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Ryu
Upward for a maxxed shooter, minimum skillset: two other gun-skills, dodge, perception.

4 skills 4->6: 176 karma. Will be a tad unrealistic, but that doesn´t matter in the numbers game.
Rotbart van Dainig
QUOTE (mfb)
they support a loose approximation of combat on the tabletop.

Actually, they have even a finer granularity.

QUOTE (mfb)
every test, the GM is required to fudge in favor of what he thinks is appropriate.

Only if decreasing resolution.
stevebugge
Actually the more I see system comparrisons, the more I like SR4 and the less I like SR3. SR3 in my opinion catered too much to powergamers, people who just like to mow down the opposition while facing no real threat themselves. The Min-Maxing Combined with the Damage system, the Initiative System, and the Dodge Test to make combat a one sided joke unless players were put up against vastly superior opponents, which also got kind of dull. While SR4 gives up some realism, and I'll agree gives up some flexibility, it improves quite a bit in balance. The single best thing about SR4 in my group is the demise of the one dimensional character.
Mr. Unpronounceable
QUOTE (Rotbart van Dainig)
QUOTE (Mr. Unpronounceable)
The hard caps are different from the chargen caps

As pointed out by mfb, those are limits of distribution, not real caps.
Of course, such limits are better referred to as guidelines.

Meh...

The only attribute caps reachable at chargen are reaction 5(7) for a dwarf or logic 5(7) for an ork or troll. (An adept or a mage could theoretically cap more attributes with the appropriate spell/power during play if they manage the rolls.)
The only skill cap reachable at chargen is one skill at 6 (7 with appropriate quality).


So only a dwarf, ork or troll could even potentially have no room for improvement after character creation, and that in a total of one skill.

My point stands.
Azralon
Here's what I don't get:

If your character has a skill equivalent to the "best of the best" in the world and a linked attribute that's likewise at the pinnacle of your species, and your experience/luck/deific favor (i.e., Edge) is the stuff of legend.... then where would you go from there?

I mean, if you're the absolute best in the world -- numerically speaking -- then who exactly do you need to outshine?
FrankTrollman
QUOTE
The only attribute caps reachable at chargen are reaction 5(7) for a dwarf or logic 5(7) for an ork or troll.


What? Anyone can hit their Reaction maximum, it's not even hard. A Reaction Enhancer (2) and an Initiative Enhancer (2) give a +4 Reaction Modifier. That'll bring a character to a Reaction of (9) from a base of 5.

Any Adept can max out any skill based on a physical attribute, even Trollish Parachuters. Their character generation limits on Increased Attribute and Improved Abilty are their Magic Attribute, which can start in excess of the absolute maximums of either (+5 and +3 respectively).

That claim is demonstrably false.

---

Now, there are many activities that are in fact tied to multiple skills. Hacking is based on Hacking, Electronic Warfare, Cybercombat, Datasearch, and Computer. It's not even confined to a single skill group! There's no way that you can start out being the best of the best amongst 1337 #4XX0r2. But for other tasks (tasks dependant upon a single skill), you can be in the position where you have nothing to aspire to.

And that, I think, is my biggest problem with the current caps setup. It isn't that people can be the best conceivable at a task or that they can't be - but that it is actually both at the same time. If everyone had somewhere to go or noone did, it wouldn't be a biggie - just a subjective choice on how people want their games.

---

That being said, are there really people who prefer Sr3's all-or-nothing combat style? The exponential nature of the probability regulation meant that the circumstantial differences between a position where you might take a moderate wound and where you were virtually guaranteed to explode in a fountain of blood were extremely slight.

-Frank
hyzmarca
stevebugge, if that's how you feel then you weren't playing with the right people. Done right, SR3 was all 90% planning and possitioning vs 10% execution. Part of the one trick pony syndrome is due to the limited points to spend on skills. This was fixed by the skill group concept which is most welcomed, although it could be toned down some. Personally, I don't mind having skill groups caped at 4 and I wouldn't mind making that cap permenant, thus forcing one to specialize after a fashion.

Yes, Frank, there are actually people who prefer SR3's not quite exponentional probability curve (5/6, 4/6, 3/6, 2/6, 1/6, 1/6, 5/36, ..., U(n) is not a geometric sequence). It is, in some ways, more realistic. Little problems do hamper even the best during a stressful situation.

