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Deadjester
That just sounds like you want the last word is all, not to be helpful and improve the game.
mfb
improve the game? replace it, with luck and hard work, maybe. improving it is a project i gave up halfway through playtesting.
Kremlin KOA
nah I am getting in the last word
Azralon
QUOTE (Kremlin KOA)
nah I am getting in the last word

Heh.

... Oh, damn, now I have it. Someone take this thing from me?
Geekkake
QUOTE (Azralon)
QUOTE (Kremlin KOA @ Mar 23 2006, 05:52 PM)
nah I am getting in the last word

Heh.

... Oh, damn, now I have it. Someone take this thing from me?

I'm on it.
Azralon
QUOTE (Geekkake)
I'm on it.

Thanks!

Crap.
Cain
QUOTE
I fined it interesting that SR4 is not selling well in Seattle.

So do I. Not only is Shadowrun set here, the people who own it (Jordan Wiseman/WizKids) are based here as well. Of the four gaming stores I was in touch with at the time, none said that they had taken *any* preorders for it. And IIRC Gary's Games only ordered two copies, the last of which went off the shelves about three weeks ago.

We've got a huge active Shadowrun community here; of the ones I know who've got a hardcopy, only one bought it at a FLGS. One guy-- known here as OurTeam-- got his copy direct from Gencon. The rest I'm not sure of, but they didn't get it from any of the eastside gaming stores: Oroborus has less than half a shelf of RPG's, Genesis doesn't stock non-D20 material unless it's special ordered, and Ludicrous is such a tiny hole-in-the-wall, you need a map, a native guide, and a sherpa to find it.
QUOTE
The earliers copies of the PDF weren't very 'flat' (for example, all that silly page border art seemed to be a seperate layer, while this might have been nice if you could just banish it completely, you couldn't) this caused it to be a hellish memory hog, horribly slow, and all sorts of other mean and nasty things. The later versions of the pdf are much better.

Oddly enough, I had little trouble opening or reading the pdf for both SR4 and On The Run. It's when I try and print the damn things that everything goes to hell. I think I'll try and take it to Kinko's, and see what they make of it.
QUOTE
What's wrong with the new rules that wasn't wrong in SR3?

Dear gods, do you really want to go there? I'm going to go over my major complaints with the new system. For right now, let's try and avoid the SR3-4 comparisons; even if SR3 was worse at it, saying "This doesn't suck quite as badly as before" isn't a good sign.
  • Skill+Attribute vs fixed TN looks too close to nWoD.
  • A linear probability curve encourages mathematics instead of tactics.
  • Edge is overpowered, and front-loads too easily.
  • Longshot tests don't take skill into account in the slightest.
  • Teamwork tests have too much potential for abuse.
  • Character creation is too complicated, too fiddly, too confusingly laid out, takes way the hell too long, and isn't really any more flexible than before.
  • The chargen skill and attribute caps are useless to prevent abuse, but do wonders for screwing up character concepts.
  • Generalists are not very well balanced against well-made hyperspecialists.
  • Edges/Flaws aren't very well balanced against one another.
  • The attribute and skill range is too compressed.
  • There are way too many page references.
  • Many of the "improvements" are just pointless name changes.
  • The build-a-tradition rules are low in flavor, and encourages characters to overload Intuition.
  • There are too many different kinds of combat, which are totally incompatible with one another.
  • Variable damage boxes smacks too much of hit points, and the loss of damage codes adds an extra step to combat.
  • Ranged and Melee combat are overloaded with options, while matrix and astral combat are restricted to: "I try and hit him again".
  • Vehicular combat doesn't intergrate well with any of the others.
  • There's no reason to use your wireless connection to link your gear--skinlinks can handle all of that.
  • Using more than one commlink breaks the system, but can't be fixed without breaking suspension of disbelief.
  • Commlinks are needed for everything, but privacy in 2070 isn't even addressed.
  • Cyberlimbs are utterly useless except as carrying cases, and even then, they're not very much use.

Those are the ones that came off the top of my head. I'm sure I can come up with more, if I think about it.
QUOTE
Providing feedback to the developers is very useful, but -- as I mentioned above with SWG -- at one point you've got to realize that even the most insightful critiques will eventually sound like background noise after a while.

