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PlatonicPimp
I'm working on my house rules package again, and I'm on character creation. I'm reworking the costs of most things at character creation, and qualities are on the block.

It's already been establishes that I think incompetency in skills you can default on is broken, but I'm not sure it needs to go altogether. Then this Idea came to me. I'd like some input on it.

Incompetency has a variable rebate based on two things: whether you can default on it, and what your rank is in the skill's linked attribute. This is because when you get an incompetency, you are losing these things: The ability to ever take ranks in the skill, and the dice you would have rolled.

I'd say the loss of the ability to take the skill is worth a flat rebate. All incompetencies get this. Characters get no points for incompetencies in skills they couldn't take anyway: meaning no points for magic skills unless you are an appropriate mage, and no points for resonance skills unless you are a Tehnomancer.

Being incompetent means you essentially lose (your attribute)-1 dice, since that is what you would have rolled. I'd give a rebate equal to some constant times that amount. A Skill you cannot default on doesn't get any points for this, since you couldn't make that roll anyway. A skill in which your linked attribute is 1 would likewise not receive any rebate because the resulting lost dice is Zero.

For example: A character has an Agility of 4 but is incompetent in Gymnastics. She receives a rebate of, say, 2BP for never being able to take the skill, and 1 BP per lost die, or 5 BP. Another character has a logic of 6 but is incompetent in Demolitions. He receives 7BP for his flaw. Another character has a Charisma of 1 and is incompetent in leadership. He receives 2 BP.

What do you think?
Fortune
So my Agility 7 elf could get 7 BP for Incompetance: Blades, and 7 more for Incompetence: Longarms, and another 7 for any of the many other Agility-linked Skills?
krayola red
From what I understand, he'll get 8 BP (2 for never being able to take the skill and 6 for the number of defaulting dice lost).

Something you might want to consider is that you can't default on any of the magic skills, but taking Incompetence for one of them for a mage could be just as crippling as any other skill would be for a mundane. Under your system, the BP rebate would be disproportionate to the lost functionality.

Honestly, I don't think Incompetence really needs to be house ruled since the nature of the quality is such that it requires GM discretion no matter what you do to it, but hey, your game, your rules.
Fortune
QUOTE (krayola red)
From what I understand, he'll get 8 BP (2 for never being able to take the skill and 6 for the number of defaulting dice lost).

Ah right. My mistake. biggrin.gif
PlatonicPimp
Krayola: I'm actually reworking the whole character creation shebang, so I thought I'd give it a shot.
We need to compare the mage with incompetency (magic skills) against a mage who has no ranks in that skill. In that case, the loss of functionality is minor: Neither one can make the appropriate roll, it's just that one of them can never fix that. Don't think of it as just 2 BP, think of it as 2BP plus whatever you didn't spend on that skill in the first place. Then you'll see you are adequately compensated.

Besides, most mages who do that will probably go the aspected mage route anyway.

Fortune: Yes, that is the Idea. Does that seem a bit much to you? After all, you need the points to get his Agility that high to begin with. Your elf with an agility of has lost more to his incompetency that the Human with an agility of 3 has.
Fortune
QUOTE (PlatonicPimp)
Your elf with an agility of has lost more to his incompetency that the Human with an agility of 3 has.

Not if he never picks up a knife or shotgun.

Don't get me wrong. I don't really have a problem with Incompetence as written, because no matter what rules you use you are still going to have to relly on GM discretion.
PlatonicPimp
Actually, by the reasoning you are employing (not if he never attempts the skill at all) then the incompetency is never anything BUT points for nothing.
GrinderTheTroll
So why rework the whole process? What is so flawed that you feel it needs a complete overhaul? question.gif
PlatonicPimp
I think the discussion begins here

http://forums.dumpshock.com/index.php?show...ic=15231&st=200

and goes on for several pages.


