James McMurray
Aug 1 2006, 01:55 PM
Ummm... nevermind. There's no point in going in circles with you as you're stuck in your own interpretation (as usual).
Dr. Dodge
Aug 1 2006, 02:57 PM
QUOTE (James McMurray) |
Cain's stance has always been that "GM Agreement" is a bad thing, and that rules should be written so that they work universally without any need for a GM's (or group collective) judgement. |
I see that, but still, any argument for called shot with blind fire is pretty hollow.
James McMurray
Aug 1 2006, 03:03 PM
I believe you'll find many of Cain's arguments to be pretty hollow. He likes to latch onto a perceived problem and ignore builtin fixes (incompetence x 7 ignoring GM Approval), or compare situations to older editions while ignoring chunks of those editions (NPCs in his game didn't use karma pool in SR3, so he ignores it in comparisons and dismisses it as "a patch / crutch" even though it was there all along).
Shrike30
Aug 3 2006, 05:40 PM
QUOTE (Cain @ Aug 1 2006, 12:02 AM) |
Not quite, since this isn't an if/then statement. It's an equality statement. So, the logic looks something like this:
A = B C = B
Therefore, A = B = C. |
Formal logic doesn't use equality statements. The statement "Any time a character scores 4 or more net hits on a test (4 hits more than needed to reach the threshold or beat the opponent), she has scored a critical success" would be expressed as:
Four or more net hits -> Critical success
The statment that "[You can burn a point of Edge to] Automatically achieve a critical success on one action." would be expressed as:
Burn a point of edge -> Critical success
Find me a quote from the book that can logically be expressed as:
Four or more net hits <-> Critical success
-or-
Critical success -> Four or more net hits
-or-
Burn a point of edge -> Four or more net hits
and I'll concede your point. After a decent amount of looking, however, I have not found such a quote, and doubt you'll be able to do the same.
If you can construct a logical proof for:
Four or more net hits -> Critical success; Burn a point of edge -> Critical success |- Critical success -> Four or more net hits
I would also be willing to concede the point. A shortened form of this proof (just to make it less irritating to type, when you get around to it) would be:
Four -> Crit; Burn -> Crit |- Crit -> Four
QUOTE |
QUOTE | Nowhere does it say "If B, then A," or "If C, then A." Even if it did, you'd have to more clearly define the number of hits that make up a critical success. Since the rules define it as "four or more" (and not "four") we don't actually know how many net hits you'd get burning a point of Edge in this magical world where it actually gave you a given number of net hits. |
Exactly the problem. A determined enough rules-lawyer could argue that he deserved more than four successes, because he scored a critical. Limiting it to four is the only sanity in these rules.
|
The problem is not "sanity"... it's that the rule doesn't go that way. The fact that your interpretation of the rules involves reading "four or more" as "four" when you run the logical statement backwards (that is, in the direction that it doesn't actually go) should have been your first tipoff that the rule wasn't intended to work in that direction. Had it been intended to work in that direction, a statement similar to one of the ones I ask you to prove above would have been made, rather than the RAW requiring you to make up a rule that was "missed in playtesting" just to get things to work in the broken way you imagine they were intended to. A determined rules lawyer doesn't have a leg to stand on.
Why are you fighting so hard to misinterpret the RAW in a way that's broken, when the RAW being broken is your main complaint?
Cain
Aug 7 2006, 08:27 AM
QUOTE |
Why are you fighting so hard to misinterpret the RAW in a way that's broken, when the RAW being broken is your main complaint?
|
I'm not "fighting to prove the RAW is broken"-- that's already been established multiple times on these forums and others. I'm pointing out yet another area in which it is broken.
In the meanwhile:
QUOTE |
Find me a quote from the book that can logically be expressed as:
Four or more net hits <-> Critical success -or- Critical success -> Four or more net hits -or- Burn a point of edge -> Four or more net hits
and I'll concede your point. After a decent amount of looking, however, I have not found such a quote, and doubt you'll be able to do the same. |
I don't need to. Logically speaking, if A, then B; so if B, then A. If you score more than four net successes, you have a critical success; if you score a critical success, you have earned more than four net successes. That's pretty clear.
