James McMurray
Jul 5 2006, 03:31 AM
QUOTE (hyzmarca) |
The arguement about which full-contact rules are best one of methodology and ideaology and it cannot be solved on an internet forum. |
Can anything that doesn't involve indisputable fact? Hell, sometimes indisputable fact isn't enough to sway someone.
SirKodiak
Jul 5 2006, 04:38 AM
My typical reaction to this problem is to look at it as not being a question of which is more realistic, but being a question of which provides better game balance and focus. Shadowrun is combat heavy and encourages the idea of characters that are specialized. A character which spends a significant fraction of their points on weapon skills is reasonable in Shadowrun, so it's reasonable to split up weapon skills in the way it does.
Not every game is like that, however. The White Wolf series of modern-day horror games (Vampire, Werewolf, etc..) make combat a smaller focus and don't encourage the character whose primary focus is on combat. So they group together many combat skills that are separate in SR3. They also distinguish different weapons less than is done in SR3.
My take on the issue, as a matter of RPG design, is that skills should be divided so that each skill is of approximately equal value in the setting. In some games, like Shadowrun, that means it is reasonable to have a number of separate weapon skills. In other games, like Vampire: the Requiem, it isn't.
As for giving bonuses to related skills, while I like the idea, I tend to push it by encouraging players to handle it themselves, by saying things like, "I'm surprised your character got to be an expert with WeaponX while having no experience with WeaponY." When you add in the fact that low-ranked skills are cheaper than high-ranked ones, that solves a lot of the problem for me.
hyzmarca
Jul 5 2006, 04:38 AM
QUOTE (mfb) |
pro boxing is only judged on points if a KO or disqualification doesn't decide the match. Olympic boxing is wholly point-based. |
Untrue.
http://news.bbc.co.uk/sport1/hi/olympics_2...ide/default.stmhttp://boxing.about.com/od/amateurs/a/oly_rules.htmOlympic boxing places more emphasis on points than professional boxing does but knockout and technical knockout are valid methods of achieving olympic victory.
The techically proficient amature boxer may be able to score many points but none of them matter if he is physically unable to continue due to injuries.
ah, i was going off the Wiki article. they spend so much time talking about points, i had to read both your links twice before i found the parts that talk about winning by KO. and even then, it wasn't very clear.
QUOTE (James McMurray) |
Yeah, but he's primarily a single style. |
training in other styles isn't necessarily about picking up new techniques yourself, it's about understanding what techniques might get thrown at you. several fighters i know view their cross-training in other styles less as a way to pick up new tricks and more as a way to practice their favored style (or combination of styles) against other styles. that's one of the dangers about being single-style; most of your experience comes from fighting guys who fight the same way you do.
Cain
Jul 5 2006, 08:49 PM
QUOTE |
This would be a case of Incompetence not being appropriate for the character coupled with the downside of the seperated skills system. The flip side of that in Savage Worlds would be a guy that has high shooting but has never seen bows and blowguns being able to use them with no problems. Both systems have flaws, that's already been said. |
If your world has bows and blowguns as a common setting element, then it's impossible for someone to have a high Shooting and "never heard of" them before. If you're running a super-high-tech game where archery was abandoned millenia ago, then you've got a different story: all SW skills are geared towards their setting. One thing Savage Worlds does a lot of is: "Take what works and rename it"; this way, they don't have to have different skills for sci-fi and fantasy settings. It's part of what makes it work as a generic system.
QUOTE |
Is there a built-in correlation to knowledge vs. fighting, or can you have d12+12 (exaggeration) in knowledge: boxing and be unstoppable in the ring, but completely useless on the streets if you didn't spend the points on Fighting? |
Real world? Yes. As you can see, boxing is a bit more controversial on this point than others, so let's use another tournament art: Tae Kwon Do. Sport Tae kwon Do is touch-only, and sometimes it's even no-contact. You never land a forceful blow, you can't hit a lot of different areas, and you're scored on points. Essentially, it's a fancy game of tag. I can't begin to tell you the numbers of Tae Kwon Do students I've known who got masssacred by a street fighter or in a no-holds-barred sparring match. Heck, one of my ex-wife's friends is a former TKD *instructor* who got trashed by a mugger.
QUOTE |
Untrue. Those would represent your knowledge of skateboarding or ballroom dancing. You need an active skill to actually do it, although SR3 had complimentary skills which would let your knowledges help your actives. I don't recall offhand if SR4 has those or not. |
Sorry, but you're wrong. SR3 had the talismongering knowledge skill, which allowed you to actively gather ingredients; it also had the Chemistry knowledge skill, which allowed you to cook up drugs and explosives. Also, all performance and artistic skills under SR3 are covered under knowledge skills. Knowledge skills in SR3, 4, and SW can be better considered to be: "Non-combat fluff skills" than intellectual leanings.
QUOTE |
Two problems with that:
One, some people prefer digging through rulebooks and arguing examples. They didn't invent the term "rules lawyer" out of thin air. Munchkins also frequently do this.
Two, you're assuming that more rules means you're digging through sourcebooks a lot. Rolemaster has a ton of rules. Star Fleet Battles has even more. I rarely have to dig through rulebooks on either of those. Other systems in our group have their own experts, so we don't dig through the rules in those much either. |
1) Why do you give the munchkins more fodder? Personally, when I have munchkins, I try to educate and teach them, to get them to improve their playing. why do you encourage them to revel in rules-lawyering? Straightforward systems discourage rules-lawyers, simply because they have less rules to argue over. This makes things infinitely faster.
2) While I can recite the rules for multiple systems off the top of my head, in detailed "gamist" systems, you want to look for yourself. Gamist systems reward you for squeaking out every last possible modifier in your favor. You can always ask someone else, but if the rule is complex and you don't have it memorized, it'll take almost as long to have the local expert recite the rules as it would take you to read it.
QUOTE |
You can't win a fight without hurting your opponent. If you're winning your olympic level fight using knowledge: boxing, there there is a correlation between knowledge and fighting.
Or are you saying that knowing where you're allowed to hit is where the knowledge comes in? If so, then how do you limit a character's fighting skill when he finds himself in a situation where he can't use it all (such as a tournament)? Are there rules for that or is it strictly down to what the GM decides (possibly with player input)? |
You can't win a fight, but you can win a tournament without laying a finger on the other guy. Remember, the olympics are sports; the goal of a sport isn't to hurt the other guy, but to demonstrate athleticism.