It's not that I think SR4 is the holiest of the holies or anything; it's just that I know getting indignant over a new edition is ultimately futile if there's a perfectly serviceable previous edition available for those who prefer it.

mfb said it better than I could. What you have to realize is, we're not anti-SR4, we're pro SR3. If someone asks our opinion, we're going to offer it, and we're going to explain why we think SR3 is better in the big picture. SR4 has a lot of good things to reccomend it; but if you want the full Shadowrun experience, you'll do better playing Original Shadowrun.

It's like comparing the original trilogy to the new movies-- the new ones might be shiny and loaded with cool special effects, but the original ones are what made Star Wars great in the first place.
hobgoblin
for some reason many of the point where made about SR3 to iirc...

end of story is that people love to complain. fix whatever it is they think is wrong and someone else finds something thats wrong.

in the end either shut up or show that you can do better. make a better rules system for SR...
Synner
What I find ironic is that some people will take the opportunity to tear into SR4 even when the thread starts with "very pleased GM and players".
Geekkake
I've yet to find a tabletop system that's perfect. I'll be the first to admit that SR4 isn't perfect. But I love it, and I'll tell you why, because I know you're dying to hear it. But I can't really offer any hard, objective evidence of the value of one other the other, because there is none. So here's why I like it.

To put it simply, I'm a lazy, sloppy GM. I can never remember rules. I don't usually calculate modifers, I just make them up. My NPCs consist of two lines in Notepad and a fully fleshed-out personality in my head that routinely screams at me for no reason and demands tequila. I run loose games that brutally punish the stupid. I focus on people, first - personalities. Then I worry about the PCs. Then I worry about the NPCs some more. Then there's plot. Way down, somewhere on the bottom of the list, are the rules I rarely even pay attention to.

The new rules system for SR4 is, frankly, as if the kids at FanPro snuck into my apartment in the middle of the night and siphoned out everything I loved about SR, everything I prided myself on in being a GM, and half of my house rules and poured it all out into a corebook. The encouragement to "eyeball" rolls, the simplified, streamlined way those rolls are made, and the addition of a monofilament chainsaw make my goddamned legs weak with joy. I can finally focus on the fucking roleplay without some jackass hassling me about obscure rules or a doctorate in integral calculus. GM fiat's right there in the beginning of the goddamned book.

This is not for everyone. Some people like rules. I house rule the shit out of everything, so I certainly don't want a game's rules to be perfect, or I couldn't modify them. This is my style of play, which SR4 does well. It presents a system in which I can haul a run out of my ass with five minutes of preparation. SR4, to me, seems much more geared toward making the GM's life easier, and their often thankless job more enjoyable.

This is not for everyone. If it's not, that's cool. I don't judge you based on your preferred system of a freaking RPG. I think the main point here, and this applies heavily to mfb, is "shut. the fuck. up."

I understand that you don't like SR4. I don't like some other game systems that I really can't think of right now. What you need to understand is that the team responsible for SR4 isn't going to swoop out from the shadows, kiss your boo-boo, and overhaul the whole goddamned system to make you happy, no matter how much you bitch and moan. They're busy making the games you play. If you don't like something, house rule it. Or play SR3 and convert SR4 expansions to it.

Honestly, with the fucking effort you've spent in this goddamned forum pissing and moaning about how much SR4 sucks, you could've converted the whole goddamned thing to SR3 and been playing. I know you don't like it. Everyone knows you don't like it. We get it. Why linger around in the SR4 forum? No one's asking your opinion, anymore. We know what it is. Some of us agree, some of us disagree. The discussion, as I see it, is now completed.
Mr.Platinum
I look at it this way, SR4 concept can easily be integrated into SR3 rules. I really liek the Matrix Concept of SR4 but dislike the SR3 mechanics of the matrix, but other words i'm happy with SR4.
MaxHunter
I for one appreciate disgression. I have a fairly good opinion of Mfb and SLJames, and I think that moaning and groaning HAS to be a secondary effect of exposure to dumpshock, it's so normal around here.

