stevebugge
Mar 24 2006, 09:51 PM
QUOTE (Rotbart van Dainig) |
That's why it's called the Infinite Improbability Drive, I guess. |
You've had problems with players bombing things with whales and petunias too?
Butterblume
Mar 24 2006, 09:57 PM
QUOTE (stevebugge) |
You've had problems with players bombing things with whales and petunias too? |
I hadn't, when the whales were well within availabilty ratings und the petunias had a good backround story.
stevebugge
Mar 24 2006, 10:12 PM
QUOTE (Butterblume) |
QUOTE (stevebugge) | You've had problems with players bombing things with whales and petunias too? |
I hadn't, when the whales were well within availabilty ratings und the petunias had a good backround story.
|
But with an availability rating of "42" neither of these things should ever have been in "question"
Kleaner
Mar 24 2006, 10:15 PM
QUOTE (Shrike30) |
As a GM, I'm a fan of there being a system-defined point at which something is just impossible. I'm willing to throw on all sorts of positive modifiers to try and MAKE something possible, but it's really nice to be able to say "Look, your character knows he doesn't have a chance in hell of hitting what he's aiming at. You can fire just to get lead going in the right direction, but that's about it," and have a rules reason (which can always be fiat'ed around) to keep players from burning 5 minutes of playtime doing extraneous things. Basically, I see it as crowd control. |
I also agree with this. There are some situations, that players simply shouldn't have any chance at success. You shouldn't be able to shoot a pistol and blow up a tank...exploding dice allow for that possibility.
You can quickly get into situations were players will try anything because there is a small chance of success and hope the dice rule in their favor.
I've seen people re-roll d6s, and get insane lucky streaks...so I know it's more probable than most impossible situations that people seem to be talking about here.
Instead of putting mechanics into the game that allow for impossible actions, GMs should be running adventures that don't lead into situations so critical to the story that they can only be decided on single insanely lucky die roll.
And on the flip side players shouldn't be able to ruin a story by allowing for the possibility of near-impossible actions.
GM: Ok, the bad guy, who is escaping with the data file, laughs from his chopper as it speeds into the night. You'll have to track him down the hard way.
Player: I shoot him in the eye with my red rider bb gun. <rolls>
GM: I don't think...
Player: Zing! Fifty 6's in a row! He's dead!
GM: ...
Geekkake
Mar 24 2006, 10:22 PM
QUOTE (Kleaner) |
QUOTE (Shrike30) | As a GM, I'm a fan of there being a system-defined point at which something is just impossible. I'm willing to throw on all sorts of positive modifiers to try and MAKE something possible, but it's really nice to be able to say "Look, your character knows he doesn't have a chance in hell of hitting what he's aiming at. You can fire just to get lead going in the right direction, but that's about it," and have a rules reason (which can always be fiat'ed around) to keep players from burning 5 minutes of playtime doing extraneous things. Basically, I see it as crowd control. |
I also agree with this. There are some situations, that players simply shouldn't have any chance at success. You shouldn't be able to shoot a pistol and blow up a tank...exploding dice allow for that possibility.
You can quickly get into situations were players will try anything because there is a small chance of success and hope the dice rule in their favor.
I've seen people re-roll d6s, and get insane lucky streaks...so I know it's more probable than most impossible situations that people seem to be talking about here.
Instead of putting mechanics into the game that allow for impossible actions, GMs should be running adventures that don't lead into situations so critical to the story that they can only be decided on single insanely lucky die roll.
And on the flip side players shouldn't be able to ruin a story by allowing for the possibility of near-impossible actions.
GM: Ok, the bad guy, who is escaping with the data file, laughs from his chopper as it speeds into the night. You'll have to track him down the hard way. Player: I shoot him in the eye with my red rider bb gun. <rolls> GM: I don't think... Player: Zing! Fifty 6's in a row! He's dead! GM: ...
|
Well, I suppose it requires good players to make something like exploding dice work. And a GM who's willing to make the bad guy fall onto the pilot, which causes the helicopter to crash onto the PCs.
mfb
Mar 24 2006, 10:43 PM
SR4's system is indeed difficult to fix. ideally, the system should allow a minimal chance of succeeding at nearly-impossible tasks, while simultaneously discouraging even-more-improbably-high levels of success at those tasks. SR4 uses multiple dice; a player should not be able to make a one-shot kill on someone they can't even see because they rolled particularly well on one of those dice.
