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Wounded Ronin
QUOTE (frostPDP)
Umm, Robin, thank you for assuming the worst intention. smile.gif Its not to make the characters "weak." I don't disagree that a professional soldier will probably have a pistols of 5. I would encourage that. And if he spent most of his time with an assault rifle in his hands, he'd probably have a 6 in assault rifles.

But cybered-up, Front-line soldiers aren't going to also have a 6 in stealth. And ettiquite. And Computers. And potato peeling.

BBZZZTTTT! Wrong-o!

Do you honestly think front line soldiers don't know how to hide? Teaching cover and concealment is a pretty standard thing in the military. Dude, why do you think they wear camo instead of World War I era distinctive uniforms?

Seriously, dude. Thinking back to various people I've known who were in the infantry, a discharged Marine lance corporal, an Army lieutenant, and an Army sergant, they were all trained in cover and concealment. I think your idea that NATO troops can't hide is something like 90+ years out of date.

Why do you think that a soldier can't have a lot of ettiquette? Do you think the military dosen't have ettiquette? There's certain attitudes you have to project, certain ways you have to act towards high ranking people, and certain types of humor and language that is appropriate in the context of the military but not in different settings. Again, I say, as long as your soldier isn't mentally retarded and unable to interact pleasantly with other human beings he is going to have some Ettiquette.

In fact it's not even strictly speaking true that a soldier cannot have a good Computers skill. Many people join the military and have computer-related jobs and are still also qualified with various weapons.

I think that your idea of how narrowly focused people have to be isn't based on reality.



QUOTE


Similarly, the typical, rookie-runner mage isn't going to have a pistols of 5.  She's probably not professional with it.  Stealth, maybe; and perhaps a good deal of ettiquite.


This just sounds totally arbitrary to me. If mages can't go to Thunder Ranch and do a lot of tactical handgun work because of their dangerous line of work why do you take it for granted that they're somehow magically going to acquire cover and concealment training? What, do they teach cover and concealment at Hogwarts? I'm getting mental images of Harry Potter with a boonie hat and a bloody kaybar held in front of his grimacing camoed-up face.

And again I don't see why the mage would necessarily be more socially sensitive than anyone else. Why is a mage less disposed to be socially retarded than a soldier? I mean, it's the mage who shuts himself in his room for a week straight to go on his wild astral quest. ("And then, dude, I found the citadel, and the solution to my problem was symbolized by this gigantic floating sausage..." "SHUT UP, TALON!") I think that's more socially alienating behavior than a lot of other archetypes can pull off.

QUOTE

Your typical decker?  Stealth, Computers, probably some skill in Pistols.  But unless a decker has a lot of combat experience under his belt, do you really think he's going to be an outstanding armsman?


I dunno, dude. If I were going to become a mercenary I might just take a few tactical shotgunning or pistols classes and empty a few hundred rounds on the range every week. You're forgetting that a "typical decker" has still chosen to be a professional mercenary. A "typical decker" is not a "typical white collar IT professional" because unlike his civilian counterpart he expects to deal with shoot-to-kill security on a regular freaking basis.

And once again it's completely illogical and bizarre to claim that a decker will magically have this great Ranger sniper cover and concealment training but that he can't train long and hard with his sidearm.


QUOTE

I tend to arm their opposition accordingly, and my group tends to come out covered in everyone's blood but their own.  A ganger who's been in a few firefights?  Pistols 3.  Maybe 4.  A fair threat to your decker, maybe, but not to your street sam.  Just as the street sam shouldn't be able to dump a measely 5 BP into their Computers skill and use their datajack to be a computer-science match against a Decker.  Just as your face shouldn't be a same-level boxer as your sam.  Just as your mage shouldn't out-talk your face.  (How often do I see ettiquite 6 elf mages?)


This paragraph dosen't logically follow from your previous paragraphs. Here you're making a declation that certain archetypes must not be good at certain things but you don't really give a reason for these ideas.

Besides, I think you're really exaggerating. It dosen't matter if the sammie has Computers 5 and is as knowledgable in computer science as the decker. What makes the decker is the fact that he's sunk a lot of resources into a good cyberdeck and has hopefully specialized his contacts and knowledge skills around helping him do a better job. So when it comes to actually doing anything dangerous and challenging in cyberspace the sammie is *not* going to do as well as the decker because, quite simply, most of his resources are pumped into his meat bod and not a cyberdeck.

I mean, if you think Computers 5 is all you need to be a successful decker, and you don't think that this is related to the amount of resources you pump into your cyberdeck, that's just weird.

As the GM you should cackle with glee if the sammie wastes resources by pumping up computers and buying a mediocre deck in addition to all his bodyware. You were just handed a crappy sammie cum crappy decker to play with.

QUOTE

I've practiced paintball a few times.  I'd say I'm -maybe- a level 3 paintball gun shooter.  I'd be toasted if I played a pro - there wouldn't be a contest.  I'm sort of aiming for that kind of environment; if you take on someone more than 2 dice out of your range in something, there'd be a good chance of losing.  Unfortunately I've found that to be easier at the lower dice levels, so that's what I'm trying to create.  I could be wrong smile.gif


This analogy shows how you're missing the whole point of resource allocation. If this were shadowrun the shooting specialist wouldn't just be Rifles 6 alone. He'd have cyberwear arranged to make his shooting better, or he'd be a physad with his points pumped into vision enhancements and Rifles 6 (12). Just because you're a decker who also decided to pump up Rifles you're still not going to be as good as either of those characters just because of the skill alone.


QUOTE

(Plus, if I had an open test against 10 guards, I'd probably roll 3 dice and add a +9 modifier to my runner's TN.  If you're trying to sneak in the front door of a 10-guarded compound, you're nuts, but not all guards look in the same place at the same time.)