The problem comes from the burning Edge rule, which says that you earn an automatic critical success. So, it feeds back into the previous definition in an unexpected pattern. Naturally, there's not going to be a quote saying: "Oops, me made a big huge mistake here, but we're not going to fix it right away." What we will see is the logic pattern.
So, exactly what point do you think is wrong?
- Earning four net successes is a critical success.
- A critical success is defined as earning four or more net successes.
- You can earn a critical success by burning a point of Edge.
Show me where any of that is wrong, and I'll concede your point.
Synner
Aug 7 2006, 11:46 AM
QUOTE |
So, exactly what point do you think is wrong?- Earning four net successes is a critical success.
|
This is correct and by the book. The rules state that a result of 4 or more net hits is read as a "critical success" (ie. A critical success is a qualifier/decriptor for achieving 4+ net hits).
QUOTE |
- A critical success is defined as earning four or more net successes.
|
Since you've separated this from the previous point I'm going to assume that at this point you're inverting the argument above (ie. if 4+ net hits = a critical success then a critical success = 4+ net hits). This is where you're mistaken. Nowhere do the rules state that this is the case.
Rotbart van Dainig
Aug 7 2006, 11:49 AM
QUOTE (Cain) |
Logically speaking, if A, then B; so if B, then A. |
No. The reverse is an exception in logic.
James McMurray
Aug 7 2006, 12:36 PM
QUOTE |
A, then B; so if B, then A. |
If it's raining I get my umbrella. Are you trying to say that if I get my umbrella it's raining?
If I get bit by a dog I get an open wound. Are you trying to say that if I got an open wound I was bit by a dog?
Shall I go on?
Smokeskin
Aug 7 2006, 12:55 PM
QUOTE (Cain) |
I don't need to. Logically speaking, if A, then B; so if B, then A. |
That isn't true. The logically following inverse of "if A then B" is "if not B then not A".
Example: If I cut you, you bleed.
Obviously you can't from this assume that if you bleed, I cut you. Someone else could have cut you, or I could have shot you or whatever.
You can assume the negation though: that if you don't bleed, I haven't cut you.
you're probably confusing it with "if and only if A, then B". Here you can assume that "if and only if B then A".
For example "if and only if in contant with Kryptonite, Superman is weak". From that it follows that "If Superman is weak, he is in contact with Kryptonite".
Shrike30
Aug 7 2006, 06:40 PM
And since "if and only if you roll 4+ successes" is not the only way to get a critical success (since "if you burn a point of Edge" is the other way), you can't reverse it using that rule, either.
QUOTE (Cain) |
So, exactly what point do you think is wrong?... -A critical success is defined as earning four or more net successes. |
A critical success is defined as follows:
"A critical success means that the character has performed the task with such perfection and grace that the gamemaster should allow her to add whatever flourishing detail she likes when describing it."
At no point is it stated that a critical success is defined as earning 4+ net successes. Earning 4+ net successes is simply one of the ways to get a critical success. Burning edge is the other.
James McMurray
Aug 7 2006, 07:03 PM
An example of a failed check that could be performed with perfection and grace would be an attack made perfectly but the other guy was just too good. For example (to draw from a movie both loved and reviled) in the most recent Highlander movie Connor teaches Duncan an attack that, when performed correctly is "unbeatable." Basically it's an unblockable and undodgable head shot. Of course, Duncan then pulls it out later but the uber bad guy stops it.
Other examples: diving and rolling Chow Yun Fat style across the floor while shooting perfectly straight. your bullets go exactly where you want them but the other guy isn't there because he dodged well.
Or perhaps a leap through the air into a window (a la Matrix's Trinity). You duck, roll, and straighten out perfectly, earning a 10.0 from the aerial acrobatic judges. Unfortunately a gust of wind blows you off course and you smack head first into the wall.
I can think of a lot of examples. I don't know how many would be picked by a player, since extra flare for failure isn't usually a good idea, but it's possible that there may be a situation where it's worthwhile.
Shrike30
Aug 7 2006, 08:24 PM
"Extra flair" can come from things like "well, where DID those stray bullets go?"