In reality, I've seen multiple arts that are effective street styles and are completely useless in the ring. For example, one style my friend studied relied heavily on close-quarter knees-and-elbow strikes, which are illegal in most karate tournaments. Grappling is likewise useless in a standup karate bout, and almost as useless in a judo tournament. Tournament wins have little to do with actual figthing ability.
QUOTE |
I was watching a UFC unleashed featuring Royce Gracie and he walked all over a "living legend" with 10 black belts and his own martial art form creation under his belt. So much for "the well rounded fighter always wins." |
Royce is not a single-stylist. I'd wager that he's got the equivalent of 10+ black belts in various styles as well; he's just got a specialization in grappling. I also know for a fact that Royce does a lot of unofficial cross-training; I briefly attended a brazillian jiu-jutsu school, and they were constantly quizzing me on how I would use a different art to handle various situations. If what someone else did worked, they'd look and see if it could be incorporated into what they were doing.
Also, as mfb pointed out, a good deal of cross-training involves learning the weaknesses of other styles. By studying grappling, I learned how to deal with grapplers, even though I'm an almost pure striking stylist. Kicking arts are damn near useless in a real situation, but they teach you plenty of useful things: balance, efficient leg motions, strength training, and no on.
James McMurray
Jul 5 2006, 09:03 PM
QUOTE |
If your world has bows and blowguns as a common setting element, then it's impossible for someone to have a high Shooting and "never heard of" them before. |
My original example involved someone from a current technology setting finding himself in the amazon and needing to grab a blowgun. I assume his setting book is the base SW, but he himself has no prior experience with blowguns and bows. By the base rules he can pick that blowgun up and have instant mastery. Applying GM Fiat or player RP limitations is necessary to maintain realism.
QUOTE |
Real world? Yes. As you can see, boxing is a bit more controversial on this point than others, so let's use another tournament art: |
1) Are you saying that the world's greatest boxer would be useless on the streets in the real world? My questions was an either/or proposition. A yes/no answer is indecipherable.
2) I don't want to use a different example, because you're moving from one example to another that makes your point easier to make. We're not talking about trying to use "glorified games of tag" for street combat.
QUOTE |
Heck, one of my ex-wife's friends is a former TKD *instructor* who got trashed by a mugger. |
LOL. Go to Bullshido.net if you're looking for a discussion about the combat abilties of martial arts instructors.

QUOTE |
Sorry, but you're wrong. SR3 had the talismongering knowledge skill, which allowed you to actively gather ingredients; it also had the Chemistry knowledge skill, which allowed you to cook up drugs and explosives. Also, all performance and artistic skills under SR3 are covered under knowledge skills. Knowledge skills in SR3, 4, and SW can be better considered to be: "Non-combat fluff skills" than intellectual leanings.
|
Point taken. Luckily SR4 fixed that problem, as there are no active uses for knowledge skills.
QUOTE |
1) Why do you give the munchkins more fodder? Personally, when I have munchkins, I try to educate and teach them, to get them to improve their playing. why do you encourage them to revel in rules-lawyering? Straightforward systems discourage rules-lawyers, simply because they have less rules to argue over. This makes things infinitely faster. |
Who said I encourage them? There you go jumping to conclusions again.
QUOTE |
2) While I can recite the rules for multiple systems off the top of my head, in detailed "gamist" systems, you want to look for yourself. Gamist systems reward you for squeaking out every last possible modifier in your favor. You can always ask someone else, but if the rule is complex and you don't have it memorized, it'll take almost as long to have the local expert recite the rules as it would take you to read it.
|
Your personal preferences do not make an argument, they make a basis for opinion. I prefer to rely on experts instead of wasting time looking the rule up myself. If I'm really curious I'll look it up at some point, but save my group the trouble by listening to the expert for the actual gameplay.
QUOTE |
You can't win a fight, but you can win a tournament without laying a finger on the other guy. Remember, the olympics are sports; the goal of a sport isn't to hurt the other guy, but to demonstrate athleticism.
|
LOL! you cannot win an Olympic boxing tournament without laying a finger on someone.
Way to argue the post I said wasn't an arguement.

And oh yeah, your betters beat you to it.
Moon-Hawk
Jul 5 2006, 09:08 PM
QUOTE (James McMurray) |
LOL! you cannot win an Olympic boxing tournament without laying a finger on someone. |
Yes you can. It's simple. Your opponent(s) cheat. By taking steroids, for example. You win. The point is, sports have rules. Combat does not have rules.
James McMurray
Jul 5 2006, 09:11 PM
Ok, point taken. If every opponent you face in the tournament gets cought cheating you win without touching someone. That's a bit farfetched though, and completely ignores skill. Someone with no fighting skills at all could win in that situation.
Moon-Hawk
Jul 5 2006, 09:18 PM
That is exactly the point, James. A sport has rules that may have nothing whatsoever to do with fighting ability, yet still determine (wholly or partially) the victor.
That's the only part of this that I'm getting into. I'm saying that no amount of sport or tournament fighting is equivalent to actual combat. Once you add a rule, it's not the same thing. Although, it certainly helps. Don't get me wrong, I'd rather fight Joe Average who was in a brawl last night than a championship boxer who'd never fought outside a ring.
James McMurray
Jul 5 2006, 09:21 PM
I'm not saying the're equivilent either. But an accomplished boxer is going to have more ability in a fight then an average, trainingless Joe, if nothing else because he's trained himself to take a shot and not cry about it. Examples like "everyone fails the drug test" are possible, but far from plausible.
In reality an Olympic level boxer is highly capable in the ass kicking department, he'll just fall shorter when trying to fight someone with multiple schools of training and an otherwise equal fighting level.
Moon-Hawk
Jul 5 2006, 09:25 PM
I agree completely.
James McMurray
Jul 5 2006, 09:29 PM
One down, 583,000,000 more to go.
QUOTE (James McMurray) |
I don't want to use a different example, because you're moving from one example to another that makes your point easier to make. We're not talking about trying to use "glorified games of tag" for street combat. |
and you don't think sticking with boxing doesn't make your point easier to make?
on the whole, though, sticking with boxing works for me, because it does make my base point--that a guy who trains with his fists is going to be a capable knife-fighter--easier to make. i don't even know, or care anymore, what this whole thing with exhibition sports is about. the basic point is, and remains, that a grouped skill system is just as realistic as a discrete skill system. they're just realistic in different ways.