So you wouldn't give each guard, who is specifically standing there looking around for trouble, a chance to spot someone hiding in the bushes? You're telling me that if someone is specifically looking for something you won't give him the chance to see it unless it creeps directly past him?
Taran
I mean this in the nicest possible way: have you considered d20 Modern? You don't really seem to like the whole concept of classless character creation. Again, this isn't a slam, but the whole idea of SR's character creation system is that it's possible to build a face who's also a deadly martial artist, or a street sam who loves computers, or a mage who studied to be a doctor. If you really hate that sort of thing, maybe open character creation systems aren't for you.
James McMurray
It seems to me that his problem isn't so much that he doesn't like classless systems, it's that the characters he sees tend to be pseudo-cookie cutters. Yeah, street sams can love computers, and mages can be highly trained stealth specialists, but apparently the PCs that come across his desk all have straight sixes in those skills (and a few others). While it is beilevable that characters will diversify, it's hard to believe that everyone who is just enterign the shadows (or at least every PC) is a consummate professional (not just "trained" but "maxed out") in one weapon, stealth, etiquette, and computers.

But don't trust me on that, I'm reading the same stuff you guys are. smile.gif
Wounded Ronin
Just one t3h r34l based nitpick:

Unless concealing your weapon is your biggest priority there's no reason per se why the decker would pick Pistols as his one and only sidearm skill and not Rifles or Shotguns.

Conventional theory goes that your first priority in a defensive firearms situation is to use a long arm like a rifle or a shotgun and the pistol is supposed to be backup.

So, it would actually be more "realistic" for the decker's firearm choice to be a carbine, shotgun, or submachinegun than it would be for it to be a pistol unless he specifically wants to be able to carry in "social" situations and this is more important to him than having a better tool in all-out combat situations.
Kagetenshi
There is no "maxed out" for skills.

~J
James McMurray
There is at character creation.
frostPDP
Well, the group of people I'm going to be playing with (hopefully) are a bunch of n00bs with the following personalities added in.

Dude one: The guy who got me into SR, my first GM, and the guy who knows the system best. This means he can definitely min-max it, and has quite a lot of knowledge about how to screw me over. Oh, as if it matters, he has the oddest luck in the world - He has bad real-life luck, but dice love him. Combine odd karma with a guy who can munch the system, and you got yourself a regular problem.

Dude two: Managed to make the "slippery slope" argument work. Stupid GMming in another person's game gave him access to just a little too much cash, and combined with some resource-gathering runs (for example, hitting the local Public Works warehouse for building materials) he managed to build himself a nice little fortress in the barrens. Oh, and he was a physad strong enough at 100 Karma to basically p0wn the local gangs into submission.



And a couple n00bs. So Unrest has said what I'm thinking, except I'm too dense to say - balance is needed, and I theorized, wrongly it appears, that softening things up will work.

And James McMurray has it right on the head; I don't want classless omni-class, I want class-less specifics.

Robin; Your statement about RL military training is great, except for the fact that if an average soldier has a stealth of six, what should an average covert-ops agent have? 8? Just because I don't think they should start with a 6 (innate) doesn't mean they shouldn't start with a 5 (professional) or maybe a 4 (skilled) rating?

Or should every former-soldier be way above the average trained person? If that is the case, wouldn't it make sense to -raise- the minimum starting attribute, so that a shadowrunner might actually survive a fire fight? (Bear in mind; the MJLBB definition of a mercenary is "assault rifles 5, heavy weapons 5, unarmed combat 5, stealth 4," to use combat-centered skills. Furthermore, a coporate security officer has a pistols of 4 (not even professional?) and it takes a very well trained (Karma pool 4 ork, so apparently 80 GK) SWAT team member to get: Rifles 7, Stealth 4 (sneaking 6), Pistols 4, Unarmed combat 4.)

An 80 GK NPC shouldn't be just one step above a 0 GK player, should he? And for the Metroplex Guardsman (I.E. a bit below the average soldier), we have SMG 5, unarmed 4. Nope, no stealth. No secondary weapon. So I'm gonna have to say, based on what little GMming I remember and what little I've gotten back so far, that its outlandish to expect a 6 in 3 categories. You might get a 7 in one, but you would then wind up with 4's in others wink.gif

That's my reading of it anyway, I could always be wrong.
Wounded Ronin
QUOTE (frostPDP)

Dude two: Managed to make the "slippery slope" argument work. Stupid GMming in another person's game gave him access to just a little too much cash, and combined with some resource-gathering runs (for example, hitting the local Public Works warehouse for building materials) he managed to build himself a nice little fortress in the barrens. Oh, and he was a physad strong enough at 100 Karma to basically p0wn the local gangs into submission.

Just say his character is too powerful for a new game and have him make a new character. Starting with a 100 karma advantage isn't nice to the n00bs in your group anyway.




QUOTE


Robin; Your statement about RL military training is great, except for the fact that if an average soldier has a stealth of six, what should an average covert-ops agent have?  8?  Just because I don't think they should start with a 6 (innate) doesn't mean they shouldn't start with a 5 (professional) or maybe a 4 (skilled) rating?


Well, the differences between the higher skill levels (like 5, 6, 7, and cool.gif as described in SR3 become increasingly dramatic. There isn't that much difference between a skill of 1 and 2 (just a couple hours of practice can make that difference) but there's a huge difference between 7 (master, or whatever it's called) and 8, world class, since being world class is something that by definition most people are just not capable of attaining.

So, it's not such a big deal if you gave a "regular" infantryman Stealth of 5 and his friend the Ranger had a Stealth of 6. In terms of how the rules describe it 6 is a lot more refined than 5.

Just say that if your regular soldier was really good at cover and concealment he has a 6. If he was trained in it but sucks give him a 4, and otherwise stick him with the 5.