But the gist of it regards whether you should be able to take incompetence in skills you can't default on anyway. As fortune notes, at the moment there is no good way to handle incompetence as a flaw except to beat people who abuse it with a stick. I'd like a version of the flaw that reflects what it does and how we can expect a player who choses such a flaw to play it, to make the rules more balanced in the absence of a skilled GM.

I don't know if this is the way to do it, but it's my best guess so far.
ixombie
From an armchair GM's point of view, you might think that the problem is that incompetence doesn't pay enough back.

From a tabletop GM's point of view, however, the problem with incompetence is that chars are usually incompetent in WAY too many things. Incompetence has no limit, you can be incompetent in as many skills as you want. And if you want some free BP, just take incompetence in every skill you're never likely to use. It's incredibly rare that it will hurt you, and you can get up to the full -35 just by sacrificing skills you weren't gonna use. Sacrificing skills you weren't gonna use anyway isn't any kind of sacrifice at all...

If anything, incompetence needs to be limited by houserules, not improved. Unless you want a more powergamey game. But if that's the way you want it, I'd just say abolish the -35 BP limit on negative qualities, and don't bother mucking around with the actual points costs.
GrinderTheTroll
QUOTE (PlatonicPimp)
As fortune notes, at the moment there is no good way to handle incompetence as a flaw except to beat people who abuse it with a stick.

rotfl.gif

Well said.
Ryu
What you are doing is actually increasing the incentive to take incompetencies.

And in my experience, incompetencies never surface in an area the character might really need. With the number of skills linked to agility and logic, those players will now consider cerebral boosters and muscle augmentation as "basically free".

(To be fair, Iīm assuming here that the concept of "lost dice" includes those gained by augmentation.)
PlatonicPimp
No, actually, my intent was that it wouldn't include any augmentation dice. But I see your point, I hadn't actually considered them at all.

The Idea of linking it to the attribute is based on the ibeleif that the palyer shows where their interests lie when buying attributes, and a skill in their area of interest that they sacrifice is more of a loss than one in another area. Similar to how certain qualities pay back more for "hackers"

How about we set the equation to a multiplier of .5?
Making the equation Cost = 2 + .5 (unaugmented attribute-1).
That way the rebate is never more than the 5 BP it gives now, only less.
Fortune
If you are going to start giving out BP in anything other than multiples of 5, you will more than likely run into further problems along the way. You would probably have to change quite a number of Quality BP costs to balance things out, and then run into the situation where people are grabbing 2 and 3 point Qualities just to make up the numbers instead of fitting into a concept.
PlatonicPimp
Well, gee, if BP can only be spent in multiples of 5, why don't we just divide all the BP costs in the book by 5 and work from there?

Though I use karma creation, so I'd actually be using different numbers. something more like 4 +(x-1) in Karma.

The idea isn't in the specific numbers but in the concept of variable payoff. Ya'll seem to hate it though. It feels like everyone has written off the idea of balancing incompetence at all.
Fortune
Note that I did refer specifically to Quality costs in my post, which are only available in BP costs of multiples of 5.

As far as balancing Incompetence, it really is the kind of thing that can only be acheived on a case-by-case basis for each GM. I just don't really see the need for iron-clad rules for one of the least worrisome aspects of the game ... one that can be easily solved through active GM participation in the chargen process.
TheNarrator
My SR4 GM declared that we couldn't take Incompetence on any skills that we couldn't default on already (which made so much sense that I hadn't realized it wasn't already a rule) and limited it by saying we couldn't have mroe than one Incompetence per skill group. Otherwise, all the non-hackers would just Incompetence all the hacker-only skills that they'd never use.

So my street sam went from having Incompetence in Software, Hacking and Cybercombat (which made sense from a flavor point of view, since those skills are all kind of interconnected... I think it'd be weird to be able to hack without knowing about software) to having it for Hacking, Archery and Instruction. I suspect that it won't make a damned bit of difference in gameplay, since I have no intention of ever using a bow or teaching a class anyway.