And I started the post because I am pleased with SR4, and so are the players that play in the group I Gm. No amount of criticism can change that, and I have used some of the comments here to quickly detect the room for abuse and control that. I have not house ruled very heavily, but I did exert some control on character generation and overall game development. (Never forget that GM approval is an important part of any char gen method)

I have found that SR4 has made same moves in the (IMO) right directions, and, while not perfect, many of the developers efforts paid off.

I would have never had the time and the motivation to adapt the game myself, I am too busy playing...

Then again, combat has been very smooth, realistic enough for my group and the rules have stayed under the radar for most of the games we played. I think that as soon as someone gets what she is looking for, all the moaning and groaning dissappears.

Cheers,

Max
Deadjester
I don't have anything personally against anyone here.

I am just curious is all, to much so at times and when I read somthing and sense somthing thats seems odd and out of place, that little itch to know starts to grow.

If one doesnt like the game, gives up on improving it, has nothing redeeming to offer and likes another system better, then whats the point of arguing it when its not the system your playing after so many different threads and pages of threads?

At a point like this where its been hashed and rehashed, then slaped, tickled, spanked and some very odd things done to it, it comes down to personal choice as to what you like and don't like.

After each side stakes their claim as to why SR3 and SR4 is better then the other, the logical conclusion is to break and go your own way.

But here I get the feeling that certain sides want to be a winner even if there is nothing at stake to win. Maybe there is a preceived prize? Emotional satisfaction of a nonexistant victory? But it would seem some personal views must prevail vs all commers or there is a since of loss.

Hell I don't know.

At times it seems like nifty thing to do is make up some stuff and see where it goes.

For I am curious cool.gif
Cain
QUOTE
I've yet to find a tabletop system that's perfect. I'll be the first to admit that SR4 isn't perfect. But I love it, and I'll tell you why, because I know you're dying to hear it.

Actually, I like hearing different opinions. I'll argue with them simply because that's what people do here on Dumpshock, but I still enjoy hearing them.
QUOTE
The new rules system for SR4 is, frankly, as if the kids at FanPro snuck into my apartment in the middle of the night and siphoned out everything I loved about SR, everything I prided myself on in being a GM, and half of my house rules and poured it all out into a corebook. The encouragement to "eyeball" rolls, the simplified, streamlined way those rolls are made, and the addition of a monofilament chainsaw make my goddamned legs weak with joy. I can finally focus on the fucking roleplay without some jackass hassling me about obscure rules or a doctorate in integral calculus. GM fiat's right there in the beginning of the goddamned book.

That's cool, and I'm glad you like it. I think they ripped out just about everything I liked about the Shadowrun mechanics. There are some improvements-- like the fact that vehicle combat actually functions-- but the loss of Combat Pool, the fact that the mechanics make certain rolls totally impossible, the mangling of karma pool.. these are things that I personally miss completely about Shadowrun. Not SR3, Shadowrun-- the game I've been playing since it first came out, the game I had autographed by Jordan Wiseman, the game I used to camp out in front of the store to buy-- that game is gone.

I don't find the rules to be simplified or streamlined at all. Well-written, yes; for the first time, you don't need a scorecard and an english degree to follow the basic rules descriptions. I've always "eyeballed" rolls anyway, and I personally find a variable TN system to be more intuitive. YMMV, of course.
QUOTE
This is not for everyone. Some people like rules. I house rule the shit out of everything, so I certainly don't want a game's rules to be perfect, or I couldn't modify them. This is my style of play, which SR4 does well. It presents a system in which I can haul a run out of my ass with five minutes of preparation. SR4, to me, seems much more geared toward making the GM's life easier, and their often thankless job more enjoyable.

I find the exact opposite. I can't make a quick run, because I have to stop and account for every single rules problem the book throws at me. I end up spending more time sorting out rules issues than I do writing the plot. And no, this isn't normally the case-- I love to just eyeball things. Heck, I haven't had to write down detailed NPC stats in a Shadowrun game for *years*. But with the variable damage boxes, I can't just quick-chart it, I have to draw it out every time.
QUOTE
Honestly, with the fucking effort you've spent in this goddamned forum pissing and moaning about how much SR4 sucks, you could've converted the whole goddamned thing to SR3 and been playing.

