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mfb
congratulations, you've discovered the modified skill rating. as in, the highest you can go with cyberware, adept powers, etcetera.
Brahm
QUOTE (mfb)
congratulations, you've discovered the modified skill rating. as in, the highest you can go with cyberware, adept powers, etcetera.

Congratulations, you just joined the conversation. rotfl.gif

QUOTE (Brahm)
QUOTE (mfb @ Mar 17 2006, 12:21 PM)
you may want to reread the rules. the maximum skill level is 6, or 7 with aptitude. period.

question.gif Having a Cain momment? Maximum modified Skill is 6 + 1 * 1.5.
Cain
QUOTE
Actually he's "more competent" than the sam in the base book. He's slightly behind the sam in my game, but only just (and then only in a firefight).

The sam in your game has more than 18 dice in his primary combat skill?

QUOTE
Okay. Let's have him do something a standard like scale a wall or climb a fence? No skill? Default means dice pool of 4. Threshold varies.

That's what rope is for. Assisted climbing is worth +2 dice, so now he's rolling 6. Threshold varies, but it's an extended test, so as long as he's not rushed he's in no trouble. Assuming a standard 3 meter wall, he'll make it in two combat phases-- less than 3 seconds.
QUOTE
Just like any other runner the need for Technical skills varies depending on the group's abilities. Impact also depends on the size of the group and their tactical approach to runs - again varies widely from game to game.

To a certain extent, this can be compensated for with gear. Medkits can replace a First Aid skill, Agents can replace a limited range of decker tasks. Agents are particularily good at the legwork phase of a run-- you wouldn't want them to do the run for you (although, if I'm reading this correctly, they're invulnerable to Black IC), but they can easily handle the prepwork. During the run, Mr. Lucky the combat sam wouldn't want to be tied up doing decking, anyway.
QUOTE
Any character can have what Mr Lucky has gear-wise, in fact my group uses a similar setup because the hacker decided not to go the rigger route and nobody has significant Vehicle skills. However, Mr Lucky is definitely weaker than every character with a Vehicle skill and the same tech.

Well, naturally he'll be weaker than a dedicated vehicle specialist. That's not the point. No one can be a specialist in everything. As you pointed out, he's no weaker than the characters in your group.
QUOTE
In my investigation and infiltration-heavy game he'd be defaulting heavily on Social Active Skills and probably just as much on Physical and Technical skills

And as you can tell, he wasn't designed as a investigation-and-infiltration character. If you're comparing him to a bunch of specialists in a dedicated game, that's a different matter entirely-- he's not going to out-ninja the ninjas, or out-face the faces, nor should he. But in comparison to other combat bunnies? He's better than them at his primary skill, is no weaker in any other area overall, and still has an Edge in case of emergency. No drawbacks as long as he's prepared.

I *could* tweak the character to have a reasonable set of skillwires and activesofts, which would make matters worse. Suddenly, he can match the faces and ninjas, as well as the tech-heads. Maybe not all at once; but under the new rules, he can hold all his activesofts in his head at once, and only accessing them as needed. You won't be able to steal his skills unless you cut him open; and at that point, he's already screwed anyway.

And Brahm? Maybe you should read your own posts, sometime.
QUOTE
Right now he's 8 dice short. Hell, he likely isn't even going to make the Tir national Unaugmented Olympics team.

mfb
QUOTE (Brahm)
Congratulations, you just joined the conversation.

congratulations, you're not paying attention. i'm talking about natural skill levels and advancement caps. i've been talking about that since my first post in this thread. the augmented maximum is completely unrelated to my point.
Rotbart van Dainig
QUOTE (Cain)
The sam in your game has more than 18 dice in his primary combat skill?

Mr. Lucky doesn't have 18 - he has 17. Enhanced Articulation does not support Combat Skills anymore. wink.gif

And, BTW - there is no Dodge specialisation for Gymnastics, too.
Crusher Bob
All possible specializations are not enumerated in the book. Is dodging something you can do with gymnastics? Yes. Then you can probably get a specialization to improve that subset of the gymnastics skill.
Cain
QUOTE
Mr. Lucky doesn't have 18 - he has 17. Enhanced Articulation does not support Combat Skills anymore.
mfb
enh art in SR4 helps only with Physical skills--running, jumping, climbing, and the like. doesn't help with Combat, B/R, or anything else.
Cain
Ah, okay. But I just realized that I hadn't added it in, anyway. Quickness 7 + Pistols 7 + Specialization + Smartlink = 18 dice.
Grinder
Hm, back to topic: After i ran a few games SR4, two main problems witht the system shine out:

1. Mages are powerful, much more than in previous editions. By rolling Spellcasting + Magic vs. Willpower + Counterspelling when casting a combat spell, they had on average a twice bigger dicepool than the target.