In SR4, with high dice pools you can shoot blindfolded and still hit more times than not while small dice pools mean that the slightest modifier will greatly reduce chances of success. The result is a little more D&D ish where you level (in this case skill level) is more important that situational factors and modifiers which is why just removing skill caps is a bad idea. By just removing skill caps one ensures the creation of characters who can not fail at a task ever, even if they are blind, deaf, mute qradruple amputees and they are on fire. No, removing or altering skill caps requires a complete reworking of the modifiers.
stevebugge
QUOTE (hyzmarca)
stevebugge, if that's how you feel then you weren't playing with the right people. Done right, SR3 was all 90% planning and possitioning vs 10% execution. Part of the one trick pony syndrome is due to the limited points to spend on skills.

I can't entirely disagree with that, I was stuck with a pack of ubermunchkins and with rotating GM duties some of them really encouraged that style. Worse still if you didn't tailor the game to their strengths they whined! Ok I'll stop venting about old groups now.

I've got a different group now which helps too. Still the SR3 system lent itself to gross abuse making your point about it having to be done right much more the key to it's problems. While I liked SR3 a lot SR4 happens to be exposing it's weaknesses, mainly that it can be easily hijacked by munchkins. The point about one trick ponies being caused by a limited number of points to spend, is logically cured by limiting how they can be spent, bringing them back in to equalibrium. This equalibrium was missing in SR3 there was a limited number of points but a spending limit that wasn't very meaningful.
RunnerPaul
QUOTE (Azralon)
I mean, if you're the absolute best in the world -- numerically speaking -- then who exactly do you need to outshine?

Yourself.

It's the reason olympic world record holders keep trying to break their own records.
Azralon
QUOTE (RunnerPaul)
QUOTE (Azralon @ Jan 12 2006, 01:38 PM)
I mean, if you're the absolute best in the world -- numerically speaking -- then who exactly do you need to outshine?

Yourself.

It's the reason olympic world record holders keep trying to break their own records.

Okay, so keep rolling until you get all hits.
Kerberos
QUOTE (Azralon)
QUOTE (RunnerPaul @ Jan 12 2006, 03:52 PM)
QUOTE (Azralon @ Jan 12 2006, 01:38 PM)
I mean, if you're the absolute best in the world -- numerically speaking -- then who exactly do you need to outshine?

Yourself.

It's the reason olympic world record holders keep trying to break their own records.

Okay, so keep rolling until you get all hits.

Ah, but with edge there's no such thing as "all hits". biggrin.gif
Rotbart van Dainig
Isn't that the possibility to surpass yourself some people are asking for? wink.gif
Mr. Unpronounceable
QUOTE (FrankTrollman)
What? Anyone can hit their Reaction maximum, it's not even hard. A Reaction Enhancer (2) and an Initiative Enhancer (2) give a +4 Reaction Modifier. That'll bring a character to a Reaction of (9) from a base of 5.

Any Adept can max out any skill based on a physical attribute, even Trollish Parachuters. Their character generation limits on Increased Attribute and Improved Abilty are their Magic Attribute, which can start in excess of the absolute maximums of either (+5 and +3 respectively).

That claim is demonstrably false.

Damn & blast... frown.gif

sorry...I think I was conflating the rules with sr3 where the cost of improved attribute jumped once you were past the soft caps. (racial-modified limit? something like that)

it does seem a little too easy for adepts to cheese their way to perfection in a couple of areas, but hopefully that will be reigned in a bit when the magic book comes out.

as for the reaction enhancers...do those stack with the init reaction enhancement? Oops...every time I read that description, I inserted a "not" into it. Mea culpa.


Alright - so everyone can reach one hard cap, adepts can reach perhaps a few more. (And of course, everybody can be close to several more.)


As for:
QUOTE
And that, I think, is my biggest problem with the current caps setup. It isn't that people can be the best conceivable at a task or that they can't be - but that it is actually both at the same time. If everyone had somewhere to go or noone did, it wouldn't be a biggie - just a subjective choice on how people want their games.


isn't this a problem with the character's design (and thus, the player's mindset and GM's lack-of-attention) more than the caps themselves?
mfb
Rotbart, a counterpoint: tuna basketweaving. additionally, weaselbutter.
BishopMcQ
QUOTE (mfb)
Rotbart, a counterpoint: tuna basketweaving. additionally, weaselbutter.

question.gif read.gif question.gif
Mr.Platinum
is weasal butter what i think it is?
Rotbart van Dainig
QUOTE (mfb @ Jan 13 2006, 01:13 AM)
Rotbart, a counterpoint: tuna basketweaving. additionally, weaselbutter.