Some people here have been doing that very thing. Heck, I even toyed with converting Shadowrun to GURPS or Savage Worlds; I still might do that if I have the time. But then it still wouldn't be Shadowrun.
QUOTE
But here I get the feeling that certain sides want to be a winner even if there is nothing at stake to win. Maybe there is a preceived prize? Emotional satisfaction of a nonexistant victory? But it would seem some personal views must prevail vs all commers or there is a since of loss.

It's not personal, baby. It's Dumpshock. cool.gif
mfb
though it might be noted for future reference that calling someone a drunk asshole is a great way to make it personal.
hobgoblin
some rolls totaly impossible? the rule of six is still around, alltho you cant rely on it being present all the time any more wink.gif

at some point luck runs out. its not that it cant be done, but you have exausted your personal luck pool and pays the cost...

ok, so i miss the dicepools myself. they where kinda unique to SR (no other game i have run into so far has had a system like that). problem was that outside of combat they where hard to regulate. when could it be applyed, when did it refresh?

variable difficultys is fun for a GM, but a pain in the ass for fast play. there is allso the dynamics of targetnumbers that was a multiple of 6 vs those that was multiple of 6 + 1. or rather, there was no vs. if you could do one, you could do the other.

now you trow the dice, look for 5 or 6, if edge is in pick up any 6's and roll again, repeat as needed. its faster in that you dont have to continualy recall what the targetnumber was this time round...

in the end its the old guard that had the old rules so down in their head that they could repeat most of them from memory and point out the flaws in any of them. but now they no longer cant as its not the system the know. they have to sit down and re-learn the whole game.

its a "you cant teach a old dog new tricks" thing...

one thing tho. the only diffrence i have noticed between the SR3 vehicle rules and the SR4 rules is that in SR3 you had a numberd diffrence when i came to distance between the vehicles. all the rest is still there. the driver roll before all else happens, the special actions, the modifiers for what kind of vehicle your driving and what terrain your driving on. so i fail to see what it is that made the old so bad and the new so good, its the same stuff in a new wrapping (and with a new overall dice mechanic)...

was it realy that much work tracking how far the diffrent vehicles was apart?

maybe the death of cap chaos should have been a indicator to people. yes it says 4 on the cover, but this is more of a NG. the world have crashed again, and have been reborn.
mfb
it's hardly about teaching an old dog new tricks. if you'll remember (or if you care to look, if you weren't here back then), i was 100% behind SR4 when it was first announced. i made the switch from 2e AD&D to 3e (and 3.5e) D&D with no problem at all. i've played Aberrant and dabbled in WoD 4e, both of which are similar enough to SR4 that learning the new rules was hardly problematic.

i simply don't like the new rules.
emo samurai
Why is SR4 so similar to Nwod?
mfb
similar base concepts--roll att + skill against a static TN, willpower/edge provides a boost when the chips are down. they're not the same game, but they're built on similar ideas.
Deadjester
I never intended to make it personal but then it never bothers me to make it personal.

I am just curious what the desired out come is.
mfb
maintain interest in other, less seat-of-the-pants playing styles; hook up with other gamers interested in the same. study game mechanics with an eye towards making and running detailed but fast-paced/easy-to-use systems. enjoy some heated debate. and, i'll be honest, vent some frustration that the game i enjoyed playing for many years is effectively dead. no, the FanPro ninjas haven't come and burned my SR3 books, but it's going to become pretty hard to find a group as time goes on and SR3 fades from the public eye. postponing that eventuality is another reason for me to speak up about it.
hobgoblin
hmm, you say you was part of the playtest group mfb. so why didnt they change the rules from the feedback of said group? or was you part of the minority that didnt like the rules? (a very vocal minority tho it seems)
Deadjester
NOW that we have reached the heart of the matter and since they are your feelings about the game and therefor a personal view, I can find no fault in what you have said.

I even sympathize on that account.

This is just a suggestion but since you seem to know SR3 so well. Start a fresh post so it wont get lost in this one and point out what SR3 had going for it.

Since SR4 IS out, they are going to have to run with it. Since Dumpshock seems to have so many SR fans, I am sure they read the boards so this would be a good place to try to help them think outside the box and help keep SR improving over the years.

Heck maybe I should start a post on House Rules for everyone to post theirs on and see all the kinds of nifty ideas people have come up with in one place.