2. No chance to get another Iniative Pass is hard. In my games, the boosted Sammie was hero of the combat, 'cause he has three actions every round, while most others (PCs and NPCs) are stuck with their one action. I like it that you had the chance to get more than one action per round in SR1-3.

But overall i like the system, it runs smooth and is really streamlined. Even rigging and hacking is no longer a pain in the ass.
Rotbart van Dainig
QUOTE (Cain)
Ah, okay. But I just realized that I hadn't added it in, anyway. Quickness 7 + Pistols 7 + Specialization + Smartlink = 18 dice.

That way, it would be 19 dice because of the Reflex Recorder. wink.gif
Synner
QUOTE (Rotbart van Dainig @ Mar 18 2006, 09:49 AM)
QUOTE
QUOTE
Actually he's "more competent" than the sam in the base book. He's slightly behind the sam in my game, but only just (and then only in a firefight).

The sam in your game has more than 18 dice in his primary combat skill?

QUOTE (Cain @ Mar 18 2006, 10:30 AM)
Ah, okay.  But I just realized that I hadn't added it in, anyway.  Quickness 7 + Pistols 7 + Specialization + Smartlink = 18 dice.

That way, it would be 19 dice because of the Reflex Recorder. wink.gif

Which would be what my group's sammy is packing (actually he has something more, but that's still in playtesting). He's also throwing around about 16 dice in melee combat too, has the Stealth group at 3 (dicepool average of 8 ), Athletics group at 2 (dicepool average of 8 ), a couple of Technical and Vehicle skills, only 2 contacts, a nice long 3 page list of gear and 3 in Edge.
Rotbart van Dainig
QUOTE (Synner)
(actually he has something more, but that's still in playtesting)

..it's always nice being reminded that Augmention and Arsenal won't be out soon. dead.gif
Cain
QUOTE (Synner @ Mar 18 2006, 04:04 AM)

Which would be what my group's sammy is packing (actually he has something more, but that's still in playtesting). He's also throwing around about 16 dice in melee combat too, has the Stealth group at 3 (dicepool average of 8 ), Athletics group at 2 (dicepool average of 8 ), a couple of Technical and Vehicle skills, only 2 contacts, a nice long 3 page list of gear and 3 in Edge.

Yeah. So, we're comparing an experienced character, with an unknown amount of karma, and packing unknown gear that's not even out yet, to a BBB starting character? eek.gif

Mr. Lucky is designed to show the lack of flaws in a munchkinized BBB starting character. Of course he's not going to be all that impressive against someone with a hundred karma and top-secret equipment, running with rules no one else has seen. However, the fact that he's even in the same ballpark as an experienced character with all those advantages, should be very telling. I mean, the whole point of playtesting is to find the holes; your sammie is running under rules that haven't been fully checked over for abuse potential.

So, we have a character who's got all that, and he's neck-and-neck with a heavily min/maxed BBB starting character. And you think Mr. Lucky *isn't* overpowering?

QUOTE
That way, it would be 19 dice because of the Reflex Recorder.  wink.gif

Yeah, and I just realized I made another error on that. He bought the one for the Firearms group, and not just Pistols. I'll either need to recalculate his essence and cash, or let it go as a waste. Although... the tweak for him would include a set of skillwires, so would the group recorder help with a set of chipped skills?
Rotbart van Dainig
QUOTE (Cain)
So, we're comparing an experienced character, with an unknown amount of karma,

To me, it sounded like playtesting characters are usually starting ones.

QUOTE (Cain)
and packing unknown gear that's not even out yet, to a BBB starting character?

Well, the amount of dice did exclude that extra gear. wink.gif

QUOTE (Cain)
So, we have a character who's got all that, and he's neck-and-neck with a heavily min/maxed BBB starting character.

If those would count, though, it wouldn't be neck-and-neck. wink.gif

QUOTE (Cain)
And you think Mr. Lucky *isn't* overpowering?

Mr. Lucky is nice, but not that much different from most things postet for 'consideration' - it's not even a build that completely runs into his hard caps at chargen.
Pretty much the only reason for me as a GM to send you back to drawing board is the fact that I don't like Incompetency taken for skills defaulting isn't possible anyway.
(It's possible as well to take Incompetency for skills you are not even allowed to have, so basically, one could go for Resonance and Magic skills.)

QUOTE (Cain)
Although... the tweak for him would include a set of skillwires, so would the group recorder help with a set of chipped skills?

Indeed. SR4 does not feature any of those restrictions given in M&M.
Rotbart van Dainig
Gnarv.
Synner
QUOTE (Cain @ Mar 19 2006, 06:22 AM)
QUOTE (Synner @ Mar 18 2006, 04:04 AM)
Which would be what my group's sammy is packing (actually he has something more, but that's still in playtesting). He's also throwing around about 16 dice in melee combat too, has the Stealth group at 3 (dicepool average of 8 ), Athletics group at 2 (dicepool average of 8 ), a couple of Technical and Vehicle skills, only 2 contacts, a nice long 3 page list of gear and 3 in Edge.

