer skill by 1) = 44BP, or would I pay 4*10(for the group) + 5*4(raise the Computer skill from 0 to 5) = 60BP?
hahnsoo
You'd pay 64 BP, by canon character creation rules. There are no references stating that one could break up a skill group at character creation. All of the archetypes with "broken up" skill groups buy each skill separately, and all references to skill groups being broken up refer to Karmic increases in individual skills.

*shrugs* Feel free to house rule it, if your group doesn't think that's fair.
Dogsoup
Edit: *duh*
Eyeless Blond
To be fair, I don't see a single sample character that took *all* of the skills in a group seperately instead of taking them as a group (even when sometimes it would be far cheaper that way.) The Combat Mage doesn't have Ritual Magic to fill out a Sorcery group; the Face doesn't have Leadership to fill out an Influence group; the Covert Ops doesn't have Palming to fill out a Stealth skill group, etc etc.

Most seem built deliberately sub-optimal as well, so you can be sure they wouldn't be taking advantage of any system tricks like this.

And for the record I think that it's very stupid to be forcing a player to throw away 20 build points just because he wants to combine the cost-savings of a group but still get one of its interior skills near the chargen limit.
Gothic Rose
QUOTE (Eyeless Blond)
And for the record I think that it's very stupid to be forcing a player to throw away 20 build points just because he wants to combine the cost-savings of a group but still get one of its interior skills near the chargen limit.

I would disagree. All it really does is give your character even -more- flexibility, and that's always good.

Mmmm.... Skill Groups. Gotta Catch 'em all!
Eyeless Blond
But it doesn't though. All you're doing is, at chargen, having someone buy up a skill group first, then split it off to raise one or two skills by another point, all during chargen. Since it's perfectly fine to break up and even reform skill groups post-chargen, why does it suddenly become illegal during chargen? The 16-point difference between Electronics 4 and Electronics 4, Computer 4 doesn't make you more versatile or get you more options, and in fact you don't need to do such a think *after* chargen to raise an individual skill in a group either. All you're doing is double-paying for the same skill.

To me it just seems unreasonable to force a guy to spend 16 or more extra build points just for the privilege of raising one individual skill in a group by one rank. You can't raise the whole group above 4 at chargen, but you can have one of the individual skills in that group raised to 5 or 6, and after chargen it only costs the amount of karma to raise one skill from 4 to 5 to get that one skill at 5. So why the gigantic barrier-to-entry for raising one of the individual skills in that group to a 5 during chargen, if it doesn't exist afterward?
Autarkis
It makes sense to me: balance.
Eyeless Blond
QUOTE (Autarkis)
It makes sense to me: balance.

Let me rephrase (again): why is it balanced to force a character to buy an individual skill up from 0 at chargen in order to get it to the maximum rating available at chargen, if immediately after chargen this whole consideration goes away? We're not talking about pushing the envelope here; you certainly don't have to double-buy other skills to get them to 5 at chargen. What exactly am I getting when I buy those first 4 levels of Computers during chargen when I already bought Electronics 4, and why don't I need to get it after that magical time when I hit "finalize" on my charsheet?
Fortune
I agree with Eyeless Blond. I see no logical reason why Groups couldn't be split at chargen.
Jaid
why is it that you can only have 1 skill at 6 (or 7, with appropriate qualities) or two at 5 and the rest are max 4? why is it the same for attributes?

if you're not gonna question the rest of the chargen concept, then what's so unusual about not being able to split up skill groups? just asking 'cause i'm curious...
Fortune
QUOTE (Jaid)
why is it that you can only have 1 skill at 6 (or 7, with appropriate qualities) or two at 5 and the rest are max 4? why is it the same for attributes?

Balance.

What's the balancing factor behind non-split Skill Groups?
calypso
QUOTE (Fortune)
What's the balancing factor behind non-split Skill Groups?