On the other hand the Ranger Sniper will probably have at least 6, he might have Aptitude (Stealth), and/or he could have Stealth 5 (Hiding 7) or something like that. He could also have specialized gear like ruthenium duds or whatnot.

Once again, the degree of specialization isn't dicated by the skill level alone. Someone who is really specialized in stealth because he's a sniper would have pumped more resources into gear that helps him hide whereas the "regular" who is trained in cover and concealment but who is more concerned with other skills will have spent his resources differently. Maybe he has a 5 in Stealth but he isn't going to be as effective in stealth-specific things as the sniper who has pumped more resources into things like ruthenium or whatever.

You seem to be really hung up on skill levels and forgetting about all those SR3 sourcebooks filled with gear and cyberwear and magic that is designed for various purposes.

QUOTE

Or should every former-soldier be way above the average trained person?  If that is the case, wouldn't it make sense to -raise- the minimum starting attribute, so that a shadowrunner might actually survive a fire fight?


What? What is "the minimum starting attribute"?

A few times in the past I've GMed military SR campaigns, and I've also played in a few. In those settings the GMs usually did stipulate certain minimum skill levels in certain tasks. Is that what you mean?

So, yeah, I've done that, and so have others, in some cases.

QUOTE

  (Bear in mind; the MJLBB definition of a mercenary is "assault rifles 5, heavy weapons 5, unarmed combat 5, stealth 4," to use combat-centered skills.  Furthermore, a coporate security officer has a pistols of 4 (not even professional?) and it takes a very well trained (Karma pool 4 ork, so apparently 80 GK) SWAT team member to get: Rifles 7, Stealth 4 (sneaking 6), Pistols 4, Unarmed combat 4.)


So the mercenary has been trained in cover and concealment but dosen't care enough about it to practice it until it's a professional level. He's "professional" with assault rifles, support weapons, and punching you in the head. Perhaps it would be sensible for him to have Edged Weapons, Pistols, Shotguns, SMGs, or some combinations of those at 2 or so just to be in character about the kinds of things the character would have been exposed to, but I guess they decided that wasn't essential to clutter the archetype with so they just went ahead and simplified things a bit.

So the corporate security rent a cop only has pistols 4. Whoop de do. Today a lot of security guards never have to use their guns and are probably more like pistols 2 or 3. I guess the SR world is more violent so they take their skills a little more seriously.

The SWAT team member has a 6 where it counts for him regarding stealth and his bread and butter skill is at a 7. He operates with a lot of support and from an advantageous position, usually, so that's probably all he needs. He's not a mercenary who operates without support and without medevac in a hostile environment.

I don't see how this supports the thesis that the PCs are supposed to have crappy stealth and they're not allowed to like computers.


QUOTE

An 80 GK NPC shouldn't be just one step above a 0 GK player, should he?  And for the Metroplex Guardsman (I.E. a bit below the average soldier), we have SMG 5, unarmed 4.  Nope, no stealth.  No secondary weapon.  So I'm gonna have to say, based on what little GMming I remember and what little I've gotten back so far, that its outlandish to expect a 6 in 3 categories.  You might get a 7 in one, but you would then wind up with 4's in others wink.gif

That's my reading of it anyway, I could always be wrong.


Once again, the Metroplex Guardsman isn't trained to operate without support, without medevac, and without air support in a hostile environment. Of course all that he needs is SMGs, and a little bit of unarmed for dealing with noncompliant citizens. He's basically a glorified cop who has a submachinegun. Kind of like the Italian police I guess.

You gave a bunch of examples of cannon figures who are not usually going to face the difficulties and threats that a shadowrunner can expect as part of day to day business. None of this invalidates the need for a broad range of skills by the unsupported and logistically isolated shadowrunner.

A better place to look for examples would be to look at those old cannon adventures where super special forces units with crazy insane stats, like the Tir Ghosts, show up to instapwn everyone. To make a valid comparison you need to be looking at NPCs whose profession is to isolated with limited logistics, no support, limited supplies, and limited resources for long periods of time in hostile territory. That's a lot more than even the SWAT team is trained for.

eidolon
frost:

I hear what you're saying, and I think some folks are missing it.

Right there in the book, in the skills chapter, there's an explanation of what the numbers "mean". We've all seen it.

I also have a distinct problem with every 'runner in my games being "world class" at half of the things they know how to do. I like them to have to think and put effort into what they do.

There's also the issue of verisimilitude. I like realism in my games. I like a little bit of the "street" grit. If the characters start out with 6s in everything and double digit dice pools to beat, they walk all over all but the most highly trained opposition. Regular corp guards? No sweat, I have an initiative of 29 and I roll 32 dice and his brain meats explode. Next?

It gets old, and it gets lame for the characters to breeze through "regular" jobs without ever being challenged. However, when every character has "innate" skills at everything, the "regular" (read: not Red Sams) opposition is just cannon fodder.

I've realized over the last few games I've run in SR, and through reading posts on DS, that nobody every really pays attention to the skills "equivalents" section. That's fine, but it's not how I like my SR.

My next campaign is likely to have starting skills capped at 4 (3/5) for example, just to get rid of the "I roll dice and win" factor. Not because I "can't challenge them" or anything, but because it's how I like to run the game. It has everything to do with personal preference.

Edit 1
WR posted again while I was typing, and I just saw this which made me think of something else:
QUOTE (WR)
You seem to be really hung up on skill levels and forgetting about all those SR3 sourcebooks filled with gear and cyberwear and magic that is designed for various purposes.


I'm also tired of the "I've got a piece of gear/spell/skill/toy/spirit (choose one) that totally renders that moot" style of gaming.

(Actually, maybe that's why I'm not running/playing SR atm.)