John Campbell
Jul 5 2006, 11:43 PM
QUOTE (Cain) |
QUOTE | This would be a case of Incompetence not being appropriate for the character coupled with the downside of the seperated skills system. The flip side of that in Savage Worlds would be a guy that has high shooting but has never seen bows and blowguns being able to use them with no problems. Both systems have flaws, that's already been said. |
If your world has bows and blowguns as a common setting element, then it's impossible for someone to have a high Shooting and "never heard of" them before. If you're running a super-high-tech game where archery was abandoned millenia ago, then you've got a different story: all SW skills are geared towards their setting.
|
Consider a modern-day setting. The real world, or a near approximation thereof. Bows are not in common use, but they are still used (bowhunters, target archers, recreationists), readily available (you can buy everything you need in the sporting section of your neighborhood department store), and effective (a broadhead will still kill you just as dead as it would have a thousand years ago). While it's unlikely that anyone would literally have never heard of bows, it's not in the least implausible that even people who are very good with rifles or pistols would never have actually handled a bow, or shot one at all, much less to the point that they're anywhere near as competent with it as they are with a rifle or pistol. Furthermore, the skills basically don't cross over at all... someone who's good with a rifle probably won't be completely incompetent with a crossbow, once he figures out how to work it, but may be literally unable to hit the broad side of a barn with a longbow. (I've seen it.)
So, we have Bob the Example PC, military veteran. He's had broad-based training in a lot of different types of firearms, and real-world combat experience to back it up. He's best with his standard-issue rifle, but he's fired all sorts of other things, both in the line of duty and for fun, and is pretty good with pretty much any type of firearm. He's never used a bow, though... no interest, no opportunity, and the Army certainly never trained him with one. One day when he's out at the mall, not expecting trouble, and not carrying a weapon, he gets jumped by the Bad Guys, and ends up being chased through a department store. So he runs to the sporting goods section, looking for a shotgun or something... it's not his M16, but it'll do. Unfortunately, all the guns have trigger locks on them, and all the ammo's locked away in a safe. But... there's a whole rack of bows just lying there - hunting bows, target bows, recurves, compounds - and enough arrows - target arrows, hunting broadheads - to re-enact Agincourt. Can Bob pick up one of those bows and a fistful of arrows and start picking off Bad Guys just like he did with the 50 on the Hummer back in Baghdad?
Now consider George, one of Bob's squad mates. Like Bob, he was in the Army, and trained in all the same stuff, and saw action in the Gulf. But George is also an avid bow-hunter, has been taking deer with them since he was about 12, and spends every Thursday night outside of deer season killing targets with his own personal compound bow. Now, if George gets cornered in the sporting goods section of that department store, can he grab one of those bows and start picking off Bad Guys?
If you say yes to both, how do you justify Bob having fairly high skills with a weapon that he's never used in his life, and that handles nothing at all like the ones that he has used?
If you say yes to George, but no to Bob, how do you justify George getting more than Bob for the same investment of points in Shootin' Skill?
If you say no to both, because the bow isn't an appropriate weapon for their genre, what kind of crack are you smoking?
In SR3, this is easy to reconcile... Bob and George have the same basic set of the various firearms skills, from their Army training and experience, but George has a Projectile Weapons skill too, and spent some points that Bob didn't to get it, so Bob has some more points to use elsewhere.
QUOTE |
One thing Savage Worlds does a lot of is: "Take what works and rename it"; this way, they don't have to have different skills for sci-fi and fantasy settings. It's part of what makes it work as a generic system. |
I don't see that this is particularly useful. It adds very little complexity to have a Firearms skill, a Bow skill, and a Blowgun skill, that all work basically the same but with different sets of weapons, instead of just having one Shooting skill that covers everything.
James McMurray
Jul 6 2006, 12:37 AM
QUOTE |
and you don't think sticking with boxing doesn't make your point easier to make? |
My point is that there is a correlation between contact tournament sports and combat abilties on the street. His point was that tournament tae kwon do is a noncontact sport and people get beat up on the streets using it. He's tossed up a false example and asserted his point through it.
QUOTE |
the basic point is, and remains, that a grouped skill system is just as realistic as a discrete skill system. they're just realistic in different ways. |
We know, and we've (or at least I've) even agreed with you.
Dawnshadow
Jul 6 2006, 12:42 AM
Um.. tournament Taekwondo isn't always non-contact. There are two branches of Taekwondo in North America, WTF and ITF.. admittedly I can't remember which is which, but one of them does do full contact tournaments, and a knockout or technical knockout is a win there. I'm pretty sure that's restricted to black belt competition only, but it's a full contact, multi-round match, at age 14+ at least.
Just correcting a minor factual problem.
hyzmarca
Jul 6 2006, 12:52 AM
Aye, there are also some TKD skools that focus of practical self-defense rather than the sport. I when I was younger I was a member of a dojo that practiced full-contact sparring and focused on actual self-defense. We entered a few point-tournaments when I was there. We tended to fail miserably.
One thing to remember about TKD is that, according to South Korean law, it is a blanket term for all Korean martial arts, not just Korea's national sport.
QUOTE (James McMurray) |
My point is that there is a correlation between contact tournament sports and combat abilties on the street. His point was that tournament tae kwon do is a noncontact sport and people get beat up on the streets using it. He's tossed up a false example and asserted his point through it. |
yes, but the only reason boxing is a part of this discussion at all is that you said a boxer shouldn't be good with bladed weapons in a fight. the whole argument about exhibition fighting (eg, boxing) versus street fighting is just a spin-off of that original argument. you and Cain have somehow managed to switch sides in this crazy dance, with Cain arguing that exhibition fighting shouldn't carry over to street fighting (ie, similar skills should be discrete, as in SR) and you arguing that they should (ie, similar skills should be grouped, as in SW).
Cain
Jul 6 2006, 03:04 AM
QUOTE |
1) Are you saying that the world's greatest boxer would be useless on the streets in the real world? My questions was an either/or proposition. A yes/no answer is indecipherable. |
If you expect a yes/no answer in martial arts, you're asking entirely the wrong question. Now, a boxer is going to have certain advantages over nontrained people: he's stronger, higher level of fitness, better suited at absorbing punishment and landing blows. When he starts learning a combative art, as opposed to a combative sport, he's going to develop many times faster than Joe Blow. However, if he's literally got no training in combat arts, he's not going to be a death machine on the street. He might even be worse, since his preconceptions could cause him to make mistakes-- he might not take a shot, because it's illegal; he might freeze when he's hit to the groin, because he's forgotten that there's no ref and expects one to intervene.
