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emo samurai
The link is here.

I have an idea to make logic an important stat. Players will submit ideas to the GM, and the GM will judge whether or not the character is smart enough to think of what the player's thinking of. That way, they'll actually penalize the people who use it as a dump stat, since it isn't really used to do or resist anything as it is. That way, you'll also reward players who have really high logic.

Also, if the character is smarter than the player, the GM will provide active deduction to the player, kind of like in Nigel D. Findley novels where the characters get limited information but deduce all kinds of things about the conspiracies they're caught in.
deek
I just call that good roleplaying...on all of the social stats, I require my players to stick with how their character would act and react...and if it doesn't fit on a regular basis, we just have a talk during a session to get everything back on track...

This seems like a no-brainer and something most GMs would already be doing...
mintcar
I think that would be difficult and potentially un-fun, for lack of a better word. Sort of a buzzkill for a player who had a good idea that he didn't get to take credit for, and that the GM had to give someone else as a hint later on. Isn't there an idea roll or something, that you can use if players get stuck? Logic+Intuition? I think that's enough. The rest should be in the realm of roleplaying. Even a player who fails to roleplay stupidity will have their character treated as a dumbass if they have lousy mental stats in my game. That's always been enough.
emo samurai
So you treat logic as a sort of intellectual WAAAAAGGH field?
mintcar
I'm not sure I follow.
emo samurai
The WAAAAAGGH field was a psychometric field generated by all Warhammer 40k orkz. Its strength is based on who's bigger and stronger, and it gets stronger with each fight an ork wins. Orkz with big WAAAAAGH fields lead hordes of orkz against space marines and eldar.

So basically, a WAAAGGH field is a sort of user rating that automatically increases with the brutality you wreak.
lorechaser
Plus, this gets into that grey area that makes people come to blows.

I am smarter than my Ork adept. But she does this for a living. She has experiences I will never understand. I compensate for this by using my smarts. She also has nothing else to focus on but her life, and has often days to come up with what I have 20 minutes to plan.

It comes down to the GM balancing the players, and the players making an attempt at being realistic. I've had times when I didn't suggest something, because I knew my char couldn't comprehend it. I've had times when I made horrific choices because I knew my character would like it.

I've also posted a 6 page proposal on our group forums about our potential magical group, and the way to tweak it to the gills to benefit us the most. Because that's fun for me.
mintcar
QUOTE (emo)
The WAAAAAGGH field was a psychometric field generated by all Warhammer 40k orkz. Its strength is based on who's bigger and stronger, and it gets stronger with each fight an ork wins. Orkz with big WAAAAAGH fields lead hordes of orkz against space marines and eldar.

So basically, a WAAAGGH field is a sort of user rating that automatically increases with the brutality you wreak.

In that case, no.

Speaking for my group: Tests made to get information from your character's knowledge skills or logic attribute are favours granted by the game master, not something players can call upon at any time. Other then that I like to view roleplaying games not just as games of dice and make pretend, but also games of problem solving. I think it's important not to limit player's reasoning based on their character's stats, because that would risk ruining the fun of problem solving. If someone with a dumb character comes up with something brilliant, then we just roleplay around that. They'll get a lot of complements and teasing comments about how they used their brain for the first time. Above all it's not a big deal. We've learned to handle this issue in the years we've played together.
Fortune
Sometimes even the stupidest people can come up with a great plan because, as was said above, they do this type of thing for a living (and are still alive to brag about it). I don't see this as a problem.
Hida Tsuzua
Does this mean if a character has a high logic stat you'll give them advice at all times? After all, I could be playing a character who has a logic stat much greater than mine. Do you give each player his logic score so he knows what logic his character can play as? After all if I'm logic 4 and come up with a plan so should my logic 4 ork adept.
mfb
yeah. on the flip side, i take lots of time planning my characters' actions, because many of them are much smarter than i am. and there are times when i'll hand out free advice because there are things that the character should understand that the player just doesn't consider.

to somewhat back up what emo's saying, if a streetpunk ork ganger came up with an idea involving complex chemical reactions, and his player is a chemist in real life, i'd probably tell the player that his character doesn't know enough about chemistry to pull it off, or even come up with the concept in the first place. now, if the chemist player told the player of the ex-scientist-turned-runner about the idea...
Butterblume
I don't see logic as a dump stat. Admittedly, I've seen a lot of chars with a natural logic of 1 or 2, but those are almost alwas augmented with cerebral boosters. Which is, in my opinion, a perfectly valid choice.