Thanks, not interested.
But I'm pretty sure there are some guys who would be happy to make you happy.
ElFenrir
Reading thru the thread and some good points are made.

I'm not sure what i think about the skill hard caps yet. Ive played it quite a bit, but not long enough to really see that skill hard cap in action yet. I suppose after you play a character for awhile, after maxing a couple skills you just keep going down the line. Where, as pointed, in SR3 you could keep pumping the one skill if that's what you wanted. But so far, the skill hard caps seem alright to me. Does lead for well roundedness.

As for attributes...i'm for natural hard caps, but I sorta like the idea of being able to go over the 1.5x with ware. I mean, it IS ware, you are paying for it in essence...and if ware can speed up a person to beyond who knows what, i son't see why someone with Agility 6 couldn't benefit from a 4th level of muscle toner. It's how we rolled it in 3, and i'd probably houserule that you can. I mean, i'd try it out first.....what with the attribute+skill pools, i might decide to go back to that cap limit when i see 30 firearms dice being rolled, but who knows. There still WOULD be limits....(Muscle Toner 4+ Suprathyroid is a +5...and as far as i can tell, it's as high as you can get), making the Agility 6 person and 11 instead of a 9. Two extra dice doesn't seem that bad.

As for chargen caps...those are easily modified for campaign type. Want to play a normal powered, but 'gang' style campaign? Allow more initial BP to be used for attributes, but less for resources(cap it at 20 or something, instead of 50.)

A player might have a concept for a rich, spoiled college kid who is smart, plays sports, etc....go ahead, let them take more than 50 BP of resources, but limit ware and stuff they can buy more(i mean, why would they have wired reflexes), but use it for lifestyle, etc...and let 'em take more attributes to reflect all their hours studying and at the gym...but limit their skills to 'they can't do jack'. It's all adjustable there.
Rotbart van Dainig
QUOTE (ElFenrir)
As for attributes...i'm for natural hard caps, but I sorta like the idea of being able to go over the 1.5x with ware. I mean, it IS ware, you are paying for it in essence...and if ware can speed up a person to beyond who knows what, i son't see why someone with Agility 6 couldn't benefit from a 4th level of muscle toner.

The solution is strange, indeed - either it should be open, so everyone can (ab)use ware to the same extent... or it should be limited to 'actual rating x 1.5' like skills.
A it is, it encourages to stay low on natural attributes and upgrade instead...
Glyph
Keep in mind that a lot of upgrades, like muscle replacement, are capped at 2 due to the Availability rules at char-gen. But such upgrades are more desirable in SR4, since Attributes are part of the dice pool now.


As far as the skill and Attribute caps, I think they have two problems with them.

First, starting characters should not be able to begin the game maxxed out in a skill - I don't think professional criminals should be like first-level characters by any means, but they should still have to earn some experience before they can match the very best.

Secondly, I don't think there is enough difference within the narrow numerical range given, for skills to really represent what they are supposed to. The difference between the absolute best and the next step down is one piddling die. Someone with average skill has a halfway decent chance of outperforming a master of that skill. The odds are against it, sure, but not enough to really represent what the difference between those skill levels should be. This wasn't a problem when skills where extremely difficult to improve at higher levels, but didn't have a cap.
Gothic Rose
QUOTE (Mr. Unpronounceable)
QUOTE (FrankTrollman)
What? Anyone can hit their Reaction maximum, it's not even hard. A Reaction Enhancer (2) and an Initiative Enhancer (2) give a +4 Reaction Modifier. That'll bring a character to a Reaction of (9) from a base of 5.

Any Adept can max out any skill based on a physical attribute, even Trollish Parachuters. Their character generation limits on Increased Attribute and Improved Abilty are their Magic Attribute, which can start in excess of the absolute maximums of either (+5 and +3 respectively).

That claim is demonstrably false.

Damn & blast... frown.gif

sorry...I think I was conflating the rules with sr3 where the cost of improved attribute jumped once you were past the soft caps. (racial-modified limit? something like that)

it does seem a little too easy for adepts to cheese their way to perfection in a couple of areas, but hopefully that will be reigned in a bit when the magic book comes out.

as for the reaction enhancers...do those stack with the init reaction enhancement? Oops...every time I read that description, I inserted a "not" into it. Mea culpa.