Under the system the OP suggested? I forsee much potential for misuse. My ork street sam (or worse yet, a troll street sam) could have gotten a lot of BP out of Incompetence(Parachuting) due to a high Body score and probably not been any more limited by it than he was by taking Instruction (which would default to his Charisma of 2). Heck, he could probably Incompetence every Body-based skill and a high Body score would still have been worth it due to its non-skill use for soaking damage. Likewise, a high-Agility elf gunslinger probably wouldn't sweat Incompetence(Archery), and I'm sure there are characters with good Intuition scores that wouldn't miss Disguise if they couldn't take it. A mage with a huge Logic won't probably miss Hacking, and a combat-type with a high Reaction won't miss most of the Pilot skills.
PlatonicPimp
Well, I guess I have to save incompetency some other way.

Damn. And I thought I had a good idea for once.
Fortune
QUOTE (PlatonicPimp)
Well, I guess I have to save incompetency some other way.

Damn. And I thought I had a good idea for once.

Don't let my objections stop you. It's your game after all, and if something works for you, then that is all that counts.
Jaid
Actually, thenarrator, with all the cameras around, disguise has never been more valuable, imo. pretty much, if you don't want LS to be know it was you (without being able to prove it in court because circumstantial evidence is not allowed), you'd pretty much better be disguising yourself for the cameras.
PlatonicPimp
Well, my thinking was the incompetency was worth the dice lost. most people here seem to think that it's never really a loss at all, no matter how it's sliced, since if you take it you meant to never use the skill anyway. In which case it shouldn't be worth points ever.

And I'm not going for what works in my game. If I was only converned about my games I'd just get the player-beating cane out whenever it became a problem. I just like having rules sets with both a large amount of customizability, choices where no one option is obviously better than another, and a rules set you have to work at to optimize, and even then you don't overly outshine those who don't. So if I'm even going to bother with a house rule (and I will), I want it to work well on its own.

:sniff: I just want my babies to be able to make it on their own!
TheNarrator
QUOTE
Actually, thenarrator, with all the cameras around, disguise has never been more valuable, imo. pretty much, if you don't want LS to be know it was you (without being able to prove it in court because circumstantial evidence is not allowed), you'd pretty much better be disguising yourself for the cameras.


Heh. Well, it doesn't take the Disguise skill to put on a ski mask, but I see your point. I was thinking more of combat types who'd want a high Intuition for avoiding ambushes, but wouldn't care much about impersonating people like a face or stealth type might.

Anyway, if you're defaulting on Disguise, odds are you won't get many hits unless you have a really high Intuition. What are the odds of your Intuition-1 getting more fives and sixes than a detective's Intuition+Perception? But you are correct that even little things might keep you from being identified.

Still, I'm not wrong that even in your maxed-out core attributes, you'll likely be able to find at least one skill you'd be willing to Incompetence....

QUOTE
Well, my thinking was the incompetency was worth the dice lost. most people here seem to think that it's never really a loss at all, no matter how it's sliced, since if you take it you meant to never use the skill anyway. In which case it shouldn't be worth points ever.


Well, no. A situation could come up where you'll wish you had it. If my street sam gets dropped in the jungle with no guns, he's gonna be hating the fact that he can't make himself a primitive ranged weapon that uses the Archery skill because he's never seen one outside of a movie (after all, its not like they're still used except for sport). Alternately (and more likely) if he ever wants to show a teammate how to use some weapon or bit of equipment or how to do something, he's out of luck due to his Incompetence at Instruction. And if he gets into a situation where he wants to learn any of those skills, he's screwed unless he can buy off the Negative Quality.

I'm not saying it's not a loss. Hell, I hated having to take any Incompetence, but Build Points were just in such short supply. I'm saying that the amount of loss has a lot less to do with how many dice you'd be tossing if you could default than it does to do with how likely you are to find yourself wanting that skill and not having it. A street sam with Incompetence in a firearm skill quite possibly deserves more than just 5 BP because of how much that'll get in his way (GM's discretion), whereas Incompetence in Underwater Basket Weaving ought not be worth points at all (and isn't).