Yeah. So, we're comparing an experienced character, with an unknown amount of karma, and packing unknown gear that's not even out yet, to a BBB starting character? eek.gif

Huh? Only if by experienced you mean he's been on 2 runs which have netted him 10 karma and which he hasn't spent on anything then the answer is yes... The only extra he has that you don't have at chargen right now is one piece of cyber which will be in an upcoming book (and which I didn't add to his totals) - also note it is a piece of cyber that was generally available in SR3.

QUOTE
Mr. Lucky is designed to show the lack of flaws in a munchkinized BBB starting character. Of course he's not going to be all that impressive against someone with a hundred karma and top-secret equipment, running with rules no one else has seen.  However, the fact that he's even in the same ballpark as an experienced character with all those advantages, should be very telling.  I mean, the whole point of playtesting is to find the holes; your sammie is running under rules that haven't been fully checked over for abuse potential.

That might be the case if you weren't so off base. Maybe you could point to where I said this was an experienced character or had any karma invested at all? Maybe I missed something? Or maybe you shouldn't jump to conclusions... The information I provided was for a character straight out of chargen (A tweaked out ork samurai), otherwise no comparison would have been possible. Why the heck would I bring an experienced character into this debate?

Mr. Lucky has about as many weaknesses as any other starting character, meaning he's balanced with other starting characters which is my point. He's maxed out in one particular skill, meaning that's been his development focus for a fair chunk of his life to the point that he can compete with the best of the best. He's fortunate that he's innately physically competent and capable in a number of other areas (though he's a little behind most characters who have invested -not specialized- in those areas).

My players are particularly good at tweaking characters which makes them ideally suited for playtesting. Our group also has a Wolf shaman who's capable of pumping 20 dice into Spellcasting right out of chargen - he's still "less effective" than his SR3 counterpart.
Rotbart van Dainig
QUOTE (Synner)
The only extra he has that you don't have at chargen right now is one piece of cyber which will be in an upcoming book (and which I didn't add to his totals) - also note it is a piece of cyber that was generally available in Sr3.

Personally, I liked the idea of the Program more from a style PoV.
But, that would be pretty cheap, essence-wise.
Cain
QUOTE
Mr. Lucky is nice, but not that much different from most things postet for 'consideration' - it's not even a build that completely runs into his hard caps at chargen.

Oh, I could have forced it higher; but after Four Days of character design, I was getting mightily sick of the whole thing. He's disgusting enough without further munchkinizing.

QUOTE
Pretty much the only reason for me as a GM to send you back to drawing board is the fact that I don't like Incompetency taken for skills defaulting isn't possible anyway.
(It's possible as well to take Incompetency for skills you are not even allowed to have, so basically, one could go for Resonance and Magic skills.)

Those were example ones; I'm not such a munchkin that I wouldn't adjust my edges/flaws to suit a GM's game. I did mention that you could theoretically go for the Resonance/Magic skills too, but I didn't even try those on the grounds that even I thought they were too abusive.

However... buying incompetences in certain skills that don't allow defaults is still a legit concept. If someone bought it in Pilot Ground Vehicle, for example, or Electronic Warfare, he'd be crippling his character in several very important areas. Even without the ability to default, being totally unaware of how things work would be a serious disadvantage.

QUOTE
Mr. Lucky has about as many weaknesses as any other starting character, meaning he's balanced with other starting characters which is my point. He's maxed out in one particular skill, meaning that's been his development focus for a fair chunk of his life to the point that he can compete with the best of the best. He's fortunate that he's innately physically competent and capable in a number of other areas (though he's a little behind most characters who have invested -not specialized- in those areas).

Okay, maybe I'm not making my argument very well. Mr. Lucky has no *relative* weaknesses; he's just about as good or as screwed as any other character in many areas. However, he's way overbalanced, and hyperspecialized. He's got one huge advantage in one area, and is about average everywhere else.

Now, a generalist build ends up being about average everywhere. As you pointed out, Mr. Lucky isn't any weaker than they are. But because he has a humongous advantage in one area, it shows that the chargen process favors hyperspecialists-- a well-built one-trick pony won't have many relative disadvantages in comparison to a "balanced" character. He keeps his advantages, and has no relative disadvantages.

There are generally two ways of preventing hyperspecialists from appearing in a system. One is to introduce stat caps, and the other is to make the tradeoffs more painful. As Mr. Lucky shows, the stat caps don't prevent a character from super-specializing to an ungodly level; and his lack of relative weaknesses shows that he's not making a lot of painful tradeoffs.