My next char, an infiltrator, will have high logic, just to be able to circumvent security devices (hardware+logic).
hyzmarca
Tiny the Stereotypical Troll (LOG 1, INT1): "The monster is really Old Colonel Mustard in the the library with the candlestick."

Several hours later

Snooty, the Elf (Log 7, INT 7): "My god, Tiny was right. He must be some sort of idiot savant"

Tiny:"Stop calling my dirty names! I may be an idiot but I ain't no sav-ant."

Yep, I'm in favor of roleplaying around character limitations in such cases.
fool
logig doesn't really mean you can come up with a good plan or figure out a problem. Intuition actually plays more of a role in figuring out puzzles than logic
Xenith
Logic is useful for a number of different characters. Is it equally useful for all character types? Nope. Nor should it.

A ganger with a Logic of 2 (low-average) should function just fine as your mundane ganger. Subtle B&E is not his forte, nor is the Matrix. His line of work simply does not require it.

A Hacker with a Logic of 2 sucks. Lets face it, he can't make his own programs in a useful or timely manner. He has to buy the stuff and that lead to so many problems its not funny (if the GM is paying attention anyway). The normal usefulness of the hacker for B&E is lost due to the low Logic as well. About half of his knowledge skills (at least) will be affected and Knowledge skills should be useful at least once a Run if not a session.

Its not near as directly useful as Agility or Intuition, but it all comes down to the gameplay. If you have an action heavy style, Logic WILL fall to the way side. If you have a more problem solving style of play, Logic will be be more sought after.

Some stats don't bring the same return as others, its true. Honestly, I think Strength is the most underpowered stat in the game for Shadowrunning. But thats just me.

It all comes down the the character, the player, and the gamemaster.

wobble.gif spin.gif rotate.gif
Fortune
QUOTE (Xenith)
Honestly, I think Strength is the most underpowered stat in the game for Shadowrunning. But thats just me.

No, it's not just you. wink.gif
Demerzel
QUOTE (Fortune)
QUOTE (Xenith @ Nov 15 2006, 10:08 AM)
Honestly, I think Strength is the most underpowered stat in the game for Shadowrunning. But thats just me.

No, it's not just you. wink.gif

I thought it was Resonance... wobble.gif
emo samurai
Not if you use MY rules, which kick so much ass.
Fortune
QUOTE (Demerzel)
I thought it was Resonance...

Maybe, but you actually have to include Ota...Technomancers in your game to use that Attribute ... and Technomancers suck! biggrin.gif
Jaid
QUOTE (Xenith)
A Hacker with a Logic of 2 sucks. Lets face it, he can't make his own programs in a useful or timely manner. He has to buy the stuff [...]

you say that as if high logic is gonna help in the slightest. perhaps you hadn't noticed that it takes months to write programs?

the only way a hacker player could keep up with writing his own programs is if he is also the leader of a cult of trained programmers that does nothing but help him write programs. and technically, even that would just be GM ruling, making the tests take less than a month if you oversucceed.
laughingowl
I do not limit players to their characters logic.

Now if very badly meta-gaming, I will point out to the player that do they really thing Mr. Drool could think of that...


Now as to 'limit' them its all about how you describe things.

Low Logic / Intutiion character:

You turn into the dark alley and several meta-humans come charging out, screaming with weapons waving.


Mid-range.

You turn into the dark alley and several meta-human are running towards the main street. They have weapons in their hands but they are just waving about as they pump their arms to run.


High-Logic:

You turn into the dark alley and several meta-humans are fleeing from something. They appear reasonably well armed, with weapons in their hands, but it is clear they are just rtying to get away from the area as fast as possible.



'Perception' roll would have been equal on all three. They bothed 'noticed' the same thing. However, as logic/intiution goes up, the character can make a beter 'guess' as to what the clues mean.


The two ways to filter attributess.