I'm not saying you shouldn't use your system... just that you should be aware that there's potential for abuse. That people will take Incompetence in skills they don't intend to use should be obvious... after all, if they take the Negative Quality then they can't use it. Ergo, they literally can't take Incompetence in any skill they actually intend to use or think they may ever want to learn.
Jaid
true, i'm sure you'd be willing to dump something.

but when you consider the possibilities of, say, disguise (obscuring) 1 (+2) then you're looking at 3 dice added onto your disguise test to conceal your identity for a mere 6 BP. of course, depending on how much your GM uses the camera thing, it may not be important. but when you consider that LS can probably map your facial structure (quite possibly even through a ski mask, i wouldn't be too surprised) from a camera, i would say it becomes important to modify the shape of your body, the way you move, your proportions, your height (thicker soles on your shoes, for example). if the police report says they're looking for a 6 foot 3 caucasian male with long brown hair when you're actually a really tall japanese girl or something, then i'd say it's pretty unlikely for you to get caught =P

and if the best you can do is make it so nobody can make out your facial features at all, and you make a point of removing any identifying habits, features, clothing, etc, then you will be much better off. and that, to me, is a disguise check.
Garrowolf
I don't like the idea of being able to take a bunch of incompetancies that they would never use. It's not a disadvantage if they never are hindered by it.

I think that there should be levels of Incompatencies but they should get progressivly larger including larger and larger groups of skills. I think that they should be linked to some reason for this problem.

Instead of Incomp: Skydiving, also include Phobia: Heights.

Instead of Incomp: Computer, make it Incomp: all computer skills because you get vertigo in VR or you don't trust them or you think that you could be killed by a random Black IC virus or evil AI or you feel like you are being watched by something you can't see but can see you.

Instead of Incomp: Unarmed Combat you make it Phobia: Physical Touch ranged confrontations. You always go for a gun because you are very uncomfortable with grappling or punching. You always feel that they know more about it then you do but you consider a gun an exquilizer.

How about Incomp: Academic Knowledges, because you feel that it is all lies to control the masses.

How about Incomp: All vehicle skills and mechanical skills along with Gremlins: Vehicles. You are a Jinx with cars. What would be even more interesting is if your primary interest WAS cars and you were always trying to be the driver!

TheNarrator
QUOTE
I think that there should be levels of Incompatencies but they should get progressivly larger including larger and larger groups of skills.


I'd wondered why there wasn't an option for Incompetence in a skill group. Strikes me that a guy who literally can't shoot a pistol because he's never seen one before probably wouldn't know what to do with an assault rifle or shotgun either. Of course, anyone who doesn't have my GM would probably just take Incompetence for every skill in the group seperately. Not to mention, that in some of the groups, the skills aren't so well-connected. I mean, I don't understand how anyone could do Hacking without knowing Software, but they're in different groups. Meanwhile, Hacking and Electronic Warfare are in the same group even though I'd think that they'd be very different....



EDIT: I edited my last post to add some stuff before I saw the last couple replies, coincidentally talking about the same "Incompetence on skills you don't think you'll use" thing you mentioned.
Garrowolf
well we COULD get into the concept of advanced skills - skills that would require another skill at a certain level in order to purchase them.

This could solve some of the problems as well - basically you can only have incomps on base line skills and this blocks all the skills below it.
GrinderTheTroll
QUOTE (Garrowolf)
well we COULD get into the concept of advanced skills - skills that would require another skill at a certain level in order to purchase them.

This could solve some of the problems as well - basically you can only have incomps on base line skills and this blocks all the skills below it.