This is why I say the chargen system needs a major overhaul. There's a terrible disconnect between the "more street level, gritty characters" the press releases talked about, and what we've actually gotten. Also, I'm of the opinion that a chargen system needs to be balanced: hyperspecialists need to be on par with generalists overall. A good chargen system, IMO, equally encourages many different builds-- it shouldn't favor one over the other.
Rotbart van Dainig
QUOTE (Cain)
However... buying incompetences in certain skills that don't allow defaults is still a legit concept.

Of course, even the archetype street samurai does so.

QUOTE (Cain)
If someone bought it in Pilot Ground Vehicle, for example, or Electronic Warfare, he'd be crippling his character in several very important areas.

Actually, you can default on Pilot Ground Vehicle. wink.gif
Synner
QUOTE (Cain @ Mar 19 2006, 10:22 PM)
QUOTE
Mr. Lucky has about as many weaknesses as any other starting character, meaning he's balanced with other starting characters which is my point. He's maxed out in one particular skill, meaning that's been his development focus for a fair chunk of his life to the point that he can compete with the best of the best.

Okay, maybe I'm not making my argument very well. Mr. Lucky has no *relative* weaknesses; he's just about as good or as screwed as any other character in many areas. However, he's way overbalanced, and hyperspecialized. He's got one huge advantage in one area, and is about average everywhere else.
Now, a generalist build ends up being about average everywhere. As you pointed out, Mr. Lucky isn't any weaker than they are. But because he has a humongous advantage in one area, it shows that the chargen process favors hyperspecialists-- a well-built one-trick pony won't have many relative disadvantages in comparison to a "balanced" character. He keeps his advantages, and has no relative disadvantages.


This is where we disagree. I believe Mr. Lucky is a perfectly acceptable character concept because he is slightly weaker than the generalists in my game. To quote myself:
QUOTE
He's fortunate that he's innately physically competent and capable in a number of other areas (though he's a little behind most characters who have invested -not specialized- in those areas)

In fact, he's on average 2-3 dice behind most of the generalists in my game with 2+ skill groups at 4. Plus, while they all have room for growth, generalists have a wider base for skill investment, while Mr.Lucky will be picking up new skills from scratch. Note there's nothing wrong with that, it's a development choice like any other.

QUOTE
There are generally two ways of preventing hyperspecialists from appearing in a system.  One is to introduce stat caps, and the other is to make the tradeoffs more painful.  As Mr. Lucky shows, the stat caps don't prevent a character from super-specializing to an ungodly level; and his lack of relative weaknesses shows that he's not making a lot of painful tradeoffs.

Again we'll have to agree to disagree. Yes, Mr.Lucky is superspecialized but that doesn't make up for his "weaknesses" Too much depends on Karma flow, Edge refresh and the emphasis, variety and number of rolls the GM calls for - Mr.Lucky would be certainly be weaker than a generalist in my game.

QUOTE
This is why I say the chargen system needs a major overhaul.  There's a terrible disconnect between the "more street level, gritty characters" the press releases talked about, and what we've actually gotten.

As people have said the problem is you're chosing to build a hyperspecialist: a worldclass sharpshooter. This is your choice. If you want you could have made a street level character. The system doesn't have to enforce one or the other. And for the record all SR4 characters are closer to "street level" characters than SR3 characters were (compare stats if you don't believe me) - so the "more street level" characters

QUOTE
Also, I'm of the opinion that a chargen system needs to be balanced: hyperspecialists need to be on par with generalists overall.  A good chargen system, IMO, equally encourages many different builds-- it shouldn't favor one over the other.

And I'm of the opinion that your evaluation of the chargen system is wrong, because in my game the advantage in performance between your hyperspecialist in his chosen specialty and a generalist character does not make up for his being a less efficient build than a generalist in all the generalist's fields of choice.
mfb
QUOTE (Synner)
And for the record all SR4 characters are closer to "street level" characters than SR3 characters were (compare stats if you don't believe me) - so the "more street level" characters

i disagree, here. the upper stat limit caps much lower in SR4, so something like a 3 in SR4 is closer to the upper limit than it would be in SR3. even a 1 is higher in SR4 than in SR3. the low skill caps in SR4 mean the same thing for skills, only much moreso.
Synner
QUOTE (mfb)
QUOTE (Synner)
And for the record all SR4 characters are closer to "street level" characters than SR3 characters were (compare stats if you don't believe me) - so the "more street level" characters

i disagree, here. the upper stat limit caps much lower in SR4, so something like a 3 in SR4 is closer to the upper limit than it would be in SR3. even a 1 is higher in SR4 than in SR3. the low skill caps in SR4 mean the same thing for skills, only much moreso.