You're trying for a straw man; your example has been of someone with an extremely high boxing skill, but absolutely no ability in a real fight. That being the case, it should come as no surprise to you that your boxer will be useless in a real fight.
QUOTE |
Go to Bullshido.net if you're looking for a discussion about the combat abilties of martial arts instructors. |
I'm *on* Bullshido.net. Heck, where do you think this woman posted her story about being mugged?
Have you ever taken a single self-defense or martial art lesson in your life?
QUOTE |
Point taken. Luckily SR4 fixed that problem, as there are no active uses for knowledge skills. |
Incorrect. Look up Professional Knowledge skills. They represent all sorts of active abilities. Also, Interest skills cover hobbies, so an Interest in model ship building would correspond to an active ability.
QUOTE |
Your personal preferences do not make an argument, they make a basis for opinion. I prefer to rely on experts instead of wasting time looking the rule up myself. If I'm really curious I'll look it up at some point, but save my group the trouble by listening to the expert for the actual gameplay. |
Which 1) takes just as long, and 2) can lead to just as much trouble if you think he remembers wrong, or if he makes a mistake.
QUOTE |
In reality an Olympic level boxer is highly capable in the ass kicking department, he'll just fall shorter when trying to fight someone with multiple schools of training and an otherwise equal fighting level.
|
Kind-of, but that's not represented by having a high combat skill. That's represented by having a high toughness, strength, and more cool under pressure. However, once the rules are lifted, many people start to freeze under the pressures of real combat. Even people who practice full-contact sparring have this happen to them. The reality is that a well-trained boxer will have advantages in a fight, but he's hardly going to be guaranteed to be "highly capable".
QUOTE |
So, we have Bob the Example PC, military veteran. He's had broad-based training in a lot of different types of firearms, and real-world combat experience to back it up. He's best with his standard-issue rifle, but he's fired all sorts of other things, both in the line of duty and for fun, and is pretty good with pretty much any type of firearm. He's never used a bow, though... no interest, no opportunity, and the Army certainly never trained him with one. One day when he's out at the mall, not expecting trouble, and not carrying a weapon, he gets jumped by the Bad Guys, and ends up being chased through a department store. So he runs to the sporting goods section, looking for a shotgun or something... it's not his M16, but it'll do. Unfortunately, all the guns have trigger locks on them, and all the ammo's locked away in a safe. But... there's a whole rack of bows just lying there - hunting bows, target bows, recurves, compounds - and enough arrows - target arrows, hunting broadheads - to re-enact Agincourt. Can Bob pick up one of those bows and a fistful of arrows and start picking off Bad Guys just like he did with the 50 on the Hummer back in Baghdad?
Now consider George, one of Bob's squad mates. Like Bob, he was in the Army, and trained in all the same stuff, and saw action in the Gulf. But George is also an avid bow-hunter, has been taking deer with them since he was about 12, and spends every Thursday night outside of deer season killing targets with his own personal compound bow. Now, if George gets cornered in the sporting goods section of that department store, can he grab one of those bows and start picking off Bad Guys?
If you say yes to both, how do you justify Bob having fairly high skills with a weapon that he's never used in his life, and that handles nothing at all like the ones that he has used?
If you say yes to George, but no to Bob, how do you justify George getting more than Bob for the same investment of points in Shootin' Skill? |
In this case, it's not the Shooting skill that matters. It's the various Edges that support the weapon styles. So, both characters are going to have a good shooting skill, but they're going to have different edges. Bob ends up being much better with his m16, since that's what he spent a lot of edges on; George is going to have a lot of archery edges, which make a huge difference. George is going to outshoot Bob with a bow, every time; and Bob won't be able to compete with the people at Aginicourt, because he lacks those edges. Similarily, George (probably) lacks the rifle edges, so he's not going to be as good as Bob.
QUOTE |
My point is that there is a correlation between contact tournament sports and combat abilties on the street. |
There actually isn't; full-contact, full-force tournaments are fairly rare. And even then, the fact that you get to prepare before hand, aren't facing multiple opponents, and have the other guy come at you square after you've had a chance to study his style, all combine to remove tournament fighting from real combat. The classic example: if you need to warm up for 20 minutes before you become effective with your martial art, then you're ineffective.
What does exist is a correlation between full-contact sparring and street effectiveness; sparring is the best substitute possible for real combat experience. Even then, that's not a guarantee. Sport training can actually impede your street skills, especially with such a focus on illegal striking zones, checked-force contact, and many others.
QUOTE |
you and Cain have somehow managed to switch sides in this crazy dance, with Cain arguing that exhibition fighting shouldn't carry over to street fighting (ie, similar skills should be discrete, as in SR) and you arguing that they should (ie, similar skills should be grouped, as in SW). |
Actually, the boxer will have edges that will carry over. I consider tournament arts to be roughly equal to dancing when it comes to combat effectiveness: they'll help you learn a lot faster, but they're not useful in and of themselves. I don't see the skills as being similar at all: any combat skill is going to be centered on keeping your head in a real fight, while artistic skills will be about looking good for the judges.
James McMurray
Jul 6 2006, 04:00 AM
QUOTE |
If you expect a yes/no answer in martial arts, you're asking entirely the wrong question. |
Ummm... Hello? Are you reading what you type? I didn't expect a yes or no answer. In fact, I asked a non yes or no question. You gave me a yes answer.
QUOTE |
Have you ever taken a single self-defense or martial art lesson in your life? |
Yep. I took some karate as a kid at my uncle's dojo. I got my green belt before I decided I'd rather be gaming. I took self defense in both high school and college for the easy A's. I feel more than capable of defending myself against a typical attacker, and have won more fights then I've lost. I'm by no means an expert, and have never claimed to be.
QUOTE |
Incorrect. Look up Professional Knowledge skills. They represent all sorts of active abilities. Also, Interest skills cover hobbies, so an Interest in model ship building would correspond to an active ability.
|
QUOTE |
Professional Knowledge Skills cover subjects related to normal trades, professions, and occupations. This includes things like Journalism, Engineering, Business, and so on. Within the framework of Shadowrun, they may be indirectly helpful when doing Legwork, interacting with Contacts, or fitting into polite society. All Professional Knowledge skills are linked to Logic. |
"Indirectly helpful with legwork, contacts, and polite society." There are no rules for using knowledge skills in SR4 to actually do things.
QUOTE |
Which 1) takes just as long, and 2) can lead to just as much trouble if you think he remembers wrong, or if he makes a mistake.
|
1) It takes a heck of a lot less time for someone to give an answer then it does to look it up if they know the answer off the top of their head. IF you expect a lengthy explanation or want to debate it, you'll have the same problems whether you';re looking it up or getting it answered.