Couldn't you use Skill Group to accomplish this?
ElFenrir
I never ran into an Incompetence flaw problem myself...so long as you limit Magic skills to Magically active folks, Resonance related ones to Technomancers, and so on, i dont see too much of a problem. Likewise, when you think about it, take Incompetence: Pistols. So the person plans on using mainly SMG, ARs, and the like. Pistols though, are not only a decent weapon, they are, more importantly, small and easily concealable. In a situation where the rest of the team can use them, they are stuck defaulting to one of their other gun skills because they, for some reason, can't use pistols.


I dunno, it doesnt seem too out there to have only a 5 BP flaw for the disadvantage of NEVER being able to use a skill.

Making Incompence: Skill Group might be TOO steep for only 5 BP. That's 3-4 skills youll never be able to use. And most skill groups include one or two skills that get used a whole lot.
Jaid
it's not incompetence: pistols that have people up in arms.

it's incompetence: nautical mechanics, or pilot aerospace, or exotic ranged weapon (fichetti pain inducer) that's got people upset.

i rather doubt any of those who want to fix incompetence would object to a PC with incompetence: pistols. heck, that's a definite drawback. there is a very real chance that at some point, you will wish you knew how to use pistols.

but some of those others... well, how does pilot aerospace come into play such that your incompetent character is going to be affected? more to the point, how do you do this without killing the player, and the rest of the group along with him? when does it come up that the street sam is gonna regret taking incompetence in software (oh noes, i can't spend years programming my own OS, even if i wanted to spend the BP/Karma on the skill! woe is me!)

thus, as has been said, incompetence is one of those situations that pretty much requires GM approval if it is to work without being free BP.
Fortune
QUOTE (Jaid)
incompetence ... exotic ranged weapon (fichetti pain inducer)

I'm so taking that for my next character. rotfl.gif
ElFenrir
Incompetence: Fichetti Pain Inducer is also going on my next character, along with Incompetence: Awakened Badger Wrangling. grinbig.gif


But isee what ya mean of course. I guess, instead of changing the system, I'd just go over the characters incompetences and veto them. Seems a bit easier for me, i can be lazy. biggrin.gif
PlatonicPimp
OK, so working with a few Ideas here:

New flaw: Incompetence (skill group.) You are incompetent in said skill group. Instead of having a general flaw like this, we could make several flaws for such skills that each had flavor. (like uncouth). 10 or 15 bp, not sure.

Incompetence: worth 5 Bp, or only 2 BP for a skill you cannot default on.

New rule : A character may only have one incompetency.



I will brainstorm until we make a incompetency that is less abusable!
Jaid
ok, how about this: choose your skills as normal, finalizing your character. line up your skills. roll d% until you generate a result that matches up with one of your skills. that skill is gone, the points are refunded, and from there you finish up your character, unable to take that skill.

that way they either have to take skills they don't want, and hope those disappear, or they risk losing a skill they do want.

or, even better, how about you just add a disclaimer that all incompetencies are subject to GM approval.
Wakshaani
Yeah, preventing anyone from taking Incomptence in an Italicised skill is sort of a gimmie at this stage, with the exception of, like, an Aspected Magician type design.

(IE, a Magician who takes Incomp: Conjuration, to reflect that, well, he just can't *do* that!)

Afer that, the GM gets to step in and kick people. smile.gif
PlatonicPimp
Aspected mages already have rules in street magic, but yeah, I've used that before as well.

"All choices subject to GM approval" is both redundant (everything is subject to GM abpproval), but it isn't a balanced rule. Requiring GM fiat doesn't count as system balance.
ElFenrir
QUOTE
New flaw: Incompetence (skill group.) You are incompetent in said skill group. Instead of having a general flaw like this, we could make several flaws for such skills that each had flavor. (like uncouth). 10 or 15 bp, not sure.


I'd actually give it 15 personally. Incompetence in ONE skill grants five...a whole group has 3-4 skills in it, 4 more often than not it seems. Where the Incompetent: Palming character would get five, Incompetent: Stealth Group is a pretty horrific drawback.