1) Remind your players if you feel they are always meta-gaming. IF they are logic-1, Intitution- 1, but then are always they 'instant plan' guy for they team you might want to point that out. Or even require them to spend their karma to raising those stats. (Now if they have the 'skills' and they are the slow methodical type. No problem witha logic 1, Intiution -1 making the plans (with the right skills), just they won't make one in an instant.

2) As the GM YOU direct the action / Draw the scene / Set the mood. Have your narration reflect whom you are talking to. While 'grouped' you have to average it out, (way to slow for most things to explain to each individualy), but especially when the group is split and/or some are suprised make sure you explain the scene as the character would see it.
lorechaser
QUOTE (mfb)
to somewhat back up what emo's saying, if a streetpunk ork ganger came up with an idea involving complex chemical reactions, and his player is a chemist in real life, i'd probably tell the player that his character doesn't know enough about chemistry to pull it off, or even come up with the concept in the first place. now, if the chemist player told the player of the ex-scientist-turned-runner about the idea...

We used to have that exact problem with a player of ours. He's a molecular biologist, and deals with things daily that we don't even comprehend. Considering that most of our group either has masters, our could, but quit to work, that's something.

He would occasionally come up with something like "I cast a fireball at the entrance to the cave (You did say it only had one entrance, right?) at the same time as the other mage casts a force cage. Since the fireball covers enough space, and I figure the cubic volume of the cave is XX, it should suck out all the air. We wait 15 minutes, then go loot the bodies."

We'd have to hit him.
laughingowl
QUOTE (lorechaser @ Nov 15 2006, 12:44 AM)

He would occasionally come up with something like "I cast a fireball at the entrance to the cave (You did say it only had one entrance, right?) at the same time as the other mage casts a force cage.  Since the fireball covers enough space, and I figure the cubic volume of the cave is XX, it should suck out all the air.  We wait 15 minutes, then go loot the bodies." 

We'd have to hit him.

Ahh but that is easy smile.gif

Consdering that fireball doesn't require a flameable atmosphere. (by the rules you could cast it in a vacum or even underwater), it is obviously that the fireball is providing its own oxidant, so would consume none of the free oxygen in the cave.

The only 'consumed' oxygen would be if enough stuff was set on fire and then burned (brush/barricades/oil drums/etc). Though this would then also work just by tossing a match (or a moloktav cocktail) at the cave.
blakkie
Bogus assumption. Both Logic and Intuition are important Attributes in Shadowrun. At least in games where the Knowledge rolls are common and succeeding at them represents a tangible benefit....which damn well should be your game because it is one of the real strengths of Shadowrun. High Logic, and Intuition, are very desirable there because even with the -1 die penalty a Logic of 5+ gives you at decent shot at a Threshold 2 Academic or Professional item of interest. And that is before the other Logic/Intuition based Skills.

As for your later suggestion I think it is a patently bad idea to do that only you judge the character as "smarter" than the player, if for no other reason than trying to hang on the abstract Attributes, in all their fuzzy glory, someone's real world abilities. BTW notice the Memory (LOG + WIL) test on page 130. You just roll it when the player isn't getting it. It is an aid to the player, not an always or a conditional replacement.

Also note the Analytics Adept Power, page 174-175 of Street Magic, which gives a +1 die to rolls involving logical problems and such. That provides even more evidence that the rules already assume you are doing this sort of dice rolling for characters. I personally do it a fair amount when the players are dead-ending and aren't picking up what i'm laying down about the clues in play. More than a little bit because verbal description of things the characters are seeing can be a very flawed communication medium.

So I'll periodically give a Logic roll for putting together clues. Sometimes Logic+Intuition or Intuition, depending on the information at hand. That's somewhat non-canon, but not entirely because it is sort of an untrained Knowledge check in a way (but withouth the -1 die).


P.S. Blocking a plan just because the character failed a roll? Now THAT is, IMO, is pulling one of the worst kinds of GM cock-blocks. frown.gif
Glyph
Yeah. Knowledge skills should be a big deal. Logic comes into play in other areas, as well. And the GM should curb really bad metagaming.

But handing out solutions or blocking player ideas by GM fiat is really bad. Just like abusing the social skill rules, it is something that takes away player control of their own characters.