Edit 2
Sorry. I guess my post has less to do with the matter at hand and more to do with my frustrations with my last game. Please don't take my rantings as an attack on anyone's style of play. I'm just tired of what SR has turned into with my current group. Bah.
mfb
yeah, i've basically always ignored the book descriptions of skill level because they're insane. i personally don't judge someone to be 'world class' until around 14 or so. that makes the truly special guys truly special.
Kremlin KOA
Frost if your problem is that the entire group are pistoleros

then do the smart thing

Make the corp compound larger, with a 'Sculpted garden' between the front (razorwire top and electric fence) gate and the main building

then have the corpsec guards trained in SMG instead of pistol

Give them SMGs with GV 4, high powered laser sights and underbarrel grenade launchers.

put Electronic mag 3 in their security helmets along with Low light and thermo vision, then flood the compound with IR light (which makes it a brightly lit area only for those with thermo)

the guards engage at 75 meters, and do Simple action AIm, simple action fire burst at TN 2

The PCs can't even shoot on the first initiave pass

add ina dose of Jaz for the guards and they now get 2 initiavde passes on average

THAT ishow you deal with players who are all expert Pistoleros
SL James
QUOTE (Kremlin KOA)
then have the corpsec guards trained in SMG instead of pistol

Give them SMGs with GV 4, high powered laser sights and underbarrel grenade launchers.

Or they can grow some testicles and carry ARs with collapsible stocks.
hyzmarca
QUOTE (Wounded Ronin)
Seriously, dude. Thinking back to various people I've known who were in the infantry, a discharged Marine lance corporal, an Army lieutenant, and an Army sergant, they were all trained in cover and concealment. I think your idea that NATO troops can't hide is something like 90+ years out of date.


That's because NATO does it wrong. There is one and only one correct way to fight a war. Both sides line up in rectangular formation on an open and level field, advance to within five meters of each other, and then shoot untill only one side is left. Anyone who does it differently should be executed by firing squad.



I hope that was sufficiently sarcastic.



Most NPC archetypes are mooks. Shadowrunners aren't mooks. If they were then they would have died long before the campaign even started.

If you want to avoid two-dimensional cookie cutter characters then lower BP presents a problem. As has been mentiond that'll just make the characters more cookie-cutter. A better solution is to vary your campaign and make sure the PCs know it.

There exist skills that very few characters take at high levels because they just aren't very useful. Diving, Parachuting, Wilderness Survival, Pilot Ship, Pilot Submarine, Pilot Walker, Pilot Suborbital, B/R Spacecraft, B/R Submarine, B/R Parachute, Lockpicking (Safecracking), Leadership, and Underwater Combat just to name a few.

All of the aforementioned skills can be useful in certain situations. What you have to do is put your PCs in situations such that they will need these oft-forgoten skills and make sure that they are fully aware of it before the game starts.

If a player hands in a generic 125 BP ex-soldier hand the sheet back and suggest, "Why don't you shave some points off here and here and make the guy an ex-paratrooper. You'll be happy you did when we get to that point in the game."

When the rigger consults you about the vehicle skills he'll need helpfully say "we've got a paratrooper so something capable of high-altitude flight would be good and don't be afraid to take a couple points of Spacecraft B/R, micrometeorites can be a bitch. "

When the melee adept hands in his beautifully twinked sheet remind him " If you ever fall into a swimming pool by accident you're going to get your ass kicked since you'll be defaulting to STR. A few points of Underwater Combat may help."

And don't forget the ever useful "There may come a time when you'll have to give orders to some NPC mooks. Maybe you've hired them. Maybe the Johnson gave them to you. And hey, Leadership work on hostages to."

And my favorite "Characters with Wilderness Survival don't have to roll poision oak butt-wiping accident tests. Its useful because the TN modifiers for wiping with poision oak are huge and you really don't want the cybered up troll to apply lotion there , right?"
James McMurray
For Dude one: is he the type that will try to ream you just because he can? If so, you may want to find a way to not play with him. If that isn't possible, go over his character with a fine tooth comb before starting, although if the rules-abuse-fu differential is that high it probably won't help. Just be ready to say "no, that doesn't fir the game concept" at the drop of a hat.

For dude two: don't let that character into the game. Starting a 100 karma character in a group with new players is a surefire way to piss those new players off.

Also, try and sit down with the guys and explain to them that if they ull out all the stops it won't be a fun game for the new players who are just trying to learn the system. Maybe they'll catch the hint and go for some fun character concepts instead of the powerhouse ones.
Kremlin KOA
or get the services of one of the more skilled rules McGuyvers on this board to go over the char with a fine toothed comb,

and have them tell ya where the char will cause trouble
Taran
QUOTE (Wounded Ronin)
Conventional theory goes that your first priority in a defensive firearms situation is to use a long arm like a rifle or a shotgun and the pistol is supposed to be backup.

Really? I'm not arguing, as I know exactly bugger and all about RL firearms training, but it seems like a pistol would make the most sense as a defensive weapon, as it's easier to carry around and draw quickly/inconspicuously. Or is "answering the door" the common case in defensive firearms use?
hyzmarca
Most self-defense situations do occur in or near the home and the attacker is usually well known to the defender and commonly well-loved. Long arms are commonly used in self-denfense when available and they do offer some advantages.

Unfortuantly, it is rare to carry them in polite society outside of hunting trips, but that can be changed by government funded social programs if we are lucky.
Shrapnel
QUOTE (hyzmarca)
Unfortuantly, it is rare to carry them VISIBLY in polite society outside of hunting trips, but that can be changed by government funded social programs if we are lucky.