I've had a player cause his missed rounds to set up the "perfect gas tank hit", with the sparks generated on the frame and everything. Sure, the car was extraneous... but there's nothing like a 20 food fireball whumphing up behind the guys attacking you to serve as a distraction
Synner
Aug 12 2006, 10:24 AM
QUOTE (Cain @ Jul 27 2006, 08:03 AM) |
It's not the same thing as a Fan Choice Award, where fans directly vote on a product. The actual ENnies are different, but this is the year of Mutants and Masterminds. |
Just thought this would be interesting after all this discussion:
ENnie results.
James McMurray
Aug 12 2006, 03:50 PM
So "year of Mutants and Masterminds" isn't quite true then.
Synner
Aug 12 2006, 06:11 PM
QUOTE (James McMurray) |
So "year of Mutants and Masterminds" isn't quite true then. |
Nah. I'm sure we're about to be told this is a fluke.
James McMurray
Aug 12 2006, 06:18 PM
I don't know. It took less than 4 hours for three people to point how how fundamentally flawed his argument was. Usually at that point Cain slips away into the darkness, waiting for someone to mention edge or exploding dice so he can start his shennannigans anew with a fresh audience.
LilithTaveril
Aug 12 2006, 07:41 PM
Okay, I have a simple question I want answered, and one I haven't seen answered to satisfaction without people just dodging the question:
At what point does adding to the required number of successes become different than just raising the TN? If this has been answered in fullness, please point me to where. As I see it right now, all that happened was we swapped out impossibly-high TNs for impossibly-high numbers of successes and ended up with the same problem.
James McMurray
Aug 12 2006, 07:44 PM
The only difference is in the probabilities. At some point both TNs / thresholds become equally impossible to hit. I personally don't see that as a problem, but others' opinions differ.
Cain
Sep 15 2006, 07:38 AM
QUOTE (Synner) |
QUOTE (James McMurray @ Aug 12 2006, 03:50 PM) | So "year of Mutants and Masterminds" isn't quite true then. |
Nah. I'm sure we're about to be told this is a fluke. |
Wiseman
Sep 15 2006, 01:56 PM
Well I think both are good, and SR4 does seem to use a fixed target number. But threshold modifiers, dice pool modifiers, and of course spending edge skew the flat probability curves this would imply.
There is something weirdly fascinating by the success and failures I've seen occur in what would appear certainty. Such as guys rolling huge dice pools and getting nothing, or a glitch. Guys with a few dice pulling off a near perfect roll.
For those things that would be improbable but still possible no matter how remote, thats what edge does.
In 15+ years of PnP gaming over many genres, I can say that the only lacking of this dice system is the space in your fist and the size of the dice.
Other than the masse of little 6-siders needed, I think its one of the best random element system yet. By streamlining play with easy calculations, allowing for difficulty adjustments for GM variables/considerations, and giving players a trump card heroic function to smooth it all out.
James McMurray
Sep 15 2006, 02:18 PM
QUOTE (Cain @ Sep 15 2006, 02:38 AM) |
QUOTE (Synner @ Aug 12 2006, 11:11 AM) | QUOTE (James McMurray @ Aug 12 2006, 03:50 PM) | So "year of Mutants and Masterminds" isn't quite true then. |
Nah. I'm sure we're about to be told this is a fluke. |
|
Hey look everyone! Cain's back to spread misinformation again!
Munchezuma: Asks the questions "how did this win?"
vitus979 (just a few complaints, not a SR SUCKS AND SHOULDN'T HAVE WON!!!)
cczernia: liked the book, has a problem with confusing matrix rules
grandmaster_cain (you?): Doesn't like that character creation has rules in it. Doesn't like that other sections require cross referencing. In other words "cross-referernce where I tell you to, but nowhere else."
Those are the posters from the thread that had something negative to say about the book. The rest of the people (it;s only 16 posts long) had good things to say about the book. And there's nobody saying that M&M is a vastly superior product. The clossest to that was a guy saying that SR4 was a great leap forward and M&M2 was a minor update, which is why SR4 got more votes.
How is this RPG.net proving that the ENnies were flukes?