Besides, what the hell is wrong with having a dump stat? People always complain about this (it was Charisma for sammies in SR3), and I don't get it. You only have so many points to use, and you're going to put most of them in the areas you're trying to be effective at. There's nothing wrong with a shaman with Strength and Logic of 2. There will still be times when those low stats will be a hindrance - but the GM shouldn't go out of his way to vindictively "punish" the character for it.
laughingowl
QUOTE (Glyph)
but the GM shouldn't go out of his way to vindictively "punish" the character for it.

Its not vindictively 'punishing' the person with low-stats.

Its giving the 'other' character a chance to shine.


Body Agility, Reaction 5/6 : shines during the combat.

Logic, Intutition, Charsiam 1/2 : Suffer during the 'think/social' phase of things.


Logic, Intutition, Charisma 5/6: Shine during the 'social' and 'thinking' phase.


Body, Agility, Reasciotn 1/2 : Tend to get splattered during the combat phase.


Every character should have times their strengths come to play AND their weaknesses.

HOPEFULLY: Their strengths will cover their teamates weaknesses and their weaknesses will be covered by their teamates strengths.

However: If they sammy is ALWAYS the one that faces the hit squad, and then 'Face' is always the one that the cops stop to talk to, then it isnt an adventure its a freakin Sim.

To have drama there should be points where players have to face their weaknessess. Sure most of the time, their teamates should cover the bill; however, there should be occasions where the player has to muddle through (atleast until teamates can come to the rescue or help clean up).


My TM pretty much brought down one of the top Yakuzza familes, for hurting someone I cared about (or more accurately somebody that cared about me). Few thousand miles and the world of radio waves and my TM is a god.

Now a short while later a few goons showed up (not quite sure related) and started to hassle Alice. I was damn glad when a friend showed up, since while 'adequate' with her drones, if somebody gets to her meat body, Alice Inside aint exactly a sammy, hell I think the ganger contact template would own her smile.gif


Alice know she is weak face to face. Not quite a invalid, but certainly not muscle of any kind. Thats why she has learned to build friends. If you want something from the matrix, unless you have Fastjack subscribed, its doubtful you can get better help... however, unless she has friends she is one very small step from impotent face-to-face.

The perfect scenario for any good story.

Strengths out the whazoo to shine... and weakness for conflict.


While a GM shouldn't purposely go out and find ways to punsih characters....

A PLAYER is certainly going to look and point out anything in their 'advantage' very very very few players will point out where their characters are 'weak'.

So while a GM is does everything (and should take some time to make sure the character has chances to use their 'strengths') the players will normally see to it that any time their strengths can be applied they will be.... THe GM needs to make sure WHEN their weaknesses would apply they do.

It is not punishing the players anymore then it is rewarding the players when the sammy opens from surprise with full auto fire from his LMG.
Glyph
Oh, I agree. A GM needs to challenge the players in a variety of ways. Nothing wrong with a player's weaknesses coming into play. And every specialist will wind up out of his/her comfort zone at some point.

But what I was talking about is some of the B.S. that gets bandied about the board - anytime someone brought up a sammie with a low mental stat, people would froth at the mouth and come up with ludicrous tactics for the GM to use against the character. One example:

QUOTE

AHAH! I just thought of something! You know how most SSes use CHA as a dumpstat? Well, if CHA includes self confiidence....

Player: Ok, I now attempt to set the price for the run to 100,000:nuyen:
GM: Sorry, but you just don't think you can do that... What if you fail? He'll think you're a dick, and won't give you squat and cancel the run... You decide to go for 100:nuyen: instead...
Player1: YOU F*****!

You could use this in any situation, disarming bombs, competing aganst a different SR team.

Player: Ok, I'm going to try to get to him before they do!
GM: No, sorry, but that would be too hard for you! You decide to just give up before you fail!
Player: QUIT DOING THIS F****** BULL**** YOU F*****! rotfl.gif
laughingowl
Ahh then I totally agree also..

Your example are complete BS.

I will never stop a player from doing anything they want....

Now suceeding at what they want is an entirely different thing.

CHA-1 character can THINK they are Fred Astair rolled into Helen of Troy.

Now I might warn them if I think they player would know it is unlikely.

But cha-1 (and no negotiation skill) character:

Player: I set the price for the run at 100,000.
GM: You know this guy looks pretty slick and high-dollar. You think he would be comfortable rubbing shoulders with politico and sim-stars. He looks like the type that was haggling with his mother for his bottle of milk and hasnt slowed down since.