There, fixed it for ya... wink.gif
Crusher Bob
The ability to deversify without gimping your character is one of the things I like about BECKS. Giving up 3 karma for parachuting (standard jumps) 1/3 is a much smaller opportunity cost than giving up 2 skill points.
eidolon
QUOTE (mfb)
yeah, i've basically always ignored the book descriptions of skill level because they're insane. i personally don't judge someone to be 'world class' until around 14 or so. that makes the truly special guys truly special.


I don't think they're "insane" at all. I just think people have gotten so used to the notion that "shadowrunner" and "hardcore professional mercenary" are the same thing that the descriptions don't fit their games anymore.

I like that level of game. To me, those skill descriptions are why the Red Samurai with a SMG skill of 7 is scary, why the mage flinging around force 6 spells with a sorcery of 6 is terrifying and hard to beat, etc. Ignoring the suggestions for skill equivilancy leads to needing to have 10s in skills to be "ahead of the game".

It's a matter of balancing the PCs and the NPCs of your world. If my players have 6s in skills, then an NPC needs 8s to seem like a "decent" challenge. If they "only" have 4s, then I can make a "kick ass" NPC that has a 6 in pistols, and it still jives with the descriptions of the skills as given in the book.

QUOTE (hyzmarca)
Most NPC archetypes are mooks. Shadowrunners aren't mooks. If they were then they would have died long before the campaign even started.


IMCs, "shadowrunner" doesn't mean what "hero" does in games like D&D. You're but one of many people out there trying to turn a dishonest nuyen. You're the same as that "NPC mook" that's working 9-5 at the Stuffer Shack to put food on your family's table, only you're willing (or have the connections to be able) to put life and limb on the line to do really illegal stuff for what you hope will be a decent profit.

So somewhere along the line, you learned to use a pistol (or whatever skill, it's just an example) well enough to hit what you were aiming at most of the time, and started looking for work roughing people up for Big Jimmy. Simplistic example, but hopefully it makes sense.

That's not to say that I never run higher power games. I'm just giving my "default" preference.
hyzmarca
QUOTE (eidolon @ Apr 18 2006, 11:39 PM)
QUOTE (hyzmarca)
Most NPC archetypes are mooks. Shadowrunners aren't mooks. If they were then they would have died long before the campaign even started.


IMCs, "shadowrunner" doesn't mean what "hero" does in games like D&D. You're but one of many people out there trying to turn a dishonest nuyen. You're the same as that "NPC mook" that's working 9-5 at the Stuffer Shack to put food on your family's table, only you're willing (or have the connections to be able) to put life and limb on the line to do really illegal stuff for what you hope will be a decent profit.

The differance between the cashier and the Shadowrunner is that the cashier will probably go his entire life without even witnessing a single act of violence. The Shadowrunner, on the other hand, will probably get into a firefight once or twice a week.

The average peace officer or rent-a-cop will never have any need to draw his weapon untill retirony kicks in. They can get by with nothing but bare minimum qualification standards.

The average soldier is a noncom who will never be in the same country as a battle or even an adjacent country.

The average SWAT officer trains for months and months without any chance to put his skills to use.

The average SpecOps soldier trains for months and months untill his skills are needed, crosstrains with his teammates so that he can do their jobs almost as well as they can (this translates to a Compters 5 Sammy and a Heavy Weapons 5 Decker on the same team), and then spends a realitivly short time in the field before being rotated out. Most of their work involves training allied irregulars and gathering intel with a great risk of combat by few actual direct engagments (Special Operations have neither the numbers, training, equipment, nor logistics for regular combat and attempts to use them as regulars universally have disasterous results).

And I could go on and on but my assertions become a bit more tenuous from here and I'm getting tired.

The fact is that Shadowrunners see more combat more often and more regulary than anyone else out there. If they aren't good a surviving combat one way or another then they should be dead already.

The best warriors today train almost constantly. Shadowrunners live it almost daily.

Edit:
As for skill levels, you don't need a Pistols 8 NPC to upstage a Pistols 6 PC. No. A 1 hit kill from a pistols 6 NPC is just as good as the same from a pistols 8 NPC and quite possible with a called shot to bypass armor and a SL 2.

The thing about ranged combat is that it is countered with speed, comabt pool, and body in that order. You don't have to overcome the PCs' skill. You have to overcome their speed and their CP. Beating CP is rather easy for msot NPCs and beating speed can be done with a little extra cyber or some drugs.

Consider this. A character with a pistols skill of 1 misses a stationary target at point-blank range without aiming half the time. For each and every extra point of skill this miss ratio is divided by 2. A skill of 3 still misses the stationary target 1/8 of the time, not good enough to qualify in some programs 4 misses 1/16 and can reasonably qualify without much difficulty. 5 misses stationary targets at 1/32 and is actually worth something in combat conditions. 6 misses stationary at a rate of targets 1/64 but still has problems in adverse conditions. TN mods easily drop that to 15625/46656. They also easily increase it to 1/46656.

The TN modifiers always matter more than the skill. High skill does better at all TNs but it can be required to do well at base TNs in some situations. A pistol skill of 5 is required to do well at Base range combat TNs but a real professional will do everything in his power to stack TNs in his favor.
eidolon
You make some good points, up to where you start talking about what Shadowrunners are and what Shadowrunners do. Then you just get into "in my game". All I was saying is that I see what frostPDP was going for, that it seems to jive more with how I view the game world than with what seems to me to be the norm (shadowrunners as leet combat gods), and that maybe people should take that into account when providing advice or criticism.

But thanks for asserting my point. wink.gif
frostPDP
First, a reference to dude 2: I obviously wouldn't allow that character into the game wink.gif But that player? He keeps me on my toes! But too many starting resources once resulted in a quadrapalegic man with what was basically a mech. I think that was my worst-ever attempt at controlling a player gone haywire. ("Wouldn'tcha know it, the top-secret security place happened to have AV rounds, in case of an attack by a go-gang in a humvee.")