Because in the example posted by the person asking the question, the person saved 20 BP by being allowed to split during chargen?
FrankTrollman
It isn't balanced for people to spend different relative costs to buy things at chargen and after. It hasn't been balanced in any game ever printed, and it isn't balanced in SR4 either.

If character ability A costs twice as much as character ability B during chargen, it had sure as hell better cost twice as much after chargen as well, or imbalance has been created. Skill groups are just an accounting gimic, they don't actually do anything special. It should cost exactly as much to break them up and reform them as it does to buy them straight. Always. Before chargen, during chargen, and after chargen. Anything else is unbalanced by definition.

-Frank
Jaid
well, if you're gonna argue that, then you should use BeCKS, because SR4 already has a different cost system depending on wether you are making a character, or advancing it.
FrankTrollman
QUOTE (Jaid)
well, if you're gonna argue that, then you should use BeCKS, because SR4 already has a different cost system depending on wether you are making a character, or advancing it.

Not neccessarily. You could also abandon Karma and simply hand out extra Build Points as characters progress.

But you are going to have to do one or the other if you want advanced characters to have the potential of being balanced against each other. You can't have a linear system coexisting with a triangular system and maintain longterm balance. One or the other has to go.

An SR4 BeCKs is certainly a possibilty, but with the ease of making an All BP system, it isn't even close to required.

-Frank
hobgoblin
basicly rename build points to karma and one have SR4 becks?
Autarkis
QUOTE (calypso)
QUOTE (Fortune @ Oct 10 2005, 12:07 PM)
What's the balancing factor behind non-split Skill Groups?

Because in the example posted by the person asking the question, the person saved 20 BP by being allowed to split during chargen?

Calypso for the win. Now Frank and I may disagreee on whether character creation and character progression should be equal ( I don't mind them being unequal, but Frank does), I do agree with him on ensuring (in one manner or another) that each player is treated as fairly as another.

But, to expand on my one-liner, Skill Groups give you a discount on a shopping cart of related skills for being a generalist (and we can debate if SR4 has done this adequetly) while concentrating on Skills allows you to progress faster. By allowing a person to buy up Skill Groups and then splitting them into Skills allows them the advantages of a group discount for being a generalist and to progress faster on a select area by being a specialist.
Superbum
QUOTE (calypso)
QUOTE (Fortune @ Oct 10 2005, 12:07 PM)
What's the balancing factor behind non-split Skill Groups?

Because in the example posted by the person asking the question, the person saved 20 BP by being allowed to split during chargen?

Quoted FTW.
Azralon
My guess is that skill groups are meant to further guide us along the lines of a well-rounded character with a few fields of expertise (or at least "fields of familiarity").

People typically say "I want to play a gun guy" or "I want to be a tech-savvy burglar." By adding skill groups, it simplifies the character building process into conceptual synergies. It also rewards the character for having a theme.

Now, I ain't saying that's altogether a good thing. I'm in the camp that wishes "chargen build points = gameplay karma points." Symmetry is a big thing with me, as it implies balance. I like balance; it leads to fewer metagame discussions and more actual gameplay. It also makes me feel comfortable that I didn't inadvertently "screw myself" by cranking out a "sub-optimal" build.

Telling me that 1 attribute point is (usually) worth a flat 10 BPs in chargen but has a multiplicative scale during gameplay makes me consider taking only 5's and 2's for my humans to take advantage of the imbalance. Likewise with skills; BPs are so precious that I can't help but try to spend them wisely using the options presented.

Anyway, I think the intention of skill groups is a noble one. The execution ended up lacking.
calypso
It's sort of a separate discussion, but Azralon is absolutely right. It's more "optimal" to go with 1's and 5's, and raise those 1's during gameplay. It's the same problem that Exalted/WoD games suffer. It's also the reason that for Exalted, I handed out (the equivalent of) Build Points rather than Karma.

Calypso
FrankTrollman
QUOTE (Arlazon)
My guess is that skill groups are meant to further guide us along the lines of a well-rounded character with a few fields of expertise (or at least "fields of familiarity").