Alright - so everyone can reach one hard cap, adepts can reach perhaps a few more. (And of course, everybody can be close to several more.)


As for:
QUOTE
And that, I think, is my biggest problem with the current caps setup. It isn't that people can be the best conceivable at a task or that they can't be - but that it is actually both at the same time. If everyone had somewhere to go or noone did, it wouldn't be a biggie - just a subjective choice on how people want their games.


isn't this a problem with the character's design (and thus, the player's mindset and GM's lack-of-attention) more than the caps themselves?

It's easy to for anyone to reach any cap, save Body. Body is hard to hit, you have to be an adept.

But what's the big deal about Adepts being able to cap one or two things? I mean, characters in Shadowrun are supposed to be professional criminals who are very good at criminaling! And if their brand of criminaling deals with repeatedly shooting people in the face, then they're going to be very good at that aspect.


And no one give me that line about Street Level characters...if you're Street Level, you can't afford to hit a cap, because if you do, sure, you're the fastest hombre around, but you've got one leg, are blind in your left eye, and are missing your right ovarie/testicle, because you've spent so many points in one place from a much smaller pool than a normal SR character gets.

A starting SR4 character should be Very Professional. They should, in my opinion, have at least 1 skill at 5 or higher. And preferably, a large smattering of skills at 2-4.
mfb
the big deal has very little to do with anything in-character, and a lot to do with things out-of-character.
Cynic project
Yep out of character. I want to have it within the rules that I can make raven from Snow Crash. I want to the ability to make Danny Crane, or maybe an Iron chief, or Hendrix, or say Bruce Lee. All these people could be made in shadowrun if you gave them magic but as mundane nope. All of them do things that would take dice pools of at least 20.
Critias
It's not just fictional characters or Hollywood-glamorized martial artsist that SR4 can't let you recreate. Do a google search for Bob Munden, Tom Knapp, or Patrick Flanigan sometime. These guys are all a little chubby, a lotta old, or both -- yet they're some of the fastest men alive, with guns in their hands. They do things that are well outside the probability curves of SR4, and they do it (rather obviously) without astronomically high attributes.

How?

By being "min/maxers" or "powergamers" or "munchkins," or whatever you want to call them, and having very, very, high firearms-related skills. Which is something you can manage in SR3, but not SR4.

Hell, look at your average Blackwater or similar "civilian contractor" operating in the Gulf. I'd say more of them (and, in fact, more still-in-the-Service) are built like everyday guys than twitch-o-matic walls of muscle and adrenaline. It's quite possible, in the real world, to be a badass with skills and smarts, not phenomenally high physical attributes. It's too bad you can't manage it in SR4 (where, in order to be great, or even above average, at anything, you need a string of stats that'd do any action movie proud).
Kyoto Kid
I have no issue with caps at chargen. I believe that once in play, if you want to spend the karma, you should be able to push the skill or attribute. The "Rule celing" basically takes the whole fun out of building a character. In SR3 KK can still strive to be the Better of the best. In SR 4 she ends up like every other Adept once she hits the maxims. I look at the hard caps after chargen as the "Glass celing" most women face in the business world. It is basically wrong. Why even try to strive for greatness when you know you will end up bumping your head?

My .02 Euros worth.
Rotbart van Dainig
QUOTE (Critias @ Jan 13 2006, 08:59 AM)
Which is something you can manage in SR3, but not SR4.

Actually, you can't do it in both of them.
The problems are actions and weapon ranges... nothing skill could fix in both systems.
Kerberos
QUOTE (Critias)
It's not just fictional characters or Hollywood-glamorized martial artsist that SR4 can't let you recreate. Do a google search for Bob Munden, Tom Knapp, or Patrick Flanigan sometime. These guys are all a little chubby, a lotta old, or both -- yet they're some of the fastest men alive, with guns in their hands. They do things that are well outside the probability curves of SR4, and they do it (rather obviously) without astronomically high attributes.

How?

By being "min/maxers" or "powergamers" or "munchkins," or whatever you want to call them, and having very, very, high firearms-related skills. Which is something you can manage in SR3, but not SR4.