Hyz, you and I agree exactly.

Unfortunately, a starting shadowrunner is rarely more than someone who just finished his tour of duty. I'm willing to argue if, in the SR world, your average soldier hasn't seen combat some time - Or your average corp security/cop, for that matter - but that's one of the amazing things about a Dystopian world. You can always find mooks in the chaos where only the best or the dumb survive.

So your starting runner is, AT BEST, a former spec-ops. Cool! He's about as good as any other spec-ops person, since he's probably a recently-released officer. He might even have been honorably discharged! But they definitely have DNA samples of him (can't get too deeply cut for 'ware without it, right?), and depending on the security clearance your character once had they might even keep a ritual sample.

Furthermore, lets say a book-variety SWAT officer is in fact specialized in just one field. Good for him, wouldn't that mean he's going to be better than your average grunt/shadowrunner at what he's trained to do.

My original GM kind of put it this way to me.
3 - Average civvie with practice.
4 - Average copper with some beat experience.
5 - SWAT team officer, usually experienced.
6 - Experienced, military-grade.
7 - Relatively elite.


Its almost like warning-stars from Grand Theft Auto! LOL Unfortunately, I don't know how they work. I look at it percentage wise; a 25% gap between 3-4 dice is an easier-to-close gap, and the distinction is hardly there. A 25% gap between 9 and 12 dice is quite noticable.

Lets see if I can BEGIN to phrase this right. I'm thinking of ways to either keep it a close gap or a distant gap at the same % difference. A 50% difference between 2 and 4 dice is nowhere near as bad as when your 4-dicer is going up against an 8-dicer. If the numbers get bigger, the gap needs to narrow down or else the percentage starts to become rather screwy; you really can't hope to beat someone with 8 dice to your 4, but you can hope to beat someone with 4 dice to your 2: less successes are possible, and since each die is a seperate variable there are less variables.

So I think that 1 skill point difference may be a fun one to entertain.

If this didn't make sense, its because its 1:45 AM and I've had to deal with not one, but two crazy women today; on top of family issues not to be spoken of, simply referenced vaguely. Sorry!
Kremlin KOA
okay so you don't want characters whose backstories include experience as a shadowrunner?
eidolon
QUOTE (frostPDP)
Lets see if I can BEGIN to phrase this right. <snip>


You're not even taking pools into account yet. smile.gif
hyzmarca
There is one misconception there. The statistical impact of skill rating does not scale linearly for all tasks. For tasks that require a fixed number of successes the scaling is exponential.

The probability of failing a TN 4 task with skill 3 is 1/8 ; with skill 4 it is 1/16 ; with skill 9 it is 1/512 ; with skill 10 it is 1/1024

If you look at it this way the impact of each extra die in certain tests can be obvious. Of course, the difference appears much smaller if you look at probability of success which is 1- (probability of failure).

The probability of success for 9 dice is 511/512 or .9980 ; for 10 dice it is .999 .

The reduction in the probability of failure appears increasingly significant with every extra die but the increase in the probability of success appears less significant due to that fact that probability can never be = > 1.


With resisted tests it is quite different and I honestly don't feel like calculating example right now because the resisting stats and the resistor's TNs are very important. With damge dealing it is even more difficult due to staging, weapon Damage Code, and the like. The value of a single skill point is very dependant on these factors. In some situations it will be worthless. In others it will be exceptionally useful. Needless to say, the value of a skill point is not linear in this situation, either.

This is simply a consequence of using multiple dice.
frostPDP
Hyz; Granted, as always, that I'm not a very good math person, I recognize that each die is its own probability.

Playing canon rules, you get 1 success per die, tops. So 3 success vrs 4 success could mean a lot. So could, of course, 6 versus 8. And 9 vs 12 is an entire upstate unto itself, assuming somehow you succeeded on all 12 dice.

Playing with the modifications I'm used to (May or may not use them in this campaign), now only do you have unlimited successes per die (so that last one die can get up to 36, and on a TN 6 test give you 6 successes), but every time you roll all 6's on a skill (not attribute) your skill rating goes up. With a 3, that's much more likely to happen than a 6, so as long as a PC is using those skills sometimes she'll be improving.

But yeah, it still all depends on how I do it. For example,

Kremlin; A new PC could be an ex-runner, but that would not make him as good as a fresh-off-the-ranch soldier who just started. If the PC wanted to be a long-standing runner, fine - I'm not going to question how he survived with his 1 firearms skill. Or maybe he even started out at his current rating of 5 - he sure hasn't improved, yet...
Kagetenshi
Let me see if I understand your system right. If a task is TN 2, and someone rolls a 7, they get 3 successes off that single die?

~J
Austere Emancipator
I'm think he means that you get one additional success for every 6 you exceed the TN by. So, if the TN is 2, you'd need to roll an 8 to get 2 successes, 14 to get 3 successes, etc. At least, that's how I do it in my games.
Kagetenshi
Ah. Well, that's vaguely sane at least.

~J
Austere Emancipator
It's a bit of a problem in unresisted success tests, like Drain, because it gives you 22.222% more successes on any roll, but no other issues have come up.
Kagetenshi
Yeah. I don't like the idea, but the part I don't like is exactly what it's intended to do rather than an unintended side effect, so that's a matter of personal preference. Among the things it doesn't do is make armored people with non-zero Bodies totally immune to handgun fire, which is what I was worried about.

~J
John Campbell
QUOTE (hyzmarca)
That's because NATO does it wrong. There is one and only one correct way to fight a war. Both sides line up in rectangular formation on an open and level field, advance to within five meters of each other, and then shoot untill only one side is left. Anyone who does it differently should be executed by firing squad.

Weak!

The proper way to fight a battle is to line up with a bunch of your friends, wearing shiny bits of metal and carrying colorful banners, charge into the enemy's similar line, and hit them with chunks of sharpened steel until they're dead or run away.

