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Phantom Runner
Has anyone made any attempts to create a more unified mechanic for all the various things that are done in SR4?

By this I mean changing things like Hacking to use Attribute + Skill...

Currently I'm thinking of putting more emphasis on thresholds and also changing the way in which equipment is used. Basically here is what I have in my head...

All rolls (or at least most) are Attribute + Skill verses a set threshold. Equipment lowers the threshold.

Example - Maglocks:
Breaking into a maglock would be Attribute + Skill (Maglock Rating x2). The use of a Maglock Passkey (or other such equipment) would lower the threshold by its rating.

Example - Hacking
Hacking a system would be Logic + Hacking (System x2) - or maybe (System + Firewall, or Firewall x2). The use of the appropriate program would lower the threshold by its rating.

Of course combat breaks this trend, but then again combat is a little more detailed....

Anyone else come up with anything like this? I've searched through Dumpshock but haven't found any attempts...
PlatonicPimp
Then you haven't searched hard enough. There was a big thread about it a while ago, and I'd link it if I knew how to.

OK, it is apparently page 8 of the hacking and rigging sticky.

Ah, hell, here goes nothing:

http://forums.dumpshock.com/index.php?show...pic=9507&st=175

Personally, I like the Idea kigmatzomat came up with. Anytime the rules call for skill + Device rating, instead use attribute +Skill with successes limited to dice rating.

As for trying to replace opposed rolls with thresholds, I can see that when making tests against devices, but not against people. But I think going though and doing that is almost a complete rewrite of the rules as is, instead of a quick wording patch. But the attempt is worthy. Maybe for SR5.

PlatonicPimp
Yay! it worked!
FrankTrollman
Currently, I'm running Cybercombat Programs like Spells. So an attack program rolls Logic + Cybercombat (hits limited by Attack Program Rating) and is "dodged" by Firewall. Then it inflicts matrix damage of Attack Program Rating + Net Hits on attack test, resisted by System + Armor (if any).

This is directly analogous to casting a spell with Magic + Spellcasting (hits limited by force), dodged by Reaction, inflicting damage of Force + Net Hits, resisted with Body + Half Impact Armor.

Similarly, a Black Hammer is resolved with Logic + Cybercombat (hits limited by BH rating), dodged with Intuition. Then it inflicts physical damage of Black Hammer Rating + Net Hits, resisted by Willpower + Biofeedback Filter.

As written, the attack program is both the base damage and the dice pool, and that seems wrong to me. As well as being a nightmare to figure out.

-Frank
Phantom Runner
QUOTE
Then you haven't searched hard enough. There was a big thread about it a while ago, and I'd link it if I knew how to.

OK, it is apparently page 8 of the hacking and rigging sticky.

Ah, hell, here goes nothing:

http://forums.dumpshock.com/index.php?show...pic=9507&st=175

Cool. Actually I've read that stuff already, it just deals with Hacking (but thanks for the link as I wanted to reread it anyway). What I'm talking about is an across the board unification, because in my mind there are more than just one inconsistency with the base mechanic.

QUOTE
As for trying to replace opposed rolls with thresholds, I can see that when making tests against devices, but not against people.

Well in truth an opposed roll is nothing more than a dynamic threshold which is equal to the number of hits the other person generated. I'm cool with keeping opposed rolls.
Phantom Runner
QUOTE (FrankTrollman)
Currently, I'm running Cybercombat Programs like Spells. So an attack program rolls Logic + Cybercombat (hits limited by Attack Program Rating) and is "dodged" by Firewall. Then it inflicts matrix damage of Attack Program Rating + Net Hits on attack test, resisted by System + Armor (if any).

This is directly analogous to casting a spell with Magic + Spellcasting (hits limited by force), dodged by Reaction, inflicting damage of Force + Net Hits, resisted with Body + Half Impact Armor.

Similarly, a Black Hammer is resolved with Logic + Cybercombat (hits limited by BH rating), dodged with Intuition. Then it inflicts physical damage of Black Hammer Rating + Net Hits, resisted by Willpower + Biofeedback Filter.

As written, the attack program is both the base damage and the dice pool, and that seems wrong to me. As well as being a nightmare to figure out.

-Frank

Great stuff, and I completely agree...
PlatonicPimp
So where besides hacking is teh basic Idea of attribute + Skill broken?
FrankTrollman
QUOTE (PlatonicPimp)
So where besides hacking is teh basic Idea of attribute + Skill broken?

Mostly it's in related equipment sections. If you bust out a physical lockpick, you roll attribute + skill + lockpick rating, but if you bust out a maglock passkey or retinal duplicator you roll device rating alone.

Which means that passkeys are essentially worthless. The passkey rolls no more than 6 dice at the outside, and needs to roll more successes than the lock does (ties go to the lock, and since the dicepools are so small - there are a lot of ties).

-Frank
PlatonicPimp
So do we apply the normal equipment fix of ( Attribute + skill, Successes limited to device rating)? Does that work?
Phantom Runner
QUOTE (PlatonicPimp)
So where besides hacking is teh basic Idea of attribute + Skill broken?

Not "broken" per se, but inconsistent.
I see some case where it is just Attribute + Skill vs. (threshold), some cases where it is Attribute + Skill +/- environmental modifiers, one success needed; some cases where it is attribute + Skill + equipment vs. (threshold); some cases where it is attribute + Skill + equipment, one success needed.

Then looking through charts we see that in some cases the modifiers are to threshold and in other cases the modifiers are to the dice pool. I would prefer to have either a set threshold and modified dice pool or a set dice pool and modified threshold and have that for everything across the board. Right now, to keep SR distinct from nWoD I would prefer to put the emphasis on thresholds with keeping a fixed dice pool and then modifying thresholds as the situation deems.