Player: I set the price for the run at Ĩ100,000
(please make your negotiation roll).

GM: The Johnson listens to your speech and then pauses for a second. Suddenly a smile breaks his face. "You might make that much as a comedian on the vids, but chummer I havent heard anything, nor do I see anything that makes you worth more then X (dropping the planned fee by 5%).
---------------------------
IF they low charisma, no negotiation (or low) continues to try to haggle the tone of the Johnson goes down fast along with the price.



Never stop players from attempting something (save perhaps out-right pure 100% unadulterated meta-gaming), but just because the 'attempt' something doesnt mean they can do it.


Figure in one game I read a friend was playing a 'scholar' mage. Now the friend happens to in real life have quite abit of small units and covert action training.

Once he joined the group he started 'planning' all the ops for the team. NOw the cloest thing to combat expierence the character had was like dodge-2 (From accidents in the lab) and Powerbolt and flamethrower (IIRC).

Well I have always allowed plans to count for advantagous ground, etc and give bonuses. Though generally I will not say the bonuses (atleast until it becomes very evident) but factor it in myself.

Initally while 'militarily sound' almost all of the plans they mage-general made resulted in penalties.

It wasnt until another player raised the question why did all of their planning seem to go bad, that the 'flaws' in the plan were raised. (figure as luck would have it the one that raised the question had Knowledge Small Unit tactics-5 and Knowledge: gurella warfare: 4 (former merc).

From then on out. The mage-general's 'player' would suggest plans, but the former mer character would actually 'make' the plans.

Player A: still felt immersed since he was using 'real life' knowledge to make the fights seem 'realer' to him.

Player B: however suddenly found himself having a much more important roll and suddenly feeling very useful, since he was 'gear'/attribute' wise a little sub-par compare to the sammy and phys-ad, but once he took the LTs job and laid the plans down. The team ran 100% smoother.


Players should contribute so everyone has fun.

Characters can do what ever players want them to. (save gross meta-gaming).

Characters do not always suceed at what they try [b[especially[/b] when attempting things that require skills/stats that they character is very poor in.
Jaid
QUOTE (laughingowl)
QUOTE (lorechaser @ Nov 15 2006, 12:44 AM)

He would occasionally come up with something like "I cast a fireball at the entrance to the cave (You did say it only had one entrance, right?) at the same time as the other mage casts a force cage.  Since the fireball covers enough space, and I figure the cubic volume of the cave is XX, it should suck out all the air.  We wait 15 minutes, then go loot the bodies." 

We'd have to hit him.

Ahh but that is easy smile.gif

Consdering that fireball doesn't require a flameable atmosphere. (by the rules you could cast it in a vacum or even underwater), it is obviously that the fireball is providing its own oxidant, so would consume none of the free oxygen in the cave.

The only 'consumed' oxygen would be if enough stuff was set on fire and then burned (brush/barricades/oil drums/etc). Though this would then also work just by tossing a match (or a moloktav cocktail) at the cave.

actually, according to spelljammer fireball does not work in a vacuum.

oddly, however, there's nothing that says fireball doesn't work in atmospheres with no oxygen to my knowledge though nyahnyah.gif
Ryu
While the GM should be allowed to judge if something a character did is appropiate considering his stats, there should not be a hard rule about this.

"Dump stats" vary depending on the area of speciality, and only agility and intuition seem to be spared. Strength on the other hand is too expensive, as was already said.

If you want to avoid dump stats, lower the cost of attributes on character generation ( you know who you are biggrin.gif ). Else a certain amount of specialisation is required for anyone, and lower-than-could-be values are an unavoidable consequence of having strong points. Even my samurai would have strength one if I could have stomached the thought. That 20 points did nothing for him, as melee is won via agility.
ElFenrir
The dump stats have changed over time. CHA before was almost the Universal Dump Stat™, unless you conjured or were a face-type.(hell, even the conjurer could get aw ay with an average cha.) The other stats were too 'valuable' to dump, Willpower saved you from magic and boosted combat pool, Intelligence boosted initative and combat pool, as did Quickness, INT used to be the Perception roll....INTx5 gave knowledge skills...Quickness helped Firearms...