Hmm...saying that..youll have to get very specific here...but perhaps certain groups grant different bonuses? 10-20 might be a good range. Where Incompetent: Outdoors might be a 10,Incompetence: Influence or Mechanics is worth a 15 I think...important skills...but again, you usually can have access to someone to help in group situations...still bad, though. Incompetent: Stealth, Firearms are going to hit people in SR pretty damn hard...i'd give them 20. (Perhaps Firearms could just be 15, as there might be a load of combat spell mages who can just pop off powerbolts or manabolts like their confetti and dont need guns...or for technomancers who sit in the car to run.)

Full on mages who take an incompetence in a magical skill group should land at least 15. Technomancers should be highly advised against taking Incompetence: Resonance, unless their character has a deathwish or is a technomancer who is good at guns and just can't...technomance. grinbig.gif

Getting even MORE complicated as i seem to be doing here, different character types could even have differing rewards of 10,15, or 20...like in the old system, Simsense Vertigo was a lot more to deckers and riggers than to Joe Cyberguy, and Joe Cyberguy got more points for Bio-Rejection than Madaline Mage.


So, in SR4, Harry the Vehicle Hacker would have a freaking hard time with Incompetence: Mechanics, but Incompetence: Outdoors might not hurt him as much. Madaline who twinked her magic attribute to the nine hells and can overcast manaballs with nothing but a mild headache to answer might not get so many points for Incompetence: Close Combat.

But that would take a long freaking time to figure out, and since SR doesn't have 'classes' per se, you'd have to make a call on where the characters specality is and go from there. Perhaps the flat 15 is a better idea after all, after all that rambling. grinbig.gif
PlatonicPimp
See, I note that uncouth is, thematically, incompetence in influence.

Uneducated is similar.

As is infirm.

So maybe instead of incompetency in groups, we have similar negative qualities like "city slicker" or "Non-violent"

The more I think about it, the more I think that just saying that a character can only have one incompetency kinds solves the matter. Incompetency ranging farther than a single skill is covered by the larger qualities mentioned above.
Cain
A flat 15 for a group is a bad idea, as PP pointed out. The massive group incompetences only give you 20 as a rebate. There's no reason to take them in the first place, since you can get away with taking 4 single Incompetences in the group skills, and keep your options open in the rest. The three group incompetences-- Infirm, Uneducated, and Uncouth-- need to either provide a higher rebate or be seriously reworked.

Personally, I think removing and replacing Incompetences is for the best. Like someone else said, instead of Incompetence: Parachuting, they get Phobia: Heights, at the "uncommon" level to indicate that it needs to be above building height. Replace Incompetence: Software with Codeblock: Repair Icon. And so on.
Fortune
An interesting aside ...

Manny Nine-Fingers has Incompetency: Palming. Could he still learn the Stealth Group at the reduced cost, and just ignore the presence of the Palming Skill in that Group?

Obviously the same question could be asked of one of the Skills in the Influence, Athletics, Electronics, and Mechanic Groups.
Ryu
Hmm. Very close to the book: no he canīt. He would gain a skill rating he may never have.

That would not stop me from allowing it though.
Ophis
I'd allow him to take the group but at no discount, it's a four skill group so he's still saving on buying the seperate skills.
Garrowolf
personally I wouldn't allow him to get the group but he could get the other skills seperately. The game basically treats the group as broken up as soon as you do something to alter one of the skills within the group.
Charon
There are oodles of instance where the incompetancy flaw annoys me but I'd rather just rule on a case by case than try to housrule every situations.

- I often refuse an incompetency linked to an attribute of 1 or 2 and/or from a character whose role in the team make it so he'd never use the skill anyway.

Typical exemple ;

A Mage who takes incompetancy (long arms).
And he has agility 2.
And there is a dedicated sniper on the team.

Yeah, right.

I'm none too fond of a street samurai who wants to take incompetency (Hacking), either. Especially if there is both a dedicated Hacker AND a secondary hacker on the team. What is this character really giving up in exchange for his bonus 5 BP?