2) It certainly could. But the time saved by letting people you trust answer questions is worth the risk. My group is a pretty rules savvy bunch, and I have no problems whatsoever putting rules questions in their laps. We know what we know, and if we don't know it, then we look it up.
QUOTE |
Kind-of, but that's not represented by having a high combat skill. That's represented by having a high toughness, strength, and more cool under pressure. However, once the rules are lifted, many people start to freeze under the pressures of real combat. Even people who practice full-contact sparring have this happen to them. The reality is that a well-trained boxer will have advantages in a fight, but he's hardly going to be guaranteed to be "highly capable". |
Others have disagreed with you. I tend to trust them more, as they've never shown a penchant for puting words in others' mouths, making things up, or answering non-yes/no questions with a yes.

QUOTE |
Bob ends up being much better with his m16, since that's what he spent a lot of edges on; |
The example stipulated that they had the same experience level with firearms. Maybe you can respond to the question without adding in your own conditions? It's entirely possible that they both have d8 shooting, but Bob's friend has a couple of bow edges. C'mon now, you've been given similar questions several times and have yet to answer one without adding your own conditions. In other words, you've added your GM Fiat to make the rules work in the situation.
QUOTE |
There actually isn't; full-contact, full-force tournaments are fairly rare. And even then, the fact that you get to prepare before hand, aren't facing multiple opponents, and have the other guy come at you square after you've had a chance to study his style, all combine to remove tournament fighting from real combat. The classic example: if you need to warm up for 20 minutes before you become effective with your martial art, then you're ineffective.
|
Again, I'll go ahead and side with the people that haven't shown themselves to be dishonest in the past.
could you two please figure out what it is that you're arguing about, and then argue it? and James, you've lied to my virtual face in the past, so get off your high horse about honesty.
James McMurray
Jul 6 2006, 01:20 PM
There's a difference in feigning innocence (which is blatantly obvious) and making stuff up to back a faulty point. Besides, I don't think Cain would like being told he's like me.
Moon-Hawk
Jul 6 2006, 04:06 PM
You know James, even when I agree with you (which I freely admit happens from time to time) you argue in such an obnoxious way that it makes me feel dirty for it.
James McMurray
Jul 6 2006, 04:19 PM
What exactly do you find obnoxious about it?
James McMurray
Jul 6 2006, 04:39 PM
Hear ye! Hear ye! All view and bear witness to the danwing of a new age. A kinder, gentler James.
I'm gonna try to be less obnoxious.

Perhaps a more Socratic method of debate wpuld be more appreciated?
same thing that's obnoxious about the way blakkie posts. you both use this sophomorically indulgent tone, as if you're humoring whoever it is you're talking to. when i call someone an idiot to their face, at least they don't think that i think they're too dim to understand what i mean.
James McMurray
Jul 6 2006, 04:51 PM
Point taken. Thanks.
While I sometimes intend for it to come across that way, I don't always. A lot of the time I'm just trying to explain something that I failed to explain the first time around so I dumb it down. Not because I think the person I'm explaining it to is dumb, but because I know I can tend to complicate my explanations by rambling on or using poor phrasing.
Which is probably what I just did.
Moon-Hawk
Jul 6 2006, 05:01 PM
For all you dumpshockers following along at home, I am answering James' question, but I'm moving to PM.
Kagetenshi
Jul 6 2006, 05:21 PM
Booooo! Taking private conversation out of public threads is unsporting!

~J
James McMurray
Jul 6 2006, 05:29 PM
If Moon-Hawk doesn't mind I don't mind posting it here. He (she?) was a bit more blunt than normal.
Moon-Hawk
Jul 6 2006, 05:31 PM
Hahaha. I almost posted it here; I was planning on making a quick little post. But once I had it all typed in I realized it had gotten long.
If James wants to share what I said I'm certainly happy with everyone seeing it, but I'm going to leave that up to him.
It was similar to mfb's, but in much more detail.
So anyway, how 'bout that topic? What the deuce were we talking about, anyway? Oh yeah, skills. I like, um, skills.
My solution to the problem of the pistol-godling who doesn't know how to hold the rifle is just that if someone wants to build a character like that, they should probably have a reason for it in their backstory, otherwise I'd like to see them take the group at 1 or 2.
Figure out what abilities your character should have, and build that. I allow most of the house-ruled group splitting and recombining that people mention. Yes, the rules let you make some odd combinations, but they also let you make something more reasonable. Just make the reasonable one.
Of course, I realize my solution only works with GM supervision, isn't a solid "rule", and would mean bupkis in any tournament setting. Oh well.
edit: Go ahead and post it. I hope I wasn't too blunt. Oh, and I'm definitely a "he".
James McMurray
Jul 6 2006, 05:36 PM
QUOTE |
Are you even being serious? Okay, I'll bite. Bear in mind, I can make no statement as to how you are, merely how you come off on these boards; how I perceive it. Furthermore, you've generally been polite to me, personally, and my perception of you (and my statement in the previous post) has more to do with how I see you interacting with other people. Here goes: You're generally rude, insulting, and condescending. You may think other people are idiots, and they may well be, but that's no reason to abandon basic civility. Some of this may be accidental, you may have one of those senses of humor that does not translate well into text, but the onus is on you not to to make clear the difference between a friendly jab or a sarcastic joke and a backhanded insult. There are people here who want to talk about SR and help each other understand the game and the world, and there are people here who like to argue. You seem to be a bit of both, but more firmly in the latter camp, using the former merely for context. In general, you seem more concerned with winning an argument than reaching a consensus. You can win a formal debate by undermining people's arguments, their intelligence, and tricking them with semantics, but that's not how you exchange information in a productive way. Dumpshock is not a debate competition. If it were, you would be scoring very well. Try to remember the spirit of this forum. It's definitely a higher calibur than most of the poo-flinging forums out there. We're all just trying to exchange information. In closing, maybe I've been harsh, but I hope I haven't been mean. If your above posts were sarcastic, then I look like an ass. If you're genuine, then I hope I've been helpful. I respect your opinions, and I think you have some very good ideas, some of which I agree with and some of which I don't, but man, you're just such an ass sometimes. (Of course, so is everyone, but I think you're exceeding your quota.) So hey, I don't hate you, I hope you don't hate me. I look forward to some slightly friendlier debates with the kinder, gentler James. *olive branch*?
|
My reply was basically that I intend to be rude, insulting, and condescending but only to certain people who I feel also act that way and hence deserve to get a return volley every so often, and that while I try and differentiate my sarcasm and jokes with smileys I'm sure I fail at times.