Now with Intuition and Agility, they seem to be the two new stats..however I notice that LOG has replaced CHA for the dumpstat under this new system.

And yeah, I do tend to think AGL is a bit overused for skills...but im sure there are a few threads discussing that wink.gif

As for Logic, also remember it does affect Knowledge skills, which can be used in lots of numerous ways to benefit the character. Dumping Logic means you'll miss out on these, which the skills are bought at a 1 for 1 basis with these FREE points. And a clever GM will utilize these knowledge skills. Negotation 6 is nice, but Neg 6 with Knowledge: Underworld Politics 4 and Fine Italian Wines: 3 might just help you in the negotation with that mob boss...and Rifles: 5 are fired much more effectively from ambush while utilizing your Hiding skill and a little ''Improv Camoflage Techniques: 4''. biggrin.gif

Hell, if getting lots of free points for upping a stat wont change the players, i don't know what will. biggrin.gif
Fortune
QUOTE (ElFenrir)
however I notice that LOG has replaced CHA for the dumpstat under this new system.

I just don't see that as being the case. If anything, Strength is the dump stat of choice, and Reaction can be almost a throw-away Attribute if you are going the cyber route, as you can eventually raise it by a whopping 7 points through augmentation (but only 4 at chargen). I still see as many low Charisma Attributes as I see Logic at the same level.

Personally, I'd very rarely make a character with a Logic below 4.
Jaid
heck, in SR i've never considered char a dump stat, really. sure, it may not have been the stat of choice, but it was never dumpable (it had to be at least average or you faced potential screwage, imo).

but i guess that's just me...

now strength, on the other hand, is probably the only stat i would consider dumping if i was gonna thoroughly min/max a character. of course, if i was going to totally min/max a character, then it would probably be an ork (SR4) or dwarf (SR3), just because they're so efficient... so even then the character wouldn't have strength 1 =P

but anyways, yeah... unless it's a very specific build, who cares about strength?
Ryu
Well, under SR3 you could dump those attributes you did not use for damage resistance if you considered the number of linked skills you where interested in. It was often "better" to pay higher skill costs and have the attribute point elsewhere. Due to the higher amount of attribute points you got, the difference was just less noticeable. We just have to get used to seeing "below-average attributes" as something very common, what with being much closer to the average than before.

Min/Maxing can hit many attributes. Hard. Speed and strength and reaction and logic can be increased for cheap, at least ingame. Take logic! to the max because it gets you knowledge skills, buy muscle- and reaction enhancers, wired reflexes and start saving for that hyperthyroid gland.
ElFenrir
Ahh, i guess on my end ive seen the Logic-dump more.

But a system with Strength-dump...who wouldathunkit? Or Reaction? With Speed Junkies out there? Keep in mind ive only played under 4 a few times wink.gif

See, in the times ive had GMing, and ive had handfuls of twinks in the past like everyone else, speed max was the first thing they did. Sammies didn't dump Strength, let along ANY Speed stat, from the ones ive seen come out of the factory in the past.

But, then again, with cyber as cheap as it is now....i suppose i see the point. Strength doesnt help enough skills, and it can be bought up the same as Reaction i guess.

BUT, now that you mention it, I do see a lot of what i nicknamed the 'Ork-Troll Mage' characters. Basically, Ork and Troll mages who have their base stats in the Physical area.
Ryu
Orks make good mages. High payoff for little or no cost, depending on tradition (Intuition is your friend anyway).

Apart from strength willpower will be a candidate for dumping. Mundane spell defense is too weak anyway, so why invest? Itīs rather easy to bring it up to acceptable levels after chargen, so why not start at 1?

In practical application, my slightly tweaked samurai got willpower 2 and charisma 2, but bravery on top of that for composure tests.

I think for twinking within the given attribute limit, you need also consider the target dicepools for certain activities. Having the base skills grants +1, and there is no need to break the dicepool system by getting to the insane numbers. And "no need" applies to all players. Those who want the system to work as intended (a requirement to be in my group), and those who crave power but get no return-on-investment if they increase the dicepool beyond the needed mark.

(Sorry if Iīm hard to read. I was doing my engineering project till 5 in the morning and four hours of sleep ainīt exactly much)
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