QUOTE (frostPDP)
But too many starting resources once resulted in a quadrapalegic man with what was basically a mech. I think that was my worst-ever attempt at controlling a player gone haywire. ("Wouldn'tcha know it, the top-secret security place happened to have AV rounds, in case of an attack by a go-gang in a humvee.")

How about in case of an attack by a drone rigger? It's trivially easy to build a drone that can negotiate personnel spaces and still bounce non-AV assault cannon rounds, say nothing about small-arms fire. (Hell, there's at least one canon available-at-character-generation drone that can do it out of the box.) If your top-secret facilities aren't equipped to cope with a shadowrunning team that has a drone rigger, don't go blaming your players for it.
langolas
If a player comes up with a character like the rigger-mech you described, tell them no. Your the GM. Don't hamstring the rest of the players over one over zealous player. Set the ground rules and waht you are looking for.
James McMurray
Definitely. If a Steel Lynx doesn't fit your idea of what the campaign should be (or at least start off as) don't allow it.
Wounded Ronin
QUOTE (frostPDP @ Apr 19 2006, 08:38 AM)


Playing with the modifications I'm used to (May or may not use them in this campaign), now only do you have unlimited successes per die (so that last one die can get up to 36, and on a TN 6 test give you 6 successes), but every time you roll all 6's on a skill (not attribute) your skill rating goes up. With a 3, that's much more likely to happen than a 6, so as long as a PC is using those skills sometimes she'll be improving.

You complain about people having too many 6s and yet you introduce this rule to blast low skill levels in the direction of the moon.

Then, at the same time, you say that the perfectly cannon perfectly standard 1,000,000 nuyen starting resources is a metagaming death sentence.

And apparently secret facilities aren't allowed to store anti-vehicular rounds even though there are plenty of off-the-shelf drones that anyone could deploy against said facility.

My head is starting to hurt.

Seriously. If you don't want there to be, like, weapons in your campaign, run the journalist one.
frostPDP
Robin, seriously, be cool, eh?

There's a difference between starting at 6 and getting to 6. I think you would agree with that. If not, I can't help it.

I never said much about the 1 million nuyen. Except in rare cases, very few players actually take it because it is understood that the average new runner simply has not had access to those resources. If you have 800K in cyberware, why get a new job now?

I also said that I -did- have my facility store AV rounds. My player is the one who didn't like it, and complained to no avail. I agree with you guys.


--

Kage; you had it right, the way I've seen it played (But am not sure I will be using this campaign) is that if your TN is 3, and you roll a 7, you get 2 successes on that die. It allows for essentially unlimited success; However, with so many modifiers in play, the average short-range pistol shot tends to have a base TN of 5, at least. That can probably be lowered, but can also be cranked. For something to have a TN of 2, it must be riddiculously easy...

But this is not necessarily how this will be played.
hyzmarca
There is your problem. You've been playing a freakin' superhero games.
A 125 BP game goes much smoother without house rules that let well-built characters be immune to everything short of anti-tank weapons.

Without this house rule a pistol skill of 6 doesn't go nearly as far and neither does a body of 12.
Kremlin KOA
QUOTE (frostPDP)


Kremlin; A new PC could be an ex-runner, but that would not make him as good as a fresh-off-the-ranch soldier who just started. If the PC wanted to be a long-standing runner, fine - I'm not going to question how he survived with his 1 firearms skill. Or maybe he even started out at his current rating of 5 - he sure hasn't improved, yet...

or he could have started out with skills of 3-4 in his main skills and have improved over the last couple of years

the example guy I gave ya before was someone who is a rich heir who wanted to escape high society

believing that chipped skills are as good as the real thing, te only stuff he trained natural was his gun skills

my usual cyber chars often have the million, but their backrounds show why it is plausable

I gave an example ofhow 100 points is abusable, incidentally I don't use Skillwires onmost of my 125 pt characters... I feel the natural skills are good enough, but at 100 pts it seemed necessary to survive
frostPDP
Hmm, but on the other hand we've wound up hitting the 'ol D&D syndrome of never hitting a target with a high AC (in this game, TN); or certainly, never hitting it hard.

Perhaps instead of 1 success per die, max, or unlimited success, the maximum # of successes could be the skill rating +1 or 3, whichever is higher? So at 1, you can get 3. At 2, also 3. at 3, it becomes 4, and so on?
Crusher Bob
This is a 'feature' of the SR system, not a bug. The real tactics in SR3 involve managing your TNs.

This is why things like cover, visibilty, etc are so important. You improve your odds to suceed in combat by doing things to negate the target number advantages of the other side, like flank their cover (dropping the TN to hit them from, say 10, to a 6) and letting them have it. Also, when facing high shooting TNs, you should spend more actions aiming, and not just firing snapshots. If you've played computer games like Silent Storm or Jagged Alliance, notice how 'snapshots' are really only useful for hitting targets that are close/in the open, but to hit those targets in cover/at long range you have to aim first.

This is also why certain fire support builds tote the grenade launcher around, you can get aronud certain cover penalties with air-timed grenades, and lay some for your team.
James McMurray
The "lay some for your team" is my favorite use of grenades. Thermosmoke can work wonders. Chemical weaponry (and electrical in SR4) is also a great way to spread the penalties around.
Wounded Ronin
QUOTE (frostPDP @ Apr 20 2006, 01:11 AM)
Hmm, but on the other hand we've wound up hitting the 'ol D&D syndrome of never hitting a target with a high AC (in this game, TN); or certainly, never hitting it hard.

Well, it's hard to shoot things that are behind cover and that are shooting back. That's the whole entire point of suppressive fire.