At other boards (I used rpol.net and starfleetgames.com as examples) I have a much different persona (the kinder, gentler James) because that's the tone of those boards, and I'm a GM at rpol and don't want to seem like a tyrant. Dumpshock's "no holds barred" tone comes across in my posts, apparently even more than I intend it to.
James McMurray
Jul 6 2006, 05:39 PM
Skills: I generally buy what I think the character should have, which is why I prefer group systems to a single skill system. It isn't that I don't roleplay, just that I like to have rules that support my choices rather than just personal or GM instilled limitations.
Moon-Hawk
Jul 6 2006, 05:44 PM
QUOTE (James McMurray) |
Skills: I generally buy what I think the character should have, which is why I prefer group systems to a single skill system. It isn't that I don't roleplay, just that I like to have rules that support my choices rather than just personal or GM instilled limitations. |
Certainly, having a rule that supports realistic choices is the best solution, but given the complexities of skill crossover, I don't think a satisfying rule will ever come up. I think the best solution is to just keep doing what you've been doing and pick the skills that you know would be most appropriate. And if people abuse that lack of a rule and make more munchkiny or less realistic characters, I think you just have to shrug it off, 'cause they're not getting away with all that much anyway.
A solid rule would be better, but I just don't see that happening.
my issues with the "buy what's reasonable" approach are two-fold: one, the whole thing where you're depending on RPGers to be reasonable; two, the part where buying all the reasonable stuff gets to be really, really expensive. you could just give out more skill points, i guess, but that requires even more reasonableness on the part of the RPGers.
James McMurray
Jul 6 2006, 05:57 PM
I think reasonableness is a group specific thing. While it isn't realistic, some groups may feel it's perfectly reasonable to have a character who is good with rifles but not shotguns. Others differ. In those groups that find it to be reasonable, they put their points exactly where they want them and to hell witht he rest. In the rest, they can either put points elsewhere, give freebie points to put elsewhere, or figure out a house rule whereby points in one category roll over into others.
SR kinda allows for that by having skill groups, but still falls a bit short. SR1 and 2 with the skill web came a lot closer, but was too complex for too little benefit.
Moon-Hawk
Jul 6 2006, 05:58 PM
Hmmm, those groups do get expensive quickly. That's a good point.
Aren't there any rules for defaulting between groups? Even if it's something harsh like -4dice. That still gives the pistol god something when he picks up a machine pistol or rifle. Of course, that would invalidate someone's expensive paid-for group if it's four points below their specialization.
I don't know.
James McMurray
Jul 6 2006, 06:01 PM
There aren't in SR4. That's what the skill web used to do. A small skill-webbish approach could be taken in SR4 to increase the realism. The more complex you make it the better you'll be able to model reality, but at some point you'll start to suffer from diminishing returns. Where that point is depends on the group.
Cain
Jul 6 2006, 06:25 PM
QUOTE |
"Indirectly helpful with legwork, contacts, and polite society." There are no rules for using knowledge skills in SR4 to actually do things. |
Engineering and Interests. Both are direct examples. Also, Journalism is the skill used to actually write things intelligably for publication.
QUOTE |
1) It takes a heck of a lot less time for someone to give an answer then it does to look it up if they know the answer off the top of their head. IF you expect a lengthy explanation or want to debate it, you'll have the same problems whether you';re looking it up or getting it answered.
2) It certainly could. But the time saved by letting people you trust answer questions is worth the risk. My group is a pretty rules savvy bunch, and I have no problems whatsoever putting rules questions in their laps. We know what we know, and if we don't know it, then we look it up. |
In both cases, it's far better to not have the issue come up at all. You're saying: "The delay isn't so bad that we can't live with it", while I'm saying that it's still a significant delay, and it's still bad enough.
QUOTE |
Others have disagreed with you. |
No one here has suggested that a boxer is invincible in a street fight, only that he's got advantages. No one here has suggested that a combat-trained fighter wouldn't demolish a boxer in a street fight. And most of all, no one other than you has suggested that sport fighting = general fighting ability.
QUOTE |
The example stipulated that they had the same experience level with firearms. Maybe you can respond to the question without adding in your own conditions? It's entirely possible that they both have d8 shooting, but Bob's friend has a couple of bow edges. |
Did you *read* what I posted?
QUOTE ("Cain") |
In this case, it's not the Shooting skill that matters. It's the various Edges that support the weapon styles. So, both characters are going to have a good shooting skill, but they're going to have different edges. Bob ends up being much better with his m16, since that's what he spent a lot of edges on; George is going to have a lot of archery edges, which make a huge difference. George is going to outshoot Bob with a bow, every time; and Bob won't be able to compete with the people at Aginicourt, because he lacks those edges. Similarily, George (probably) lacks the rifle edges, so he's not going to be as good as Bob. |
QUOTE |
Hmmm, those groups do get expensive quickly. That's a good point. Aren't there any rules for defaulting between groups? Even if it's something harsh like -4dice. That still gives the pistol god something when he picks up a machine pistol or rifle. Of course, that would invalidate someone's expensive paid-for group if it's four points below their specialization.
|
The exact solution is going to depend on the system. Basically, broader groupings have certain advantages: they're better (but still not perfect) at demonstrating general proficiencies, easier to handle in bookkeeping and play, and run much faster. The advantages of a specific system include percieved realism (whish is debateable) and more fine control.
In my experience, the more fine control you offer, the more openings for munchkinism you have. The classic example from GURPS was someone trying to buy the "missing one hand" disadvantage one finger at a time, to get more points. Generalized systems tend to not lend themselves to this nearly as readily.
James McMurray
Jul 6 2006, 06:40 PM
SR4's knowledge skills apply to knowing things, not doing things. You can of course feel free to rule otherwise, but you're adding something that isn't in the book.
I'm not saying that it adds so little time it isn't a problem, I'm saying that it doesn't add time at all. It's really easy to ask a rules question while other things are happening, and so overlap the time required for the question with other things that progress the game. It requires a little thinking ahead, and is certainly not foolproof, but it works perfectly fine in all the situations I can remember using it for. YMMV
Your reply to the George / Bob example said that George doesn't shoot as well with his rifle and that Bob has archery edges. The original example said neither of those. In the original example Bob and George both spend the exact same amounts of points on their shooting skill. One has never picked up a bow and the other has. Neither has any edges or flaws pertaining to weaponry.