I think Alzaron has it. Skill groups aren't there to reward you for being a "generalist", because they don't have general application. All the skills in Firearms pretty much just direct bullets from you to your target, all the skills in Mechanics pretty much let you fix stuff. Skill groups, if they are for anything, are there to reward you for playing within a theme.

And I seriously don't see how a character who has a really high Longarms skill is somenow "not playing within theme" for a character who is "good with guns". The problem, if there is any, is that such a character in the long run is going to get screwed on being good with pistols and automatics. Not that he is able to take advantage of the "good with guns" packagae deal while being an expert sniper.

The part of the game that needs fixing is where it is so very expensive to buy yourself back into a skill group once the group has been broken up.

-Frank
Fortune
QUOTE (Autarkis)
Calypso for the win.

If you say so!

I don't see any unbalancing factors there. It's still cheaper to buy the individual skill (or even two if the same Group) if that is all you want.

Take two gunbunnies. Both are capable with all firearms at chargen, but ...

Gunbunny A buys the Firearms Skill Group to 4 (costing 40 BP)

Gunbunny B wants to be proficient in all firearms, but a little better with Pistols, so he has to buy all three Skills seperately. He spends the same amount of BP, but only has Pistols 4, while the other 2 Skills are at 3. Seems unbalanced to me, when in theory he should (in my opinion) be able to achieve that level (1 at 4 and 2 at 3) by only spending 34 BP.
calypso
Well now you're getting into the problem that sometimes it's just plain dumb to not take a skill group. And that I agree is a problem.

For instance, the hacker I'm working on wants to have Computer 4, Data Search 4, Software 2. Which, as it happens, is the same price as having Electronics Group 4, so it makes no sense for him to not get the group. Except, I don't WANT him to have a 4 in Hardware.

Calypso
Azralon
QUOTE (calypso @ Oct 10 2005, 03:09 PM)
Except, I don't WANT him to have a 4 in Hardware.

I ended up converting the SR3 priorities-based chargen into a build point system for reasons similiar to this.

I didn't want 24 attribute points; I only needed 23. I didn't want a million nuyen; I only needed 800k. That kinda thing.

So when I saw that SR4 was going to use BPs, I was overjoyed. But, as we can all plainly see, the new chargen has a few glaring holes. This is leading me to consider rebuilding it; yet again, true, but at least not as radically this time.

I might end up just ditching skill groups altogether and making individual skills cost 3BPs per point instead. It loses the happiness of thematic skill clusters (which is still a damn sight more friendly than the old skill web) but it eliminates more headaches than it creates.

It lets me and my players err on the side of creativity, at least.
FrankTrollman
QUOTE
Well now you're getting into the problem that sometimes it's just plain dumb to not take a skill group. And that I agree is a problem.


I don't. If you have a Longarms of 6 and a Sniper Rifle, how much does it cost to be equally good with a Grenade Launcher? If you have Spellcasting 6 and a Manabolt, how much does it cost to be equally good at throwing Fireballs?

If anything, I think taking packages of mundane skills is too expensive when compared to just getting new spells that duplicate those skills. There is already a mechanic to get a new ability for a static cost that uses your full previously existing skill values. That people can get a deal on getting several abilities at the same rating is the least of my concerns.

-Frank
calypso
QUOTE (FrankTrollman @ Oct 10 2005, 02:32 PM)
I don't. If you have a Longarms of 6 and a Sniper Rifle, how much does it cost to be equally good with a Grenade Launcher? If you have Spellcasting 6 and a Manabolt, how much does it cost to be equally good at throwing Fireballs?

? How does that have anything to do with what I said?

EDIT: I think you either misunderstood what I was saying, or didn't read my post fully. I'm saying that there are situations where it is terrifically suboptimal to NOT take a skill group. IE: There is a skill group with 4 skills in it. I want two of those skills at 4, and one of them at 2, and I don't want the fourth at all. And yet, this costs the same amount as getting all four of them at 4. Basically, I'm penalizing myself just because my character isn't good at one of those things.