Dashifen
Mar 24 2006, 10:46 PM
QUOTE (mfb) |
SR4's system is indeed difficult to fix. ideally, the system should allow a minimal chance of succeeding at nearly-impossible tasks, while simultaneously discouraging even-more-improbably-high levels of success at those tasks. SR4 uses multiple dice; a player should not be able to make a one-shot kill on someone they can't even see because they rolled particularly well on one of those dice. |
I must be missing something, but why not? Say I call a shot for +4 DV and after cover and other modifiers I have, say, two dice to roll and try to hit the target. I roll them and it comes up 4, 5. If the extra damage for the called shot kills the target, where's the problem?
mfb
Mar 24 2006, 10:49 PM
i'm saying that if a task is nearly impossible, it should be much harder to do really well at it than to barely succeed at it. constructing the exploding dice mechanic such that one really hot die doesn't determine your level of success--only that you succeeded--maintains that ideal. the specific example is just a throwaway; replace "they can't even see" with "is next to impossible to hit due to various factors".
Dashifen
Mar 24 2006, 10:50 PM
And do you feel SR4 maintains that ideal?
mfb
Mar 24 2006, 10:53 PM
not really. if i use Edge, the rule of six means that if one of my dice comes up a 42, i win. i have achieved enough hits to overcome any conceivable threshold. SR4, as it stands, tries to balance that by allowing rule of six only in certain circumstances, and disallowing it when the going gets really tough (ie, long shot tests). that does balance things, somewhat, by limiting the situations where rolling a 42 will break the game (or at least suspension of disbelief). however, it makes it so that many tasks are really and truly impossible (ie, when the threshold on a long shot test is higher than your Edge); i would prefer to see a mechanic that allows exploding dice even on long shot tests, but doesn't allow a single really high roll to allow a character to achieve wholly unreasonable levels of success. basically, a character should have to roll a 42 on several dice in order to perform fantastically well at impossible tasks.
Dashifen
Mar 24 2006, 10:55 PM
Now I understand. Thanks.
hobgoblin
Mar 24 2006, 10:55 PM
and what would be considerd a "wholly unreasonable level of success"?
mfb
Mar 24 2006, 11:01 PM
Kleaner's Red Ryder shot against impossible odds is as good an example as any. offhand, i'd say any instance when you roll more hits than you have actual dice is a point at which you really need to look at the system. as it stands, in SR4, that's not goint to happen very often. but if you open up the rule of six to apply to every roll, it's gonna happen a lot more often.
hobgoblin
Mar 24 2006, 11:04 PM
how about this:
when rolling long shots, you can never gain a critical success?
basicly the number of hits stop counting 3 above the threshold...
mfb
Mar 24 2006, 11:09 PM
it's a hard cap, so i pretty much automatically dislike it. but it works for its intended purpose, and i don't see a better way of doing it.
Azralon
Mar 24 2006, 11:14 PM
QUOTE (mfb) |
offhand, i'd say any instance when you roll more hits than you have actual dice is a point at which you really need to look at the system. |
So cap hits by the number of dice in the pool.
hobgoblin
Mar 24 2006, 11:15 PM
QUOTE (mfb) |
it's a hard cap, so i pretty much automatically dislike it. but it works for its intended purpose, and i don't see a better way of doing it. |
so you dont like hard caps yet you want a cap? sorry but i feel like labeling that impossible (or atleast very close)...
if the cap isnt hard its more often then not anything but a cap...
mfb
Mar 24 2006, 11:16 PM
also workable. i'm not really interested in the final outcome, i'm just providing my infallible and 100% correct opinion on parameters that ought to be met.
Azralon
Mar 24 2006, 11:17 PM
Of course, your Highness.
mfb
Mar 24 2006, 11:18 PM
'bout time somebody reco'nize!
stevebugge
Mar 24 2006, 11:24 PM
QUOTE (hobgoblin) |
QUOTE (mfb @ Mar 25 2006, 12:09 AM) | it's a hard cap, so i pretty much automatically dislike it. but it works for its intended purpose, and i don't see a better way of doing it. |
so you dont like hard caps yet you want a cap? sorry but i feel like labeling that impossible (or atleast very close)...
if the cap isnt hard its more often then not anything but a cap...
|
Wow sounds like a collective bargaining agreement for the NBA, there is a salary cap but there are all these exceptions.