Thanee
Sep 15 2006, 02:27 PM
QUOTE (LilithTaveril) |
At what point does adding to the required number of successes become different than just raising the TN? If this has been answered in fullness, please point me to where. As I see it right now, all that happened was we swapped out impossibly-high TNs for impossibly-high numbers of successes and ended up with the same problem. |
Not quite. While you are certainly right, that once you enter the realms of extremely high difficulties you will notice that checks become practically impossible (without Edge) compared to the almost equal nigh impossibility of extremely high TNs, the big difference does not lie there. Impossible and almost impossible are so close together, that it doesn't really make a difference in practice. Sure, you could still beat a TN of 12+, but it's so rare, that this actually happens, when you need it, that the practical application becomes pretty much irrelevant.
However, the average and thus common case is much more important, and with the dice pool modifier we now have a much finer scale to apply modifiers to a check, which works a lot better than the extremely rough scale produced by the TN modifier system.
A simple +1 modifier to a TN of 4 already lowers your dice pool to 2/3 when you project it onto a dice pool modifier (with unchanged TN, of course), another +1 and you are left with 1/3 of your original dice. If you start with a TN of 5, a +1 will cut your dice pool in half. This is a pretty big difference on average probabilities (it's not entirely the same, especially variances vary between the two approaches, but the average result is the same in the above examples). And that's the big problem of the TN system, that it is entirely unable to model small differences.
The important difference does not lie where the huge modifiers come into play, it lies where the small modifiers are.
Also, you while lower the probability of success with huge steps when you apply the first modifiers, and once you reach a TN of 6+, the steps suddenly become MUCH smaller. A +1 that increases TN 5 to 6 halves your chances, while a +1 that brings you from TN 7 to 8, for example, only reduces it to 5/6th. This way, the same modifiers act in a very different fashion, when combined with other modifiers.
Finally, the dice pool modifier is much more in the spirit of the dice system SR uses (since 1st Edition). Counting only the number of successes/hits and not the height of them, that is.
Bye
Thanee
Thanee
Sep 15 2006, 02:31 PM
While Mutants & Masterminds is an incredible product and fully earned the acknowledgement, SR4 is such a VAST improvement over earlier editions, it really deserves the positive feedback as well.

Bye
Thanee
James McMurray
Sep 15 2006, 03:09 PM
Hey you two, take the dice roll talk elsewhere. This is a "Cain is wrong about SR" thread.
Cain
Sep 15 2006, 05:00 PM
QUOTE |
Not quite. While you are certainly right, that once you enter the realms of extremely high difficulties you will notice that checks become practically impossible (without Edge) compared to the almost equal nigh impossibility of extremely high TNs, the big difference does not lie there. Impossible and almost impossible are so close together, that it doesn't really make a difference in practice. Sure, you could still beat a TN of 12+, but it's so rare, that this actually happens, when you need it, that the practical application becomes pretty much irrelevant. |
Actually, since they removed the rule of six, anytime the threshold is over your dice pool, the task becomes completely impossible. That means your curve drops off rather suddenly. If you're trying for a TN of 12 on one die, your odds are only 1:36, which isn't as hard as you might think.
The problem isn't really fixed vs floating TN's, though. I've seen elegant examples of both. The problem is where penalties remove dice, because sooner or later you'll end up either at zero dice, or below your threshold, making the roll totally impossible. You can get away with this by always leaving them one die; but with a fixed TN system, you've just caused the problem that now they can pile on the modifiers without changing the odds.
deek
Sep 15 2006, 05:22 PM
QUOTE (Cain) |
The problem isn't really fixed vs floating TN's, though. I've seen elegant examples of both. The problem is where penalties remove dice, because sooner or later you'll end up either at zero dice, or below your threshold, making the roll totally impossible. You can get away with this by always leaving them one die; but with a fixed TN system, you've just caused the problem that now they can pile on the modifiers without changing the odds. |
I am assuming you mean the roll is totally impossible without the use of edge...I understand what you are saying though...if you only have 3 dice, then hitting a threshold of 4 is impossible (unless you use edge).
I don't see a problem with that though, as in my game, we limit total successes by the skill rating + 1. So, someone defaulting on a skill, can only ever get a total of one success...so, some things are impossible, but that doesn't cause us a problem in my game.