Comparison is only appropriate with each relative framework. IMHO the statistical difference (and relative performance) between a new SR3 character and a street thug or pedestrian is significantly more than the difference between their SR4 equivalents - in large part because of the linear progression you dislike.
mfb
that's true, but it's also true that the difference between a street thug or a pedestrian and a top-end SR4 character is much smaller. to me, it devalues the concept of "street level" if the difference between street-level and top-end is too small. if everyone from the lowest punk ganger to the badassest Ghost is within spitting distance of each other, it no longer feels like cyberpunk because cyberpunk draws a lot of its substance from the huge gap between the upper crust and the lower dregs.

regardless, my point is that comparing stat numbers is misleading, because the stat numbers mean vastly different things in the two editions.
Deadjester
As much as I like the SR4 system there are some things that stand out to me.

I have given it much thought and studied how certain aspects of their system work have have come to a few conclusions.

Paying speical attention to a section called THE ABSTRACT NATURE OF RULES starting on page 52. I believe the creators of SR4 knew that there is no way that they could statisfy all their fans, its just not possible. So from what I can tell from their attitude is that they made a system designed to be MADE more flexible to the players needs from the get go.

Personally I have tweaked it allot, but it was all VERY easy for the most part and done in a short amount of time. The only hard part was their combat formula and once it was done, the book feel into place easy.

I happen to agree that chargen is to close to the top end of the food chain. To me with the present chargen if you made 8 or 10 the skill cap with a +3 skill cap going to those who are Legendary(due to the dice effects) it fits more into place of the flavor of the game and its growth.

BUT, and its a big but, thats just me.

What I like is that with how the system is made, tweeks are easily done with little amounts of work.

I have never played a game that was not tweeked by the players and this is one of the easiest games I have worked on and moved on to playing.

I have been playing RPGs since the mid 70s and though I am not a fan of success dice systems like this, the game has been very enjoyable with a flavor second to none.

I think the bottom line is if you don't like it, change it. Its very flexible and easy to do it with this system and if that still doesn't not work, 86 it and next game.
Azralon
QUOTE (mfb @ Mar 19 2006, 08:18 PM)
it devalues the concept of "street level" if the difference between street-level and top-end is too small.  if everyone from the lowest punk ganger to the badassest Ghost is within spitting distance of each other, it no longer feels like cyberpunk because cyberpunk draws a lot of its substance from the huge gap between the upper crust and the lower dregs.

We already touched on that elsewhere.

However, I wanted to point out that the only sourcebook we currently have available is the core, basic book. The power spectrum is, right now, the smallest it will ever be in this edition because we presently have zero expansion material available.

At present the Ghosts in the back of the core book are probably just "run of the mill" operatives, put to text to give us something to chew on for the time being. You can bet that the "badassest" Ghost is going to be completely tricked out with extra crunchy goodness once it becomes published material.
mfb
we indeed touched on it; i remain unconvinced that SR4 characters are more street than SR3 characters. future expansions will most certainly widen the gap. but because of the caps inherent in SR4, that gap simply can't be widened by very much.
Azralon
To be clear, MFB: Your inflexible position is that standard SR4 characters do not generally start out any less potent than standard SR3 starting characters?
mfb
sorta. it's like this: in SR3, the unaugmented attribute cap for humans was 9, with a realistic augmented max of about, what, 16 or so? that means that a guy with 3 Str, say, has achieved 33% of his possible unaugmented Str and about 19% of his possible augmented Str (these are loose figures, but they're close enough for my purposes). in SR4, the unaugmented attribute cap for humans is 6, and the augmented cap is 9. that means that a guy with 3 Str has achieved 50% of his possible unaugmented Str and 33% of his possible augmented Str. 3 is a lot closer to his utmost potential in SR4 than it is in SR3, which means that characters who have reached their fullest potential are a lot closer to 'street-level' characters than they were in SR3.

the same thing goes for skills, and can even be somewhat applied to device ratings. it's not a question of how potent characters are, really, if you're talking about things like comparing the relative difficulty of similar tasks for SR3 characters vs SR4 characters. it's about looking at the scale of characters that are possible, and plotting where on that scale each system puts starting-level characters. SR3 characters were near the bottom of the heap--just look at a starting SR3 character compared to, say, Elissa Carey's Ghosts in Corporate Punishment. then compare a starting SR4 character to the Ghosts in SR4. SR4 starting characters are a hell of a lot closer to the possible top end than SR3 characters are, and that is my complaint.
Azralon
Okay. From your specific complaints, it's been hard to tell if you've been trying to say that the new ceiling is too low or the new floor is too high. All you really care about is the actual headroom.
mfb
indeed. i view this basic issue as being a symptom of an even more basic issue, which is the system itself. if you lower the floor, making starting characters less competent, you start running into the problem of characters being completely incompetent, unable to perform in the face of even minor adversities without resorting to Edge. if you raise the ceiling, you run into the opposite problem, where top-end characters are completely infallible even in the face of what reasonably ought to be utterly impossible odds.
Azralon
What about the fact that the opposition operates within the same scale?
mfb
that's part of my argument. basically, NPCs that are supposed to be high-end badasses aren't far enough ahead of the street-level characters--and they can't ever get any better (not by much, anyway) because of the caps. moreover, even if they did get better--by removing the caps--the system would completely fall apart. high-end characters would be able to perform completely impossible feats without even spending any Edge.
Azralon
So you're saying both the headroom is too small and the ceiling is too low.
mfb
yes. and i'm saying that you can't raise the ceiling without introducing serious structural problems.
Geekkake
If you're just looking at base numbers, you're missing a lot of the point, in my estimation. Street-level isn't just stats. You're a street-level runner because you have street-level contacts, street-level gear, street-level support. Not because you can't bench-press as much. Any jackhole prison inmate who lifts rusting, awkward weights in the yard every day can achieve a 6 in STR. Does that mean you should get a higher stat because you're using a gym full of digitally augmented equipment, instead? Of course not. You'll probably get there faster and with less sodomy, though.