You're right in that generalized systems aren't as open to abuse, but that doesn't make them better, especially if you're in a group that doesn't tend to abuse loopholes. That, among other things, makes them better in your opinion, which is fine. Heck, I only really have two issues with you in this area:
1) Completely generalized skills require GM supervision or player limitations to ensure that things like the George / Bob situation don't occur. A few examples have been given, and questions asked:
In response to the first one by me you replied by saying that it was logical for my character to have experience with bows and blowguns. When I changed the example to a character who had never heard of bows or blowguns you never responded.
In response to the most recent Bpb / George example your response gave one character edges that the example didn't have, and postulated the existence of other edges for the other character, which he also did not have.
My problem is that I've yet to see a response that answers the question given without adding more to the character in the example.
2) You tend to speak from a position where your opinion is right and other opinions are wrong. I don't feel like digging up the post, but you even said as much in a previous discussion. If you'd like to see the quote I'll find it for you.
My problem with that stems from the knowledge that it isn't "Cain's way is best." Instead it's "what is fun for you and your friends is best."
Cain
Jul 6 2006, 11:21 PM
QUOTE |
I'm not saying that it adds so little time it isn't a problem, I'm saying that it doesn't add time at all. It's really easy to ask a rules question while other things are happening, and so overlap the time required for the question with other things that progress the game. It requires a little thinking ahead, and is certainly not foolproof, but it works perfectly fine in all the situations I can remember using it for. |
It's just as easy to look something up in a book as other things are happening; but that's what we're trying to avoid. Having to ask another person takes two people out of the game for a bit, instead of one. It's even worse when it's the GM who has to ask; if a player disagrees, the books start coming out.
QUOTE |
Your reply to the George / Bob example said that George doesn't shoot as well with his rifle and that Bob has archery edges. The original example said neither of those. In the original example Bob and George both spend the exact same amounts of points on their shooting skill. One has never picked up a bow and the other has. Neither has any edges or flaws pertaining to weaponry. |
Not correct:
QUOTE |
So, we have Bob the Example PC, military veteran. He's had broad-based training in a lot of different types of firearms, and real-world combat experience to back it up. He's best with his standard-issue rifle, but he's fired all sorts of other things, both in the line of duty and for fun, and is pretty good with pretty much any type of firearm. <snip> Now consider George, one of Bob's squad mates. Like Bob, he was in the Army, and trained in all the same stuff, and saw action in the Gulf. But George is also an avid bow-hunter, has been taking deer with them since he was about 12, and spends every Thursday night outside of deer season killing targets with his own personal compound bow. Now, if George gets cornered in the sporting goods section of that department store, can he grab one of those bows and start picking off Bad Guys? |
So, Bob has a specialization in his standard-issue M16. George is kinda up in the air, but there's a definite implication that he's trained heavily enough to be specialized in bows. These differences can come out with the same base skill, plus a specialization in the appropriate weapon.
QUOTE |
You're right in that generalized systems aren't as open to abuse, but that doesn't make them better, especially if you're in a group that doesn't tend to abuse loopholes. That, among other things, makes them better in your opinion, which is fine. |
Generalized systems are more abuse-resistant, although nothing is purely abuse-proof. And while YMMV on many things, abuse-resistance is always a plus when objectively prioritizing game systems. Generalized systems also have less "bean-counting", to use your term, and tend to run much faster and smoother.
Detailed systems have a higher amount of percieved realism, although the amount of actual realistic modeling is debateable. They also offer a higher degree of fine control: you can do a lot more tweaking and fiddling.
Properly done, neither is better than the other, but both lend themselves to certain styles of play. A tactically focused game, where detail and precision is important, will favor the detailed systems. A freeform game, with emphasis on player interactions and roleplay, will favor the general system.
Both Savage Worlds and Shadowrun fall on the tactical side of the spectrum, although admittedly Shadowrun is much further up that side than SW.
QUOTE |
1) Completely generalized skills require GM supervision or player limitations to ensure that things like the George / Bob situation don't occur. A few examples have been given, and questions asked:
In response to the first one by me you replied by saying that it was logical for my character to have experience with bows and blowguns. When I changed the example to a character who had never heard of bows or blowguns you never responded. |
Actually, I did, but it probably got lost due to the way I post. Basically, if someone's never even heard of blowguns and bows, yet they're a core part of the setting weapons, then they've got no right to have a high Shooting skill in the first place. If they're extremely rare or nonexistant, then there's no problem at all; the weapons just never come up, or can be clearly stated to not be appropriate to the setting.
Remember, the Drive skill in SW covers hovercars, chariots, and station wagons all at once; however, it expressly limits the scope to only the vehicles appropriate to the setting.
QUOTE |
2) You tend to speak from a position where your opinion is right and other opinions are wrong. I don't feel like digging up the post, but you even said as much in a previous discussion. |
The quote was something like this: "No kidding I think my opinion is right; if I thought it was wrong, why would I have it?"

Seriously, I know I'm an opinionated bastard who loves a good argument. However, I never go for the outright flames and/or trolls. Backhanded insults and condescenscion, I'll confess to, but that's generally after I've already been attacked.
James McMurray
Jul 7 2006, 12:42 AM
QUOTE |
So, Bob has a specialization in his standard-issue M16. George is kinda up in the air, but there's a definite implication that he's trained heavily enough to be specialized in bows. These differences can come out with the same base skill, plus a specialization in the appropriate weapon.
|
Sorry, I misremembered the original question, so allow me to rephrase it in the hopes of finally getting an answer tot he question I've been trying to ask, but apparently failing at.
1) Bob the Example PC: military veteran. He's had broad-based training in a lot of different types of firearms, and real-world combat experience to back it up. He's is a pretty good with pretty much any type of firearm.
2) George the example PC: Bob's good buddy. He's had broad-based training in a lot of different types of firearms, and real-world combat experience to back it up. He's is a pretty good with pretty much any type of firearm. He's also had some experience bow hunting, and is a pretty good shot with a bow, albeit not noticably better than he is with a firearm. Overall both Bob and George are at the same skill level with the weapons they are familiar with.
To return to the original Bob/George questions:
Bob gets caught in the department store and grabs a bow. Can Bob pick up one of those bows and a fistful of arrows and start picking off Bad Guys just like he did with the 50 on the Hummer back in Baghdad?