Synner
Mar 24 2006, 11:30 PM
QUOTE (Cain @ Mar 24 2006, 08:04 PM) |
QUOTE | No. If you default in SR3, and the target number rises above 8 (including modifiers), you simply fail. |
You can fix that by removing the autofailure clause, and just allowing a normal roll. Under any dicepool +/- modifiers system, you can't do that-- even if you remove the autofailure clause, they've got no dice to try and roll with.
|
Again that's not true. All it requires is that the GM "fix" the system to allow the player to burn one Edge to get a hit (on pure luck) and presto, its possible under SR4's dicepool +/- modifier system with as much of a tweak as was needed for SR3. Not a solution I'd chose though, just there to prove you wrong.
For the record, exploding dice were ruled out of Long Shot tests to limit the degree of success possible when relying on pure luck. Remember if you end up in a situation where you don't have Edge to spend (ie. out of luck to fall back on) and really need it its because you chose to use it elsewhere.
mfb
Mar 24 2006, 11:39 PM
QUOTE (hobgoblin) |
so you dont like hard caps yet you want a cap? sorry but i feel like labeling that impossible (or atleast very close)... |
not at all. all you have to do is set it up so that one must roll extremely well on multiple dice in order to get high levels of success. a variable TN is the best way i know of to achieve that, but there might be other ways.
hobgoblin
Mar 24 2006, 11:43 PM
like say not allowing any one die to provide more then maybe half the original dice pool in hits?
mfb
Mar 24 2006, 11:52 PM
indeed. not impossible at all.
hobgoblin
Mar 24 2006, 11:57 PM
alltho a pain in the ass...
and with a right high dicepool you still get some interesting results from one die

btw, why didnt you suggest this in the first place, rather then make post after post about how messed up SR4 is?
Cain
Mar 25 2006, 08:49 AM
QUOTE |
Again that's not true. All it requires is that the GM "fix" the system to allow the player to burn one Edge to get a hit (on pure luck) and presto, its possible under SR4's dicepool +/- modifier system with as much of a tweak as was needed for SR3. Not a solution I'd chose though, just there to prove you wrong. |
First of all, that's something of a redundancy, since you can already spend Edge to score a critical success. (Which is another issue I have, although it's not nearly as bad as it was under SR1: "I attempt to summon a force 200 spirit. Hm, no successes? I spend a point of karma.

)
Second, that opens up the can of worms as to rather or not you're allowed to burn a point of Edge you've already spent. According to the RAW, you can; which in turn leads to the immortal character issue. ("I get hit by a direct THOR shot? No big deal, I burn a point of Edge.") If we don't allow that, we end up right back where we started-- no Edge left means no chance to even try. There's not much middle ground, unless we start making up a lot of specific-case rules; and *that* would rapidly get unnecessarily complicated and confusing.
QUOTE |
For the record, exploding dice were ruled out of Long Shot tests to limit the degree of success possible when relying on pure luck. Remember if you end up in a situation where you don't have Edge to spend (ie. out of luck to fall back on) and really need it its because you chose to use it elsewhere. |
That actually cuts both ways. The player spent the Edge because you, as the GM, convinced him that it was the best choice he had. If we GM's had presented him with other options, and made them look equally attractive, would he have spent that edge? Is it really his choice, when we're telling him that it's his only chance?
What's more, there are plenty of situations where a character should have the chance to get lucky, with or without spending Edge. The aforementioned spray-and-pray situation is a good example-- no one knows where those bullets are heading, so anything could happen. Maybe you'll get lucky. Maybe not. But Edge or no Edge, the player should get a chance to try. Even trying and failing is a lot more fun than never being allowed to try at all.
hobgoblin
Mar 25 2006, 11:30 AM
QUOTE (Synner) |
For the record, exploding dice were ruled out of Long Shot tests to limit the degree of success possible when relying on pure luck. Remember if you end up in a situation where you don't have Edge to spend (ie. out of luck to fall back on) and really need it its because you chose to use it elsewhere. |
i guess that makes its offical then. alltho i must say that only sticking that rule into a list of what you can do with edge and not into the text of the long shot test itself is basicly stupid...