Calypso
FrankTrollman
Yes, the four part skill groups have the result where it is actually more expensive to have 3 skills out of them than it is to have all four. I don't view this as a problem. As I stated earlier, the largest problem in terms of raw game balance is that it is so expensive for players to have mundane skill in the first place. In the face of that, I don't think that it much matters whether it costs too much to have an overall inadequate amount of skill.

I think that the cost should probably be written:

+1 to first skill in group: 2 points
+1 to second skill in group: 2 points
+1 to all remaining skills in group: 1 point

And yes, I do only charge players 5 BPs for +1 to an entire skill group. It is absolutely absurd that skill groups would cost as much as attributes. They are not as good, they should cost less.

Note that with this write-up, you don't have the option of not having the extra point of hardware, but that a character who specializes in Software right out of the gate and then ultimately diversifies into being good at the whole elctronics suite ends up paying just as much as the character who starts as an electronics generalist and brings everything up evenly to eventually be good at the entire electronics suite. That is as it should be.

-Frank
Eyeless Blond
I think Frank's got the right idea here, and I'm amazed that the devs didn't see the same thing. As a post-chargen extension I'd rewrite things as such:

+1 to first skill in group: New Rating x1.5 karma
+1 to second skill in group: New Rating x1.5 karma
+1 to all remaining skills in group: New Rating x.5 karma
+1 to attribute: New Rating x6 karma

Or something to that effect. It still makes attributes a slightly better deal post-chargen than during chargen though; maybe up attributes to rating x7?

But back to the RAW. I'm not sure why people are balking so much at the idea of being able to split up and reform skill groups at chargen as easily as they can be afterward. Just because the chargen rules have nothing to say in the matter and the post-chargen rules specifically allow it does not mean it's explicedly forbidden during chargen; it just means that for whatever reason the devs didn't think it was a consideration. Fairly stupid if you ask me, but then nobody did.
Gothic Rose
QUOTE (calypso)
EDIT: I think you either misunderstood what I was saying, or didn't read my post fully. I'm saying that there are situations where it is terrifically suboptimal to NOT take a skill group. IE: There is a skill group with 4 skills in it. I want two of those skills at 4, and one of them at 2, and I don't want the fourth at all. And yet, this costs the same amount as getting all four of them at 4. Basically, I'm penalizing myself just because my character isn't good at one of those things.

Calypso

Calypso, have Cyrcuit? take Electronics Group 4, and Incompetence: Hardware.

You get what you want. I think.

Skill groups just make a character more general. I like that. I always had problems in SR3 with my characters, because by the time I got to skills, I had to pump every single point into a combat ability or the character would be worthless. Because everything else is so expensive.

Now, in SR4, that doesn't seem to be quite so bad. But still, it's nice. I can say "Armitage should be more ninja." And then I take Stealth Skill Group for ninjaness. Or I can say "Function needs more Fighting Ability" and take Melee and Firearms skill groups.

I dunno. I just think they're nifty.
calypso
QUOTE (Gothic Rose)
Calypso, have Cyrcuit? take Electronics Group 4, and Incompetence: Hardware.

You get what you want. I think.

I considered that, but you can't have a skill and be Incompetent with it. Not allowed, apparently.
Eyeless Blond
Nope, Incompetence doesn't work. You can use my house-rule Inept flaw if you like, but Incompetence as written doesn't allw you any ranks in the skill at all, ever.
Gothic Rose
QUOTE (calypso)
QUOTE (Gothic Rose @ Oct 10 2005, 05:26 PM)
Calypso, have Cyrcuit? take Electronics Group 4, and Incompetence: Hardware.

You get what you want.  I think.

I considered that, but you can't have a skill and be Incompetent with it. Not allowed, apparently.

But it doesn't say you can't have a skill group that contains the skill - I'd read that as meaning you'd get everything in the skill group EXCEPT your Inept skill, which is still at 0.
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