The primary difference between an experienced, professional shadowrunner team and an experienced, professional government spec-ops team lies in resources and support, as far as effectiveness is concerned. If you runners are calling up Joe the fixer who deals out of alleys and are getting military 'ware and equipment and highly skilled subcontractors, the GM is fucking up. Until they reach the upper eschelons of the shadow support structure (and maybe not even then), they should be receiving middle of the road gear (at best) that fell off the back of a truck somewhere. Meanwhile, the spec-ops team is being issued equipment that's SOTA and beyond, cutting edge technology designed exclusively toward making them even better at their given tasks. A spec-ops team can call in reinforcements, satellite imagery, even a goddamned airstrike when authorized, but what can shadowrunners call? Hoss's Heroes, the local go-gang? A bartender?

When it comes to basic skill and abilities, I see no reason for there to be any demarcation between the two. A dedicated, talented street samurai can sneak up on your ass and cut your throat in an alley just as well as a special operative can in the jungle. If they couldn't, corporations would never hire those resources. Instead, they'd operate secret training facilities and maintain their own groups of special operations teams with total deniability.

Indeed, what separates an experienced, professional shadowrunner (NOT just out of chargen) from those other teams is the ability to operate entirely without a dedicated, efficient support structure. Instead, their support structure is a rag-tag economy of cut-throat black marketeers, gangs and racketeers, most of whom themselves have no efficient, dedicated support structures, and most of whom would betray you for a percentage of the pay you expect to earn on your current run.

That's street-level. It has nothing to do with numbers. It has to do with people. I know it's hard, I know it's scary, but I want you to look past the character sheet, and whole fucking world of interconnected individuals, all trying to hustle their own fortune from other people trying to do the same. On the other side of the tracks, you have the gleaming towers, the hive-like efficiency, and the huge power wielded by those with wealth and connections.

That's the difference.
Azralon
I submit, then, that your actual objection can be simplified by the statement of "the ceiling is too low." If the ceiling were higher then that would obviously create the headroom you want.

How, within that viewpoint, do you reconcile the existence of "twinked out" characters? The forums have demonstrated multiple times that such-and-such of a build can throw 20-30 dice on a particular task. This ceiling is not high enough for you?
Azralon
QUOTE (Geekkake)
The primary difference between an experienced, professional shadowrunner team and an experienced, professional government spec-ops team lies in resources and support, as far as effectiveness is concerned.

This is me, tapping the tip of my nose while emphatically pointing at Geekkake.
mfb
QUOTE (Geekage)
If you're just looking at base numbers, you're missing a lot of the point, in my estimation.

except that our current discussion is about the numbers. yes, in general gaming, numbers are only part of the story. but as far as this discussion is concerned, numbers are the beginning and the end of the story. sure, you and i can make and roleplay 'street' characters regardless of system. the question is whether or not the system (including our stats) backs that up; i'm saying that the SR4 system doesn't. whether or not that's important is up to the individual gaming group; but it's important to me, and it's what we're discussing.

QUOTE (Azralon)
How, within that viewpoint, do you reconcile the existence of "twinked out" characters?

those characters break the ceiling, and are why my argument can't really be simplified into "the ceilings are too low". characters who can regularly throw 30 dice at a given task, in SR4, are a headache for everyone involved, because it is literally impossible to stack on enough modifiers to throw into doubt the outcome of any roll within their specialty. once you raise the ceiling high enough, NPCs who max out are impossible to defeat, and PCs who max out are impossible to challenge.

if i had to sum up my complaints about SR4, it would be that the range is too narrow. the lows are too high, the highs are too low, and there's not enough room in between them.
Azralon
I think you'd feel a lot better if you didn't think of high-dice characters as "breaking" the ceiling so much as defining it.

Seriously: You say that the ceiling is too low, but then in the same post you talk about people within the current system who supposedly can't be challenged because they're just too good.