Hell, look at your average Blackwater or similar "civilian contractor" operating in the Gulf. I'd say more of them (and, in fact, more still-in-the-Service) are built like everyday guys than twitch-o-matic walls of muscle and adrenaline. It's quite possible, in the real world, to be a badass with skills and smarts, not phenomenally high physical attributes. It's too bad you can't manage it in SR4 (where, in order to be great, or even above average, at anything, you need a string of stats that'd do any action movie proud).

I personally see "atributes" as something like talent. based on that I'd say that the guys you name undoubtebly have very, very high agility. Their strenght and body might not be so high, but their agility will be.
Critias
Did you Google 'em? These guys are fat old men, or withered old men, or fat middle aged guys. They are not Olympic athletes with out-of-this-world Agility scores, all weasel-quick and lean.

What they do is from skill and practice. Not raw physical ability.
Kerberos
QUOTE (Critias)
Did you Google 'em? These guys are fat old men, or withered old men, or fat middle aged guys. They are not Olympic athletes with out-of-this-world Agility scores, all weasel-quick and lean.

What they do is from skill and practice. Not raw physical ability.

I don't think you can reliably judge people's "agility scores" just by looking at them. Do you really think that these people do not have an enourmous amount of talent AKA high attribute score?
Ryu
And they would outperfom themselves if they possessed both their current skill-level AND the physical attributes of their youth.
Critias
In SR4 they would. But SR3 understood that ability and skill realistically count for more than raw, unrefined talent -- so they don't need their youthfull physiques to be able to shoot like this. Because they practice (ie, have a much, much, higher skill than 6 or 8 in their chosen field) obsessively, and have poured karma into their skill.

Which you just can't do in SR4.

Someone has yet to give a good reason for a hard skill cap, by the way. I mention these three guys because they are living proof that not only (a) skill counts for more than physical attributes, but (b) there's no such thing as a real-life skill cap. I've yet to see either point really refuted.
Ryu
Someone with extreme talent and mediocre training might be nearly as good as they are. That is realistic. They did pour enough karma into it to make it skill 6, but anyone who does that can compete. There is a decreasing return on effort after learning the basics of any trade, so collecting the world elite in one category is fitting.

What I do see is limiting attribute dice by skill dice +x, but that is hardly an argument versus a hard cap or the linking of an attribute.
Rotbart van Dainig
QUOTE (Critias)
Someone has yet to give a good reason for a hard skill cap, by the way.

There is one - reliable grading and comparison.

QUOTE (Critias)
(a) skill counts for more than physical attributes, but

As there is not always a hard separation of both in real life, it is understandable that you can't see your mistake.
In this case, coordination and ability in real life both are mostly defined by the setup of the brain, given a basic physical capability - on the other hand, the presence of fat says squat about that.
What makes athletes wiry is mainly not agility, but stamina and strength.

Judging the dexterity of those guys wearing normal clothes just by looking at some photos isn't such a good idea.

QUOTE (Critias)
(b) there's no such thing as a real-life skill cap.

Being the software on ultimately limited wetware, there is such a thing as an absolute end of human achievement.
Of course, in real life this is a limited progression, not a linear one... but linear approximations are about the only thing most people want to use in a game.
Darkness
QUOTE (Critias)
In SR4 they would.  But SR3 understood that ability and skill realistically count for more than raw, unrefined talent -- so they don't need their youthfull physiques to be able to shoot like this.  Because they practice (ie, have a much, much, higher skill than 6 or 8 in their chosen field) obsessively, and have poured karma into their skill.

Well let's see. And assume A SR4 shootist at skill level 6 and agility 2(<- below average) giving him 8 dice. He is are firing at an opponent with varying reaction levels:
CODE

                       Attacker Dice
          +---------------------------------------
Defender   |   6       7       8       9       10
Reaction 1 | 82,44%  87,32%  90,90%  93,50%  95,38%
         2 | 72,93%  79,35%  84,39%  88,29%  91,28%
         3 | 63,34%  70,82%  77,02%  82,08%  86,14%
         4 | 54,13%  62,19%  69,20%  75,18%  80,19%
         5 | 45,62%  53,83%  61,29%  67,91%  73,67%
         6 | 37,97%  45,99%  53,58%  60,56%  66,85%
         7 | 31,25%  38,84%  46,28%  53,37%  59,96%
         8 | 25,46%  32,45%  39,54%  46,51%  53,19%
         9 | 20,56%  26,86%  33,45%  40,13%  46,71%
         10| 16,47%  22,03%  28,03%  34,29%  40,62%