Basically I wanted to know if anyone else saw this as a problem as well and what (if any) steps others have taken to alleviate the issue.
FrankTrollman
QUOTE (PlatonicPimp)
So do we apply the normal equipment fix of ( Attribute + skill, Successes limited to device rating)? Does that work?

For lots of things, yes. For the Maglock Passkey, not by itself. The intention of the Maglock Passkey really is that it functions without interaction - a lock bypassing method for the non-technically inclined. So if it just limited successes on a Logic + Hacking test, it wouldn't be doing its job (not that it is currently doing that job with how infrequently it works), and it would be far too expensive besides.

What should probably happen is that the maglock passkey should be really cheap (say 100 nuyen.gif ) per rating point, and then allow people to get pilots and hacking autosofts for their maglock passkeys.

But for things like Keycard Copiers, using its rating to limit successes works a lot better than having its rating work in opposed tests. In fact, there shouldn't even be an opposed test - if someone wants to take a rating 1 Keycard Copier and spend eight hours making a duplicate keycard, it should just work until the system computers notice that employee #3756790-1 is in two places at once.

-Frank
PlatonicPimp
QUOTE (Phantom Runner)
QUOTE (PlatonicPimp)
So where besides hacking is teh basic Idea of attribute + Skill broken?

Not "broken" per se, but inconsistent.
I see some case where it is just Attribute + Skill vs. (threshold), some cases where it is Attribute + Skill +/- environmental modifiers, one success needed; some cases where it is attribute + Skill + equipment vs. (threshold); some cases where it is attribute + Skill + equipment, one success needed.

Then looking through charts we see that in some cases the modifiers are to threshold and in other cases the modifiers are to the dice pool. I would prefer to have either a set threshold and modified dice pool or a set dice pool and modified threshold and have that for everything across the board. Right now, to keep SR distinct from nWoD I would prefer to put the emphasis on thresholds with keeping a fixed dice pool and then modifying thresholds as the situation deems.

Basically I wanted to know if anyone else saw this as a problem as well and what (if any) steps others have taken to alleviate the issue.

I meant broken as in "This is the Rule" and then later breaking that rule.

Nowhere that I've seen allows you to roll Attribute + Skill + Equipment rating. Occasionally equipment rating is used in place of a skill or attribute, but never in addition to.

1 success needed is a threshold of 1. Success tests all allow for modifiers to the dice pool. So there is no inconsistency there.

The problems one might see with moving all modifier to threshold instead of dice pool is that there is a limit on threshold reduction (you can only take it down to a threshold of 1, no matter what bonuses you have) and that in opposed tests there is no threshold. The problems one might see in having all modifiers apply to dice pools is that using thresholds creates a need for more successes. some circumstances call for more skill than others, some tasks are more difficult is ways that die pool reductions don't adequetly reflect.

Really, using both isn't that cumbersome. At least the Target number to get a success is always the same.
PlatonicPimp
(to answer frank) The other "Universal" quick fix I propose, which is applied in conjunction with quick fix universal rule #1, is this:

Anytime a device makes a check without human operation, treat it's attribute and skill ratings as equal to it's device rating.

So said maglock passkey makes a (Rating + Rating) test, with successes limited to (Rating).
Phantom Runner
QUOTE (PlatonicPimp)
The problems one might see with moving all modifier to threshold instead of dice pool is that there is a limit on threshold reduction (you can only take it down to a threshold of 1, no matter what bonuses you have) and that in opposed tests there is no threshold.

I don't see a problem with the limit of theshold reduction, right now we have a limit of dice pool bonus (no more than skill x1.5)....

And as I said before, an opposed test is little more than a dynamic threshold equal to the hits the opponent rolls.
PlatonicPimp
So instead of figuring out the modified dice pool, you suggest each side rolling off and then adding the modifers to their threshold to the successes generated by the other person's test and vice-versa. Doesn't seem any easier or unifed to me.
FrankTrollman
QUOTE (PlatonicPimp)
So instead of figuring out the modified dice pool, you suggest each side rolling off and then adding the modifers to their threshold to the successes generated by the other person's test and vice-versa. Doesn't seem any easier or unifed to me.

Actually it would essentially be adding and subtracting successes to each side before comparing results. It would be precisely as easy and unified as moving the dice pool around before rolling, with the exception that it would become more granular (in that adding one hit is the equivalent of adding 3 dice), but gain mystery. As such, it's a good idea for some tests.

Perception test modifiers I would like to handle in terms of modifiers to the palming tests and net hits of the perceivers rather than dice pool modifiers to the perception tests. If nothing else just so that players wouldn't twig to the fact that something especially obvious or obscure was going on around them.

-Frank
Phantom Runner
QUOTE (FrankTrollman)
Actually it would essentially be adding and subtracting successes to each side before comparing results. It would be precisely as easy and unified as moving the dice pool around before rolling, with the exception that it would become more granular (in that adding one hit is the equivalent of adding 3 dice), but gain mystery. As such, it's a good idea for some tests.

The added "mystery" is one benefit I'm really seeing here. Instead of telling the player, roll X + Y - Z (where Z is some modifier that the player shouldn't really be aware of, but by the rules it applies), I can simply say roll X + Y and then compare to the secret threshold. Which as stated by Frank for perception tests is preferable.
PlatonicPimp
Well, perception tests are always tricky because asking for one at all can twig the player that something is up. Thats why most games suggest that GMs make them secretly.
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