Brahm
Mar 25 2006, 01:18 PM
QUOTE (mfb @ Mar 24 2006, 06:52 PM) |
indeed. not impossible at all. |
Another approach to help is to treat things more like Assensing is treated. You get partial credits for any hits you do score. For example I failed a Test driving a boat that was forced by a spirit using the Accident power. Rather that doing damage, which wasn't really as important to the story as time lost, the GM ruled that I was going to lose 6 CT turns minus 1 CT per hit. So the top Threshold was 6, but really there was a condition for Threshold 1 through 5 too. So even if didn't have exploding dice, and my dice count was less than 6, there was still meaning to my roll.
Without exploding 6's some things were possible, others were not, and they all could happen on the same roll. It also allowed the GM to set a really high Threshold without setting up the PC for complete failure, which is probably what they were worried about when they wrote about Threshold 4 being the top Threshold. And then broke that rule for Assensing.
Another example is a PC trying to jump rooftop to rooftop. If the gap is 4m then the Threshold is 2. If the PC only gets 1 hit you could give them another Test to see if they manage to grab onto the ledge on the other side, or perhaps carry forward enough to at least only fall part way down before crashing onto a balcony or fire escape or even wide window ledge to take a lesser crunch. Roll no hits though and you are taking a taking a swandive into the asphalt pool.
James McMurray
Mar 29 2006, 01:49 AM
Is it just my faulty memory or was it impossible to destroy a hardened underground bunker with a sling shot in SR3? If so, then I can definitely understand why people wanted to move away from that system. After all, everything should be possible.
James McMurray
Mar 29 2006, 01:54 AM
My biggest problem so far with SR4 has been that there seems to be a lot of unneccessary fluff in between the fron cover and the table of contents. There's also a lot of it in between the back cover and the index.
Whose bright idea was that? Whoever it was apparently also works for the World of Darkness folks, as they did the exact same thing.
My solution: sticky tabs by the index and ignoring the table of contents. If my copy wasn't all leatherbound and sweet I'd just cut those offending pages out.
And for and Fanpro folks reading now: PLEASE DON'T DO THAT ON FUTURE BOOKS!! An index is nowhere near as useful if you have to spend time looking for it.
Dissonance
Mar 29 2006, 02:59 AM
Well, from what little I've seen of the SR2 books, they also contained fluff. And, frankly, that fluff made VR 2.0 about fifty times better than Matrix. I actually like the flufftext. It gives you a better feel for the world. Now, I can see what you mean about having the story _after_ the ToC for ease of use, but, hey.
James McMurray
Mar 29 2006, 04:31 AM
I don't mind the fluff at all. Without fluff there's no SR, just a set of rules. It's the fact that it makes it hard to find the ToC and index that gets on my nerves.
evilgenius
Mar 29 2006, 05:40 AM
QUOTE |
SR4's system is indeed difficult to fix. ideally, the system should allow a minimal chance of succeeding at nearly-impossible tasks, while simultaneously discouraging even-more-improbably-high levels of success at those tasks. SR4 uses multiple dice; a player should not be able to make a one-shot kill on someone they can't even see because they rolled particularly well on one of those dice. |
Here's a suggestion for Long Shots;
When all the penalties to your rolls are compiled, you always get ONE die, even if you have zero or negative dice to roll otherwise.
However, the target number increases now...
you need to roll a 6 on one die if you have 0 dice after modifires,
you need to roll a 7 if you have -1,
you need to roll an 8 if you have -2,
if you have -3 dice you need a target number of 9, and so on.
Then, make this single die roll subject to the old rule of 6. When your target number is 5, it can easily be ignored, speeding up play. In a "Longshot" situation, when you've got zero or negative dice and your target number is higher than 6, you roll that single die again and again if you keep hitting sixes. Bear in mind however, you're only going to get one single hit out of it...
Unless you start using your edge...
mfb
Mar 29 2006, 05:56 AM
i wholeheartedly approve of the idea of using variable TNs.
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