And now an SR3 shootist around skill 9 opposed by various combat pools:
CODE

               Attacker Dice
           +-----------------------
Defender   |   8       9       10
ComPool  1 | 98,05%  98,93%  99,41%
         2 | 94,53%  96,73%  98,07%
         3 | 88,67%  92,70%  95,39%
         4 | 80,62%  86,66%  91,02%
         5 | 70,95%  78,80%  84,91%
         6 | 60,47%  69,64%  77,28%
         7 | 50,00%  59,82%  68,55%
         8 | 40,18%  50,00%  59,27%
         9 | 31,45%  40,73%  50,00%
         10| 24,03%  32,38%  41,19%

Not surprisingly, the SR3 shootist (Skill 9) shoots Mr. Average Combat Pool (which has (3+3+3)/2 rnd. down = 4) with 86.66%, while the SR4 shootist (8 Dice) hits Mr. Average Reaction (3) with 77.02%. Since the target number is higher for SR4 (5) than for SR3(4) this is expected with similar amounts of dice involved.

Now let's see what changes if they both fire at a target in partial cover (SR3 TN +4 = 8, SR4 -2=6 Dice).
We need a new table for SR3, accomodating to the new target number:
CODE

               Attacker Dice
           +-----------------------
Defender   |   8       9       10
ComPool  1 | 50,26%  55,07%  59,50%
         2 | 35,00%  39,53%  43,90%
         3 | 23,74%  27,56%  31,41%
         4 | 15,75%  18,77%  21,92%
         5 | 10,26%  12,53%  14,97%
         6 | 6,58%   8,23%   10,05%
         7 | 4,16%   5,32%   6,64%
         8 | 2,60%   3,40%   4,32%
         9 | 1,61%   2,15%   2,78%
         10| 0,99%   1,34%   1,77%

Mr. SR4 hits his target with his 6 dice with 63,34% accuracy, while Mr. SR3 goes down, to 18.77% accuracy.

According to these figures Mr. SR4 (who has Agility 2 and isn's specialized or improved) stay's high in his accuracy even in difficult situations, while Mr. SR3 does not.
mfb
that's great, but it's completely tangential to Critias' point. Critias' point was:
QUOTE (Critias)
ability and skill realistically count for more than raw, unrefined talent

your tables don't counter this point, because your tables would remain the same if the SR4 shooter had 6 agility and 2 shooting skill. skill and ability, in SR4, count the same.
Critias
You're also conveniently forgetting how malleable TNs are in SR3. A -2 TN for a smartlink is hugely more potent than a few extra dice. A -1 TN for aiming can make all the difference in the world. If the Pistols 8 SR3 shooter aimed, and had a smartlink, his TN would drop to a 5, and he could expect more than twice the successes. What sort of benefit for the SR4 character get for that? A few more dice? One more hit, maybe? Even ignoring TNs for a moment -- throwing in Combat Pool or Edge can (very obviously) make a huge difference.

It's easy to ignore all that (and I would, too, were I arguing that SR4 was "better"), and ignoring all of it is one of SR4's strengths (it's meant to be streamlined, after all, and including those things adds quite a bit of complexity). But making a comparison using SR3 where all you're doing is rolling base skill dice (without any of the other options available to an SR3 character), where those same options result in nothing but a few dice here and there for an SR4 character, is a truly lopsided comparison.

But, that's all besides the point: I'm not real sure what you're even trying to say with your fantastically in-depth example. What does it really have to do with what we're talking about?

Why pick a Pistols score of 8, anyways, and expect it to show anything worthwhile? The entire point of the discussion is that there is no skill cap in SR3 (so how does arbitrarily picking a specialization that a starting character can hit in 15 karma prove anything?).
Rotbart van Dainig
QUOTE (Critias)
The entire point of the discussion is that there is no skill cap in SR3

..making the game ultimately absurd on the long run.
mfb
as opposed to SR4, where every team's got a Fastjack-level hacker. completely unabsurd, yessir. i think i'd rather have absurdity in the long run than in the very, very short run.
Critias
QUOTE (Rotbart van Dainig)
QUOTE (Critias)
The entire point of the discussion is that there is no skill cap in SR3

..making the game ultimately absurd on the long run.

Making it absurd in your opinion.

And how is someone being really, really, good at a few things more absurd than the end result of a "long run" game in SR4, where everyone is good at everything?
Rotbart van Dainig
QUOTE (Critias)
Making it absurd in your opinion.