Now, if George gets cornered in the sporting goods section of that department store, can he grab one of those bows and start picking off Bad Guys?
QUOTE |
If you say yes to both, how do you justify Bob having fairly high skills with a weapon that he's never used in his life, and that handles nothing at all like the ones that he has used?
If you say yes to George, but no to Bob, how do you justify George getting more than Bob for the same investment of points in Shootin' Skill?
If you say no to both, because the bow isn't an appropriate weapon for their genre, what kind of crack are you smoking? |
I'm incredibly curious about this, and it's partly my inability to ask the question in a way that you'll answer what I mean to ask that has contributed to the length and vinegar of this thread.
I just noticed this:
QUOTE |
Basically, if someone's never even heard of blowguns and bows, yet they're a core part of the setting weapons, then they've got no right to have a high Shooting skill in the first place. If |
In the situation above Bows are far from being a core part of the setting's weapons, but neither are they nonexistent. It isn't common to meet someone with bow skills (at least not outside of Renfair circles). There are certainly a lot more people that own guns then own bows, but they aren't archaic or alien technology. Are they so different that George would have an entirely different Shooting Skill to cover them? Or perhaps SW already has a core (i.e. not setting specific) rule in place for picking up weapons from outside the typical weapons from your technology level?
Cain
Jul 21 2006, 07:17 AM
QUOTE |
In the situation above Bows are far from being a core part of the setting's weapons, but neither are they nonexistent. It isn't common to meet someone with bow skills (at least not outside of Renfair circles). There are certainly a lot more people that own guns then own bows, but they aren't archaic or alien technology. Are they so different that George would have an entirely different Shooting Skill to cover them? Or perhaps SW already has a core (i.e. not setting specific) rule in place for picking up weapons from outside the typical weapons from your technology level? |
Savage Worlds does presume that the skill covers all "typical" items covered under that skill. So, if you're from the year 3500, your shooting skill will cover all kinds of hand blasters easily, and probably will cover slugthrowers. However, if you get handed a Colt 45 dragoon, you're going to have serious issues since it's not "typical". (IIRC, a Colt Dragoon is a black powder revolver.)
Savage Worlds being a generic system, the GM has to decide what weapons are classified as "typical" and what aren't, based on the setting he's trying to create. Using the previous example, black powder weapons are hardly archaic or alien, but they might not be classified as "typical" in some settings. Even in the late 1800s, when cartridge weapons were becoming more commonplace, the black powder guns saw a lot of use. So, a GM might say that a modern-day gun user can't use his Shooting skill to full effect with a black powder gun, if he's focused on a setting where it might not be so commonplace. On the other hand, a GM might also say that the Colt Dragoons are common enough that someone in an early-mid 1900s game-- a late cowboy era, or a pulp-action game-- has more than enough familiarilty with it.
Generally speaking, it'll never come up in a game. If you don't want George or Bob to pick up a bow and start doing the William Tell thing in a sporting goods store, just put a case of hunting rifles up next to the bows. Even if they technically have similar proficiencies, the natural tendency of a good player will be to stick with his character's preferred fighting style.
James McMurray
Jul 21 2006, 04:04 PM
So your answer is "don't let the situation come up?" I can dig it. Not an answer I would want to give my players in a game, but different styles for different folks and all that.
James McMurray
Jul 21 2006, 06:09 PM
QUOTE |
Using the previous example, black powder weapons are hardly archaic or alien, but they might not be classified as "typical" in some settings. |
I searched the last four pages for "black" and turned up nothing about black powder weapons. Which previous example are you referring to?
Moon-Hawk
Jul 21 2006, 06:19 PM
QUOTE (James McMurray @ Jul 21 2006, 01:09 PM) |
QUOTE | Using the previous example, black powder weapons are hardly archaic or alien, but they might not be classified as "typical" in some settings. |
I searched the last four pages for "black" and turned up nothing about black powder weapons. Which previous example are you referring to?
|
One sentence before the quote.
edit: That's not supposed to be snarky or snide. I'm just trying to keep things moving.
James McMurray
Jul 21 2006, 06:49 PM
Ah, for some readon I thought it was tied to an example by someone else. Doh!
Cain
Jul 24 2006, 04:17 AM
QUOTE (James McMurray @ Jul 21 2006, 09:04 AM) |
So your answer is "don't let the situation come up?" I can dig it. Not an answer I would want to give my players in a game, but different styles for different folks and all that. |
Not even that; when you have good players, you won't really have to worry about them twisting their weapon abilities all out of proportion. Like I said: you've got your two guys, with a high Shooting skill, in a department store. They're looking for weapons, and you as a GM put what you reasonably think would be there. If you don't want them to use bows with their shooting skill, then just put a set of hunting rifles right next to the case of bows. I promise you, unless you've got problem players, they'll automatically go for whichever weapon best fits their character. If they've got a William Tell type, they'll take the bows; if they're gun-bunnies, they'll ignore the bows and go for the guns.
Or, let's take a medieval fantasy game. Your players are unarmed, and turned loose in a gladitorial arena full of weapons that they can grab. The greatclub-swinging barbarian is going to ignore all the knives and daggers and sharp objects, and go for the biggest blunt object he can lay hands on. The germanic knight is going to pass on the short swords and daggeers, and instead pick up the greatsword or bastard sword. The swashbuckler will ignore the bastard sword, and pick up the first rapier he can find. And so on. Players will automatically pick up weapons that fit their character concepts, and ignore the ones that don't mesh.
Even in SR3, you just don't see players loading up on certain things. If they've got Edged weapons, the sam with a katana is going to try and stick with a katana. If you offer him a choice between a laser cresent axe and a katana, he's going to pick the katana every time.
I just ran a Wushu game, where there are no weapon proficiencies at all. The kung-fu guys didn't once pick up a SMG from a fallen mook, and the gun-bunnies didn't go for the sharp blades. And that's in a totally wide-open system, with no skill groupings worth mentioning. In a more regimented system, it's even less of a problem.
Kagetenshi
Jul 24 2006, 04:51 AM
So your gun-toting players should never enter an archery range?
Any problem can be patched with enough player restraint. That doesn't mean it isn't a problem.
~J
James McMurray
Jul 24 2006, 01:41 PM
Assuming equal skills, I'd probably go for the bow because the arrows will be more accessible. The bullets to the guns are usually not near the guns, and locked up.
Also, you keep saying "if you don't want." What if we do want them to use whatever weapons they feel comfortable with? The questions were not about "what should the GM allow?" They were about the disparities inherent in the system.