I dunno, man, I give up. It's not your objections that I take exception to -- it's their mutability.
mfb
that's because you're trying to simplify what i'm saying into a single statement, when i'm actually making two (or more) seperate but interrelated points. point one: the difference between the average starting character and the average top-end character is too small. point two: the ceiling for top-end characters can't be raised by very much without breaking the game. these objections to SR4 are seperate, but they are related to each other on several points.
Cain
QUOTE (Azralon)
I submit, then, that your actual objection can be simplified by the statement of "the ceiling is too low." If the ceiling were higher then that would obviously create the headroom you want.

How, within that viewpoint, do you reconcile the existence of "twinked out" characters? The forums have demonstrated multiple times that such-and-such of a build can throw 20-30 dice on a particular task. This ceiling is not high enough for you?

It has to do with the system breaking points. All games break down past certain levels. In SR4's case, that breakdown can occur right out of chargen. You can play a "lower power" game if you like, but as mfb pointed out, then you start running into the problem of incompetent characters. The middle ground, between too powerful and not powerful enough, is very thin in SR$-- if it even exists at all.

QUOTE
When it comes to basic skill and abilities, I see no reason for there to be any demarcation between the two. A dedicated, talented street samurai can sneak up on your ass and cut your throat in an alley just as well as a special operative can in the jungle. If they couldn't, corporations would never hire those resources. Instead, they'd operate secret training facilities and maintain their own groups of special operations teams with total deniability.

There's a very good reason for the demarcation. In the Shadowrun world, there's supposed to be a very clear hierarchy of power in the shadows-- gangsters and thugs on the bottom rungs, experienced shadow teams somewhere in the middle, and the super-elite at the top. If the stats for the gang-bangers are too close to the stats for the super-elite, then we run across a serious suspension-of-disbelief issue: why would anyone hire the expensive super-elite, when they can do almost as well with a bunch of cheap thugs? And the people in the middle-- what player characters are supposed to be-- are totally left out in the cold.
QUOTE
As people have said the problem is you're chosing to build a hyperspecialist: a worldclass sharpshooter. This is your choice. If you want you could have made a street level character. The system doesn't have to enforce one or the other.

The system doesn't have to enforce a character build. It just has to *encourage* one. I'm sure I could create a totally useless SR4 character within the rules. People can always choose to play less optimized characters in a game. However, that doesn't change the fact that unless a system has a set of *working* checks and balances, those who play the balanced builds will get screwed over by the min/maxers. Ideally, you do this by making the balanced build the "optimal" one. SR4 fails miserably at this; there's enough sample characters on this forum to prove that.

QUOTE
And I'm of the opinion that your evaluation of the chargen system is wrong, because in my game the advantage in performance between your hyperspecialist in his chosen specialty and a generalist character does not make up for his being a less efficient build than a generalist in all the generalist's fields of choice.

I can see "less effective", but... "Less efficient"? Due to the progressive karma costs, Mr. Lucky can increase his skills to match the generalists more quickly than the generalists can improve. What's more, assuming that they're developing in the same way, sooner or later everyone's going to cap out anyway.

At any event, Mr. Lucky has no relative weaknesses, as you yourself has stated. He's not quite as good in every area, but he's not so far behind as to be completely terrible, nor will he have to rely on Edge for every single die roll. He can more than keep up in areas where he's not specialized, and can overpower others in his specialty.

Furthermore, you've made it clear that you're running an investigation-and-infiltration game. So, someone who munched out a face/ninja would become the overpowering character in your game. Mr. Lucky would overpower a "standard" game, but he'd be next to useless in a magic-heavy game, or a military campaign. "Efficient" depends on the type of campaign you're running; but the point is that you can still horribly min/max out a character, and have no relative weaknesses.
Azralon
All I'll do here is point to the smooth bell curves in these two polls and let 80+ people lend their collective wisdom to this conversation.
mfb
heh. i've never claimed to be in the majority. just in the right!
Dashifen
QUOTE (mfb)
heh. i've never claimed to be in the majority. just in the right!

Nice. I like that line biggrin.gif
Shrike30
SR4 seems to be written in such a way that the gamers and GMs are given credit for being able to reign in their "oh my god huge handful of dice" instincts. Instead of SR3's attribute 6 supposedly representing "Superhuman" (or whatever the description was), but humans actually being able to go all the way up to 9 without a stupid amount of effort, those definitions actually have some real meaning to them. 6 *is* as far as most humans can get without being extraordinary or augmented.

If the people you play with aren't understanding and respecting what these values represent, then they're stepping outside of what the system is intended to do. I don't feel that the system is inherently "flawed" because it lets you create godlike builds... I've never seen a system that you couldn't do that in. It's just placing more of the responsibility for being reasonable and attempting to reflect a character with statistics (rather than building a die pool with a name) on the heads of the GMs and the players.