Dashing the 100 in 5s is absurd for a mundane.

QUOTE (Critias)
where everyone is good at everything?

Speaking out of experience with 750+ karma? You better would, because even with that, it's pretty hard to be at 4 with the most important skill groups, with one or two at 6.

QUOTE (mfb)
as opposed to SR4, where every team's got a Fastjack-level hacker.

Funny thing, I've yet to see that - but wait, since I can't see every team, wouldn't it suffice to find one without it?
But I'm pretty sure I saw deckers being better than Dodger in SR3...
Darkness
QUOTE (mfb @ Jan 13 2006, 02:46 PM)
that's great, but it's completely tangential to Critias' point. Critias' point was:
QUOTE (Critias)
ability and skill realistically count for more than raw, unrefined talent

your tables don't counter this point, because your tables would remain the same if the SR4 shooter had 6 agility and 2 shooting skill. skill and ability, in SR4, count the same.
You're also conveniently forgetting how malleable TNs are in SR3. A -2 TN for a smartlink is hugely more potent than a few extra dice. A -1 TN for aiming can make all the difference in the world. If the Pistols 8 SR3 shooter aimed, and had a smartlink, his TN would drop to a 5, and he could expect more than twice the successes

Nope i don't. Again i just took one example from a myriad of possible examples. Of course i can factor those in ( SR3: TN 5, 60.51%, 1 Nettohit expected, SR4: 9 Dice, 82.08%, 2 Nettohits expected)
QUOTE (Critias)
Even ignoring TNs for a moment -- throwing in Combat Pool or Edge can (very obviously) make a huge difference.

Assuming the same as above, and that the SR3 guy has enough CP to double his skill, and Mr. SR4 has 3 Edge we get
SR3: TN5, 18 Dice , TN 5, 94.62%, 4 Nettohits expected
SR4: 12 Dice (/w Edge): 93.49%, 4 Nettohits expected
Quite similar in this case.

QUOTE
But, that's all besides the point: I'm not real sure what you're even trying to say with your fantastically in-depth example. What does it really have to do with what we're talking about?

Quite simply put: SR4 does also define the outcome via skill and talent.
Yes, it now assumes that talent has the same impact as skill (unless you use p.69).
But, someone with not much talent, can achieve about the same as in SR3, only that in SR4 more talent allows for even greater feats.

I do understand that from a gamist perspective SR4 isn't as appealing anymore than SR3, since you can hit the cap's quite quickly. And i second that, from a gamist perspective, SR4 is a failure in this regard.

So if i would argue with you, that "you can choose to start lower", to you it simply wouldn't make sense, because you would cripple yourself, stats-wise.

But from a narrativistic approach those skill caps make more sense since they allow ( contrary to an open model) for more exact definitions of the "meaning" of skill and attribute levels. And thus a narrativist can use this to take the intended values (read: according to his background) for the character he has created.

So yes: For you the skill caps make no sense. For me they are perfect.

But, from my point of view this:
QUOTE (Critis)
ability and skill realistically count for more than raw, unrefined talent

Is included in the current rules, only that you can also play it the other way around.
Indeed they do. But SR4 thus includes Critias statement, that skill defines your performance, even more so if you take p. 69 into account and set the max. reachable hits to twice your skill.
Moon-Hawk
Regarding skill being worth more than raw ability:
I think the thing that bothers me most about the skills is that the descriptions of what the various levels mean are utterly meaningless. A 7 is the pinnacle of skill? This skill is just as easy to obtain if you have a linked attribute 1, than if you have any other attribute.
Someone else could have a little cyber and bring their attribute up to, what, 10? Nah, skip exceptional attribute, let's just give them a 9. They're attempting to do something they have no skill at whatsoever, and must default.
Both characters have 8 dice. The expert who knows more than anyone else in the world in this field performs equally to the person who has no clue what they're doing.
Maybe someone will argue that this is reasonable for physical skills. I would disagree, but it could be argued. What about hacking? Or medical skills? It's just absurd. Not to mention that they're both solidly outperformed by someone with 5 attribute and 5 skill, neither of which are really that amazingly high.
So I really hate the table that days what a skill 1 means vs a skill 7, because when you look at actual performance it's meaningless. That table should be replaced with a table ranging from 1 to 20 or so, describing your ability relative to your total pool.
Kerberos
QUOTE (Moon-Hawk @ Jan 13 2006, 10:19 AM)
Regarding skill being worth more than raw ability:
I think the thing that bothers me most about the skills is that the descriptions of what the various levels mean are utterly meaningless.  A 7 is the pinnacle of skill?  This skill is just as easy to obtain if you have a linked attribute 1, than if you have any other attribute.
Someone else could have a little cyber and bring their attribute up to, what, 10?  Nah, skip exceptional attribute, let's just give them a 9.  They're attempting to do something they have no skill at whatsoever, and must default.
Both characters have 8 dice.  The expert who knows more than anyone else in the world in this field performs equally to the person who has no clue what they're doing.
Maybe someone will argue that this is reasonable for physical skills.  I would disagree, but it could be argued.  What about hacking?  Or medical skills?  It's just absurd.  Not to mention that they're both solidly outperformed by someone with 5 attribute and 5 skill, neither of which are really that amazingly high.
So I really hate the table that days what a skill 1 means vs a skill 7, because when you look at actual performance it's meaningless.  That table should be replaced with a table ranging from 1 to 20 or so, describing your ability relative to your total pool.