Would be nice if they made it s sticky or somthing.

That way, maybe in future SR4 additions they can try to include it in some fashion or at least maybe they can write some option rules like other games do.

I apologize if I came of rather harsh, but there seemed to be more to your posts then just rules that you didnt like and the emotion in them seemed to be clouding what you intened to get accross to others.

But I have no dispute with what you have said and thanks for clearing it up and to the point.

Good Luck
Deadjester

mfb
meh. there are plenty of SR3/SR3 vs SR4 threads already. like i said, as long as nobody's interested in it (and shows that disinterest by not starting threads, or continuing threads which have been started), i won't talk about it. but as long as they are...
Deadjester
Haha well ok then, I got out of this thread what I wanted to know, now I will just start my own and see where it goes. smile.gif
Cain
QUOTE
some rolls totaly impossible? the rule of six is still around, alltho you cant rely on it being present all the time any more  wink.gif

at some point luck runs out. its not that it cant be done, but you have exausted your personal luck pool and pays the cost...

Actually, it just can't be done. The rule of six doesn't apply to longshot tests, so if you need more successes than you have Edge dice, you're screwed no matter what. And if you're out of Edge, you can't even try. I believe everyone should be allowed to at least try, and hope to get lucky.
QUOTE
variable difficultys is fun for a GM, but a pain in the ass for fast play. there is allso the dynamics of targetnumbers that was a multiple of 6 vs those that was multiple of 6 + 1. or rather, there was no vs. if you could do one, you could do the other.

now you trow the dice, look for 5 or 6, if edge is in pick up any 6's and roll again, repeat as needed. its faster in that you dont have to continualy recall what the targetnumber was this time round...

Savage Worlds is effectively a variable TN system with exploding dice, and it makes every other system out there look like a slug with arthritis. The speed of a system has got nothing to do with fixed vs floating TN.

Also, I've discovered that uncertainty is what makes a game interesting. If you're giving a player a high TN, he'll stop and think about it-- he won't be able to instantly predict how well he'll do, and I've never met anyone who could calculate odds on floating TNs on multiple dice on the fly. Versus fixed TN, I've seen too many mathematicians instantly say: "Oh, no big deal, I have this many dice so I'll probably get this many successes." I like to play Shadowrun, not do math homework. nyahnyah.gif
QUOTE
in the end its the old guard that had the old rules so down in their head that they could repeat most of them from memory and point out the flaws in any of them. but now they no longer cant as its not the system the know. they have to sit down and re-learn the whole game.

its a "you cant teach a old dog new tricks" thing...

I play a *lot* of systems. Every few months, I'll pick up a new game just 'cause it looks interesting, and I'll memorize it. My gaming group rotates games so often, it's sometimes hard to keep the rules and settings straight. Heck, we went through one period where we didn't play the same game more than two weeks in a row. I've got no problem learning new systems.

The SR4 mechanics would have been great for another game. They're not so good for Shadowrun, however.
Azralon
QUOTE (Cain)
I'll argue with them simply because that's what people do here on Dumpshock

What a horrible rationalization.
Butterblume
QUOTE (Cain)
Versus fixed TN, I've seen too many mathematicians instantly say: "Oh, no big deal, I have this many dice so I'll probably get this many successes."  I like to play Shadowrun, not do math homework.  nyahnyah.gif

I have seen 16 dice rolled with zero hits, and 16 dice rolled with ten hits, yesterday, and that's uncertain enough for me wink.gif.
Cain
*shrug* I've rolled SR3 critical failures on 13 dice. There's always someone who lives at the extreme ends of the probability curve. The average roller, however, can easily predict what's likely to happen-- and he'll choose the mathematically best approach, instead of the best roleplay approach. I mean, if roleplay isn't going to be effective, why should players do it?
hobgoblin
QUOTE
QUOTE
some rolls totaly impossible? the rule of six is still around, alltho you cant rely on it being present all the time any more  wink.gif

at some point luck runs out. its not that it cant be done, but you have exausted your personal luck pool and pays the cost...