If you feel that a system should have built-in protections against god-build shenanigans, SR4 is really not going to be very good about that. It is, however, quite flexible in letting people create reasonably diverse "normal" builds that are playable and enjoyable.
Azralon
QUOTE (Dashifen)
QUOTE (mfb @ Mar 20 2006, 04:32 PM)
heh. i've never claimed to be in the majority. just in the right!

Nice. I like that line biggrin.gif

Yeah, cute. smile.gif
Azralon
QUOTE (Shrike30 @ Mar 20 2006, 05:36 PM)
I don't feel that the system is inherently "flawed" because it lets you create godlike builds... I've never seen a system that you couldn't do that in.  It's just placing more of the responsibility for being resonable and attempting to reflect a character with statistics (rather than building a die pool with a name) on the heads of the GMs and the players.

Exactly. Even the new edition of D&D, in all its intention to create a simple and easily-balanced "challenge rating" system of checks and balances, is horribly, horribly broken. I'm not even talking about brokenness due to all of the expansion books out there; I mean just within the core Player's Handbook you can put together a variety of gamebreaking characters.

Does that mean we're not supposed to play in those systems just because they're not perfectly weighted? We're supposed to just bide our time until the Perfect System is developed?

Of course not. Sanity is ultimately the responsibility of the gaming group. The nicer systems out there need less watchdogging from the players, but there isn't a roleplaying game on earth that's 100% bulletproof. Expecting anything like that is unrealistic, or at the very least sophmoric.

Like I always say, picking a game is like picking a significant other: You stick with the one that has merits you can appreciate and flaws that you can tolerate. If you can't do both, then move on.

~~~~~

Shadowrun, moreso than most games, is for mature players. I'm not just talking about people old enough to psychologically deal with playing a paid assassin; I'm talking about players who understand that there is a line between "optimal" and "munchkin," and that line's exact position is consensually determined by each individual group.

Going back to the D&D analogy, it's pretty dang unlikely that your L30 archmage is going to get one-shotted by a kobold with a pointed stick. However, in Shadowrun, your immortal elf mage still has to worry about getting head-shotted by a ganger with a holdout pistol.

Is that demonstrating game balance? Not in the "my level is higher than your level" sense. But it is demonstrating more gritty realism. That's a merit I can appreciate.

~~~~~

Oh, and making high-powered characters straight out of chargen has been possible since SR1. No one should really be all that surprised that it's still possible three editions later.
Kremlin KOA
remember kiddies power gamer != munchkin

the defining trait of a munchkin is the disregard for anybody else's fun and desire to wreck the game's base premises
Cain
QUOTE
If the people you play with aren't understanding and respecting what these values represent, then they're stepping outside of what the system is intended to do. I don't feel that the system is inherently "flawed" because it lets you create godlike builds... I've never seen a system that you couldn't do that in.

Savage Worlds. You can download the Test Drive rules, and see for yourself. You can get an awfully powerful character out of the gate, but you're going to have to make some serious tradeoffs, and "godlike" isn't going to happen. In fact, Savage Worlds tends towards the other problem mfb was talking about-- starting characters tend to be somewhat underpowered.

At any event, the problem is that what the system is intended to do, and what it actually encourages, are supposed to go hand-in-hand. We're seeing a serious disconnect here. Tossing something out with a ton of holes, and saying "pretty please, don't abuse them" isn't good game development. It'd be like Microsoft putting out a new OS with massive vulnerabilities, and saying: "Okay, people, please don't write new viruses." When I buy a game, I expect it to work; I don't expect it to work after reading it over twenty times and coming up with six thousand house rules. And while a GM can always ask his players to keep it sane, after a certain point, it turns into him dictating exactly what their characters can and cannot have. Players start losing their creative input into their own characters, because they have to have so many extra limitations to keep the game from breaking.

QUOTE
If you feel that a system should have built-in protections against god-build shenanigans, SR4 is really not going to be very good about that. It is, however, quite flexible in letting people create reasonably diverse "normal" builds that are playable and enjoyable.

There are many systems that do all of that. You can create diverse "normal" builds, and expect to be competitive overall against the hyperspecialists and min/maxers. As you said, SR4 is really *not* good about that at all. That is a major flaw, and needs to be addressed.

And as far as "enjoyable" goes... in my experience, one of the most enjoyable parts of a game is where your character gets a chance to shine. For sams, it's combat; for deckers, it's the matrix, etc, etc. For a generalist character, it's having the right skill at the right moment. However, if your diversity isn't any greater than anyone else's, your character will never get into the limelight, being constantly shoved to the side by other characters who have hyper-advantages. The "playability" of a character depends entirely on the GM and the campaign he's running; but if everyone can do everything you can, and almost as well as you can, you're not going to get a lot of time to shine.
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