Your last sentence I don't understand completely. I don't see how you can pile on modifiers without changing the odds...could you please explain and/or give examples.
Mr. Unpronounceable
Sep 15 2006, 05:34 PM
I
think he's saying that once a player is down to one die (assuming his GM won't remove that last die) there's nothing stopping him from saying "so I call the shot for -100000000 armor" (except, of course, for a sane GM, but who's ever seen one of those

)
As for the "eventually things get to be impossible" complaint...well, yeah! No matter how hard you try, you aren't going to jump the Pacific.
RunnerPaul
Sep 15 2006, 05:46 PM
QUOTE (Cain) |
The problem isn't really fixed vs floating TN's, though. I've seen elegant examples of both. The problem is where penalties remove dice, because sooner or later you'll end up either at zero dice, or below your threshold, making the roll totally impossible. You can get away with this by always leaving them one die; but with a fixed TN system, you've just caused the problem that now they can pile on the modifiers without changing the odds. |
I've always thought that Sanguine's base dice mechanic for Ironclaw/Jadeclaw was rather elegant in this regard. In that system, if you have a net penalty to your roll, you don't remove dice, instead, for each level of penalty, you must make an extra roll, and take the lowest result of all the rolls.
Thanee
Sep 15 2006, 05:55 PM
QUOTE (Cain) |
Actually, since they removed the rule of six, anytime the threshold is over your dice pool, the task becomes completely impossible. That means your curve drops off rather suddenly. |
Actually, I thought 'impossible' carries that drop off quite well.

Bye
Thanee
James McMurray
Sep 15 2006, 05:56 PM
QUOTE |
Actually, since they removed the rule of six, anytime the threshold is over your dice pool, the task becomes completely impossible. |
You might want to read things before replying to them every now and then. The post you quoted already said that.

QUOTE |
Your last sentence I don't understand completely. I don't see how you can pile on modifiers without changing the odds...could you please explain and/or give examples. |
He's referring to the fact that once your dice pool hits zero and you're resorting to edge, no amount of modifiers changes your odds of success because they don't change your edge dice pool. What he is ignoring (and frequently does) is the existence of a GM.
Aaron
Sep 15 2006, 07:31 PM
QUOTE (Cain @ Sep 15 2006, 12:00 PM) |
The problem is where penalties remove dice, because sooner or later you'll end up either at zero dice, or below your threshold, making the roll totally impossible. You can get away with this by always leaving them one die; but with a fixed TN system, you've just caused the problem that now they can pile on the modifiers without changing the odds. |
This is a problem with a fairly simple solution: never subtract dice. Add penalty modifiers to the other side. For Opposed Tests, this is simple. For Extended Tests, add the penalty to the threshold. Treat Success Tests as though they were Opposed Tests where the opposition starts with zero dice.
James McMurray
Sep 15 2006, 07:35 PM
I actually like the way that sounds. But several other usable alternatives have been proposed in this and other threads. Cain doesn't care. He's a "if I don't like it, it must suck" type.

If it ever comes up as a problem in my games that tasks can be impossible, I'll definitely suggest your alternative and see what people think.
Thanee
Sep 15 2006, 07:43 PM
QUOTE (Aaron) |
Add penalty modifiers to the other side. For Opposed Tests, this is simple. Treat Success Tests as though they were Opposed Tests where the opposition starts with zero dice. |
Nice idea. I actually do that already in one instance (cover modifiers are added to the Dodge Test rather than subtracted from the Ranged Combat Test).
Doing that in a more consistent manner certainly has some appeal (especially when considering Glitch probabilities).
Bye
Thanee
Mr. Unpronounceable
Sep 15 2006, 08:42 PM
Thinking about it - the only real undisputable flaw in the sr4 rules (that didn't exist in one form or another in previous editions) is the glitch rules.
For example:
Why does a target ducking behind a table make the attacker's gun more likely to explode?
gaining cover => attacker loses dice
fewer dice => easier to glitch
The above solution of adding the negative modifiers to the defender or threshold solves this nicely.