Maybe after training with a 1911 for half a year you can land your round in the black from 50 feet away from a formal shooting stance. If you're being suppressed by automatic fire that just went out the window.

Furthermore, someone who is correctly using cover will present a very small target indeed. It's not strictly speaking "correct" to poke your head up over a wall and take shots from behind it because you're silhouetting. It's more "correct" to use the side of the wall and expose only the tiniest sliver of your eye and head while you take shots.

So, if your TNs are high, you damn well shouldn't hit very often.

Why are you complaining about skill 6 with your left hand while your use your right hand to try and make cover and smoke and suppression fire not count?
mfb
well, sheesh, just because they have low skill doesn't mean they should miss.
Wounded Ronin
QUOTE (frostPDP @ Apr 19 2006, 09:19 PM)
Robin, seriously, be cool, eh?

You're so quick to complain about the fundamentals of the game and propose counter rules but it looks like you're not even considering the statistics for an instant.

Look at Hyzmarca's analysis. Because you're ignorning statistics you're imagining a problem where one dosen't even exist numerically.

QUOTE

There's a difference between starting at 6 and getting to 6.  I think you would agree with that.  If not, I can't help it.


Yes. Starting with 6 in the things that count is efficient use of your points. Getting to 6 in game generally represents a tremendous investment in karma and is therefore something that happens if you were inefficient at chargen.

I wouldn't bother to upgrade from something like 4 to something like 6, honestly. I might upgrade from 6 to 7 and beyond because that would be giving me something I can't get in chargen but going from 4 to 6 means that you made a bad decision about where to stick your 4 when clearly what you really needed was a 6.

QUOTE

I never said much about the 1 million nuyen.  Except in rare cases, very few players actually take it because it is understood that the average new runner simply has not had access to those resources.  If you have 800K in cyberware, why get a new job now?


Uh, in my experiences most sammies take the million especially if they're using the Priorities system. I'm really puzzled by your statement about "very few" players.

In any case, what you describe is metagaming, because the Resources aren't an actual money amount. They represent *resources*, which is why it's called "resources". They represent anything a character may have that is helpful, such as contacts and Doc Wagon, not just money spent on cyberwear. And even if someone did have a lot of cyberwear he or she still has to eat. That's like asking why a man with 12 handguns needs to work and get a paycheck. Next.

QUOTE

I also said that I -did- have my facility store AV rounds.  My player is the one who didn't like it, and complained to no avail.  I agree with you guys.


Oh, OK, good. I'd say then that your player is the silly one for complaining about it. He should be happy that if he survived he can now load AV rounds.

Heh, I'd think it would be?

"AV rounds! Here comes my free ride! Give it to me, baby! Hand of God, meet Santy Calus!"
frostPDP
QUOTE
They represent anything a character may have that is helpful, such as contacts and Doc Wagon, not just money spent on cyberwear. And even if someone did have a lot of cyberwear he or she still has to eat.


I know smile.gif But resources don't appear out of thin air. Simply saying "Here's 1 million, spend it" is metagaming just as much as saying "taking a 1 million nuyen requires a background storyline." Being as I don't allow shallow-depth characters in a campaign anyway, I tend to make sure my players explain at least their specialized areas. And now, silly stories.

One rigger we had was a former air-force pilot who was in a car accident and was heavily injured. This explained his pilot/driving skills, VCR and 3 'ware limbs. He took a "loan" from the mob (I think I worked it out so that he had to pay the mob back for his cyber-limbs, but he got them for cheaper during chargen or something. I forgot, it was like a year ago) to afford this stuff.

The "big mech" guy was doing R+D for a corp when an accident more or less crippled him. His project, the mech thing, was shelved; but he fixed up his prototype with his sister's help and began running to pay the bills on their high-rank estate. The mech cost a lot of money and was real strong, and the penalty? A: he was a quadrapalegic so without the mech, he had a motorized wheelchair to go around - and since you can't just stroll through downtown Seattle in a mech without the army getting to you, that's a penalty. B: The thing is really expensive to repair, so damage done to it - and that was a lot - was never really fixed.

But every nuyen.gif1,000,00 has to come from somewhere. It could be an extensive web of contacts - but the penalty for that is, say the character messes something up on the job, he's a big name so the wounded corp might be able to track him down. It could be a bunch of foci; that's slightly harder to do much with, but not impossible. It could be cyberware earned during time in the army. That's totally fine! But wouldn't the army keep at least a DNA record of its soldiers?

And furthermore, why WOULD someone quit the army that just gave them 850K in alphaware? Voulentary retirement? Maybe, and perhaps the "work in the private sector" never materialized in the long run, leading to shadowrunning. Even an honorable discharge has a paper-trail. A dishonorable one? Well, you get the idea.

So I really don't think its metagaming - or bad metagaming, anyway - to insist that characters have a background that, yes, might include having cheesed off the local talislegger, or having a police record (after all, there's a good flaw for that), or even having a personal vendetta against Lone-Star (seen it happen, much to my amusement.)
Kremlin KOA
Frost did you read my earlier link to a char background, I would like to know if you would think that one reasonable for a char with the million
mfb
QUOTE (frostpdp)
But every nuyen.gif1,000,00 has to come from somewhere. It could be an extensive web of contacts - but the penalty for that is, say the character messes something up on the job, he's a big name so the wounded corp might be able to track him down.

i fail to see why spending 30 points in resources has to come with extra penalties, whereas spending 30 points anywhere else doesn't.
Kremlin KOA
because tech is BAAAAD
and magic is GOOOOOOD

nyahnyah.gif eek.gif nyahnyah.gif
mfb
maybe in order to be a full mage, you have to include ten points of mental flaws and a background story that explains how you gained your abilities when you accidentally bumped into Cthulhu at the supermarket. it shattered your sanity forever, but now you can cast fireball.
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