Actually, it just can't be done. The rule of six doesn't apply to longshot tests, so if you need more successes than you have Edge dice, you're screwed no matter what. And if you're out of Edge, you can't even try. I believe everyone should be allowed to at least try, and hope to get lucky.


i see nothing in the text that indicates that the rule of six magicaly dissapear when going for a long shot test. hell, your spending a point of edge and rolling the dice, just as if your adding edge on top of dice allready rolled. to me it more or less screams rule of six.

QUOTE
QUOTE
variable difficultys is fun for a GM, but a pain in the ass for fast play. there is allso the dynamics of targetnumbers that was a multiple of 6 vs those that was multiple of 6 + 1. or rather, there was no vs. if you could do one, you could do the other.

now you trow the dice, look for 5 or 6, if edge is in pick up any 6's and roll again, repeat as needed. its faster in that you dont have to continualy recall what the targetnumber was this time round...

Savage Worlds is effectively a variable TN system with exploding dice, and it makes every other system out there look like a slug with arthritis. The speed of a system has got nothing to do with fixed vs floating TN.

Also, I've discovered that uncertainty is what makes a game interesting. If you're giving a player a high TN, he'll stop and think about it-- he won't be able to instantly predict how well he'll do, and I've never met anyone who could calculate odds on floating TNs on multiple dice on the fly. Versus fixed TN, I've seen too many mathematicians instantly say: "Oh, no big deal, I have this many dice so I'll probably get this many successes." I like to play Shadowrun, not do math homework. nyahnyah.gif


only reason fixed is faster when calculating probability and odds is because you can do it ahead of time and memorize. you could in theory do so for floating TN's to, but then would need a cheat sheet with tables wink.gif

so your issue with fixed TN's is that people you play with do probability maths at the table? interesting people you have in your group.

people i play with sometimes cant be botherd to do maths like counting up the eyes on the dice, much less be expected to do probability in their head on the drop of a hat.

it takes all kinds i guess.

edit:

did a bit of checking on savage worlds, and by the looks of it they do the same that feng shui does for mooks. basicly, they are either standing or out. no wonder its fast for mass combats...
Dashifen
QUOTE (hobgoblin @ Mar 24 2006, 01:56 PM)
i see nothing in the text that indicates that the rule of six magicaly dissapear when going for a long shot test. hell, your spending a point of edge and rolling the dice, just as if your adding edge on top of dice allready rolled. to me it more or less screams rule of six.

QUOTE ("SR4 p. 67 under Spending Edge")
You may make a Long Shot Test (p. 55) even if your dice pool was reduced to 0 or less; roll only your Edge dice for this test (the Rule of Six does not apply).
hobgoblin
i do not see that (the rule of six does not apply) in the book.
mfb
it's right there in every copy i've seen.
Azralon
QUOTE (mfb)
it's right there in every copy i've seen.

Same here, I see it.
hobgoblin
err, dashifen's original quote was missing the page refrence...
i see it now...

anyways, its strange that this point about spending edge is not echoed in the text for the long shot text itself. i have a feel that they edited it out of the long shot text but forgot about it being in the spending edge bullet points.

having it said in one place, but not in another (that specificaly talks about the test itself) is just confusing...
Dashifen
Sorry, I closed the PDF and decided i'd finish the post and then go look it up. Didn't think you all were chomping quite that much on the bit wink.gif

Anyway, I think it was intentional. The paragraph on a long shot test says you spend edge, see p. 67. On p. 67 it says the rule of six doesn't apply. Seems pretty clear to me.
Cain
QUOTE
i see nothing in the text that indicates that the rule of six magicaly dissapear when going for a long shot test. hell, your spending a point of edge and rolling the dice, just as if your adding edge on top of dice allready rolled. to me it more or less screams rule of six.

Page 67, under Spending Edge, fourth bullet point:
QUOTE

  • You may make a Long Shot Test (p. 56) even if was reduced to dice pool was reduced to 0 or less; roll only your Edge dice for this test (the Rule of Six does not apply).


So no, no rule of six. You could fix this easily by allowing it, but that's not the problem that I really don't like.
QUOTE
only reason fixed is faster when calculating probability and odds is because you can do it ahead of time and memorize. you could in theory do so for floating TN's to, but then would need a cheat sheet with tables  wink.gif

so your issue with fixed TN's is that people you play with do probability maths at the table? interesting people you have in your group.