James McMurray
Sep 15 2006, 08:47 PM
Since when does a glitch mean the person's gun explodes? Maybe your glitch has something to do with the table, like a bad ricochet.
Thanee
Sep 15 2006, 08:49 PM
QUOTE (Mr. Unpronounceable) |
Thinking about it - the only real undisputable flaw in the sr4 rules (that didn't exist in one form or another in previous editions) is the glitch rules. |
That (though I don't think it's that bad, as a GM you can easily compensate for that, or just use the above) and the ammo rules (where they put + to DV and - to AP on an equal measure apparantly).

Bye
Thanee
Mr. Unpronounceable
Sep 15 2006, 08:51 PM
I was overstating it a bit...but a critical glitch (also with increasing likelihood with fewer dice) with the right ammo can (GM's discretion) cook off.
James McMurray
Sep 15 2006, 09:10 PM
It's that GM Discretion part that makes it ok. A GM should IMO base the glitch or critical glitch off of the situation. If it was external factors that caused the glitch by lowering your dice pool then they should probably play a role in it.
Bull
Sep 16 2006, 05:47 AM
Sorry, this thread dropped off my radar for a bit.
James, Cain, and anyone else involved here... No personal attacks against other forum members, their preferred style of play, etc. Keep it civil.
Bull
Cain
Sep 16 2006, 11:06 PM
QUOTE (James McMurray) |
It's that GM Discretion part that makes it ok. A GM should IMO base the glitch or critical glitch off of the situation. If it was external factors that caused the glitch by lowering your dice pool then they should probably play a role in it. |
Yes, and I've seen GM's kill off PC's for fumbles before. There's a reason why "GM fiat" is considered a bad word.
The problem isn't "GM discretion", it's when a GM thinks he can simply houserule anything he likes, whenever he likes, as often as he likes. Personally, I'd walk away from any such gamemaster.
Additionally, good systems are designed so GM discretion is needed as little as possible. By removing dice and forcing an increase in botches, SR4 is *increasing* the number of times it's required. Combined with the other penalties caused by removing dice, and the problem is obvious.
QUOTE |
This is a problem with a fairly simple solution: never subtract dice. Add penalty modifiers to the other side. For Opposed Tests, this is simple. For Extended Tests, add the penalty to the threshold. Treat Success Tests as though they were Opposed Tests where the opposition starts with zero dice. |
That would have been a good basis for a different system. Unfortunately, converting SR4 to that one would require completely rewriting the entire ruleset. We can hold out hope for SR5, but I can't see how to fix SR4 without changing the basic system of fixed TN, & penalties remove dice.
James McMurray
Sep 16 2006, 11:16 PM
Cain, we all know you don't like GM's making decisions. You don't have to keep saying it.

But it's not a bad thing. In fact, it'sa good thing, as it gives a GM more practice thinking on his feet. Feel free to disagree.

QUOTE |
Unfortunately, converting SR4 to that one would require completely rewriting the entire ruleset. |
Really? It seems a fairly simple change to me. Care to explain a bit more?
QUOTE |
I can't see how to fix SR4 without changing the basic system of fixed TN, & penalties remove dice. |
LOL! Where have I heard that before?
Aaron
Sep 16 2006, 11:21 PM
QUOTE (James McMurray @ Sep 15 2006, 03:47 PM) |
Since when does a glitch mean the person's gun explodes? Maybe your glitch has something to do with the table, like a bad ricochet. |
It's for the runners that are firing Explosive or EX-Explosive ammo. Those jam and explode on a critical glitch, which is more likely when firing at targets that are under cover. That's kinda weird, like somehow the gun and ammo know that the target is harder to hit, and become depressed and less likely to work properly.
Slithery D
Sep 16 2006, 11:26 PM
It's no more dumb than the idea an explosive bullet is less likely to blow up when you're a good shot. What does your ability to aim have anything to do with the stability of the round or the reliability of the slide?
James McMurray
Sep 17 2006, 12:21 AM
What Slithery D said. Also, the effects of Glitches and Critical glitches are up to the GM. Ex-ex's explosion rate is therefor completely tied to a specific campaign. If your GM doesn't think cover will make your ammo explode then it won't. In this instance the benefits of Aaron's system become obvious.