Personaly I prefer to think of skill scores as the amount of training rather than "skill”. It's not what the book says, but it makes far more sense. That way a super athletic (agility 9) guy without any training in pistols (pistols 0) rolls 8 dice for pistols, which is the same as a total klutz (agility 1) who’s spent his every waking hour learning how to shot (pistols 7).
Rotbart van Dainig
QUOTE (Moon-Hawk)
What about hacking? Or medical skills?

Oh, you can't default on those...
Critias
QUOTE (Kerberos)
Personaly I prefer to think of skill scores as the amount of training rather than "skill”. It's not what the book says, but it makes far more sense. That way a super athletic (agility 9) guy without any training in pistols (pistols 0) rolls 8 dice for pistols, which is the same as a total klutz (agility 1) who’s spent his every waking hour learning how to shot (pistols 7).

Which is exactly what I'm talking about when I call SR4 patently ridiculous.
Moon-Hawk
QUOTE (Rotbart van Dainig)
QUOTE (Moon-Hawk @ Jan 13 2006, 05:19 PM)
What about hacking?  Or medical skills?

Oh, you can't default on those...

Touche.
You're absolutely right, but change it to someone with a skill of one, give them exceptional attribute, the example doesn't change much, and the point doesn't change at all.
Rotbart van Dainig
Until you limit max hits by skill x 2.

But yeah, as long as that house-rule-option is not used, or first aid the skill in question, attributes are way better.
Kerberos
QUOTE (Moon-Hawk)
QUOTE (Rotbart van Dainig @ Jan 13 2006, 03:31 PM)
QUOTE (Moon-Hawk @ Jan 13 2006, 05:19 PM)
What about hacking?  Or medical skills?

Oh, you can't default on those...

Touche.
You're absolutely right, but change it to someone with a skill of one, give them exceptional attribute, the example doesn't change much, and the point doesn't change at all.

I don't think that's all that absurd, a young but mindbooglingly brilliant Medical student could be a better doctor than somebody who had lots of training but was borderline retarded. Don't get me wrong SR4 obviously isn't a very close aproximation of reality, but I don't think it's absurd either.
Moon-Hawk
No, when you put it that way it's not. But bear in mind the mildly retarted doctor is concidered to be the best in his field, a paragon of medical prowess, superior to all others. The description of skill 7 says so. My problem is less that the brilliant medical student can match him, and more with the description of what a skill 7 means. If they changed the description of skill 6 to "years of dedicated study" and 7 to "years of dedicated study with a knack for the skill", and said nothing at all about how good the person was at it, I would have less of a problem.
Kerberos
QUOTE (Moon-Hawk)
No, when you put it that way it's not. But bear in mind the mildly retarted doctor is concidered to be the best in his field, a paragon of medical prowess, superior to all others. The description of skill 7 says so. My problem is less that the brilliant medical student can match him, and more with the description of what a skill 7 means. If they changed the description of skill 6 to "years of dedicated study" and 7 to "years of dedicated study with a knack for the skill", and said nothing at all about how good the person was at it, I would have less of a problem.

Ok, I can't argue with that, as I said I've just chosen to ignore the flavour text and regard it as training rather than skill, because that's what makes sense.
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