Actually, you can calculate the odds on the fly very easily, no memorization required. On average, 3 dice = 1 success. From there on, it's just basic division.

And the problem I have is this: whenever players can easily predict what their success rate is likely to be, they'll go for the most mathematically sound option. The more uncertainty you bake into a task roll, the more likely that they'll stop relying on dice and instead try roleplay, trickery, intelligence... the things that have always made my games a lot more fun.

You've probably noticed this as well. If you hand a player an easy task, they're likely to say: "Oh, hell, I can do this. Let's just roll and get it over with." If you hand them an extremly difficult task, they're simply likely to retreat. But if you hand them something where they can't predict exactly how it'll come out? "Hm, okay. Let me try something clever... maybe I can schmooze the guy, and get a bonus?"

Ideally, I like to balance it so that the roleplay choice and the tactical choice come out about even in attractiveness. I can help out the players who aren't quite as good with roleplay, while still bringing a lot of it into a game. Easy predictibility shifts things off-kilter.
Azralon
QUOTE (hobgoblin)
did a bit of checking on savage worlds, and by the looks of it they do the same that feng shui does for mooks. basicly, they are either standing or out. no wonder its fast for mass combats...

Yeah, I've seen board games with more involved combat systems.

Speaking of which, the World of Warcraft board game is pretty neat if someone and 3-5 friends have about 6 hours to spend. Oh, and $80. End of tangent.
Dashifen
QUOTE (Cain)
And the problem I have is this: whenever players can easily predict what their success rate is likely to be, they'll go for the most mathematically sound option.

And you feel players didn't do this in SR3? In my experience they did.
Azralon
QUOTE (Dashifen)
In my experience they did.

Ditto.
Moon-Hawk
He's saying that when the success rate is easily predicted, players will go for the most mathematically sound option. In any edition.
His point is that in SR3 the success rate was less easily predicted, so the most mathematically sound option was harder to see in more cases.
Rotbart van Dainig
A 'balance through obscurity' approach? grinbig.gif
Dashifen
QUOTE (Moon-Hawk)
He's saying that when the success rate is easily predicted, players will go for the most mathematically sound option. In any edition.
His point is that in SR3 the success rate was less easily predicted, so the most mathematically sound option was harder to see in more cases.

Okay. That I can agree with. SR3 was harder to do the stats in your head, but not horrible.
Cain
QUOTE (Rotbart van Dainig)
A 'balance through obscurity' approach? grinbig.gif

Well, think of it this way. In real life, we can't always predict the likelihood of our actions to three decimal places. We're more apt to decide things based on emotion, personal preferences, what looks good at the time, and so on. RPG characters really shouldn't be *that* much different. When you can't just look and instantly know which path is easiest, you're more likely to see personalities shine through-- and for me, that always leads to better games.
hobgoblin
a "good" roleplayer should be able to do personality over dice any day...
Azralon
Adding extra layers of complexity is good for additional realism only up to a (very subjective) point. The rule of thumb that I prefer is "unless it adds more fun than hassle, leave it out."

Legislating against metagaming is ultimately a futile pursuit, because every player sitting at that table has some degree of out of character knowledge about the other PCs (as well as their own). I mean, I could guess at my own attribute and skill ratings, but I sure don't have the precision of a character sheet for my real life self.
mfb
QUOTE (hobgoblin)
a "good" roleplayer should be able to do personality over dice any day...

not really. SR deals almost exclusively with situations that are completely outside the realm of experience for most of its players. how is Joe Player supposed to determine things like whether his character should take an aimed shot or hose down the area with autofire, based on the character's personality? sure, in a few extreme cases (a guy whose trademark is neatness and precision, or a guy who loves causing as much damage as possible), it might be possible to make character-based decisions regarding game mechanics, but that's rare at best.
hobgoblin
do actors that play navy seals have actual navy seal background?
mfb
no, but they have scripts, and the good scripts are expertly advised by ex-SEALs or other cool guys. and some of them do train extensively for their roles.
hobgoblin
heh, should have expected that one...

still, isnt roleplaying about pretending to be something your not?
or is it supposed to be a real life simulation?
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