- I often ask to bundle several similar skills in a single incompetancy (still worth only 5 BP).

For example, if the afore mentioned mage proposed to be incompetent in ALL firearms, I'd be more receptive. Even though as a mage he can usually get by without any firearms, it'll be an hindrance on occasions.

Similarly, if the Street Samurai is incompetant in all computer related skills (The whole electronic and cracking group) then I could accept that. Having trouble using your commlink to open the public elevator or being incapable of conducting even basic data searches is a drawback to a Street Samurai. Being unable to crack even the most basic system isn't, it's just not his job.

So basically, I just make judgement call on a cas by case basis. What else can you do? There's no blanket rule that can prevent incompetency flaw abuses.
PlatonicPimp
QUOTE (Charon @ Nov 20 2006, 05:42 PM)


So basically, I just make judgement call on a cas by case basis.  What else can you do?  There's no blanket rule that can prevent incompetency flaw abuses.

Oh, I don't know, Maybe I could come up with a clear and consistent house rule to remove the oppourtinity for abuse. That way when I tell my players no, I can point to the restrictions I layed down to begin with.

The rest of my argument deletes because I seem to be unable to express myself without insult on the subject. Suffice it to say that I beleive that the incompetency abuse can be addressed with properly worded rules, and that a good game system should balance itself, not rely on the GM to slap players who abuse the rules. I may not know what they are yet, but this thread was meant to generate ideas on how to do so. So a post saying you can't is less than helpful.
ElFenrir
Case by case SEEMS like the best way...but...well, ok, let me give too scenarios, and see how each goes together...


I had a friend of mine play this one character, who was good with the BFGs. However, in his entire career, he has never, and still has never, killed one human being. He's great against critters, though. He has a good smattering of other skills tho...driving, computer skills, and also negotiations...he's good at diffusing the situations with words rather than force. Sure, he's good with the guns(and an awesome character to boot), but they aren't the end-all, be all. One Incompetent skill he took was Intimidation. He might be a big guy, who does pack some big heat...but as his player describes him...hes not violent, and just is NOT menacing i n any way. Incompitent: Intimation fits him perfectly. He can use negotiations to talk them into doing/not doing something, but he just can't force them.

Now, say a player makes a Technomancer. A 5'1'' human girl, 90 pounds soaking wet, physical stats in the 2's and no combat skills to speak of. Does not like combat. Does not like to instigate combat. Is most comfertable in a house, in a vehicle, and doesn't even like dealing with people if unecessary. Also described as highly non-threatening. Is taking 'Incompetent: Intimdation' a cheesy move here?

With the aformentioned Incompetent: Hacking for a Street Sam, is it not cheesy if the sammie has some computer skills and does occationaly work with them? Or is a Sammie taking Hacking incompetence ALWAYS cheese? What about a perhaps ex-hacker who got fried by some IC before and stuck to out of comp jobs after that, namely, taking up sam stuff...but has a few comptuer skills still, with Incompetent: Hacking. Cheese or not?

Full Magician who doesn't believe in binding spirits, forcing them into servitude. No problems summoning them to ask for assistance, but doesn't want to Enslave them. Is Incompetence: Binding cheese? Perhaps for the magicians who has Summoning and Banishing of 2, but no Binding skill and is more Sorcery specialized, it is...but....



This is the tough part. When IS it cheesy and when is it not? Writing hard, fast rules on this will possibly keep some character from taking something that really WORKS with a character.(I had the shaman in question who had good Conjuring skills but disliked forcing spirits into servitude. He, as part of playing the summons, would ask for their help.)

This part almost needs a houseruling of sorts. Im trying to think of a 'catchall' rule about this...but its damn hard.
PlatonicPimp
Well, I think the best catch all is to only allow one incompetence, and to not allow incompetence in skills you cannot default on. If you want more incompetencies than that, you need to get one of the other qualities, like uncouth, instead.

Seems the simplest.
lorechaser
See, I don't feel like everything should have a rule (which is ironic, given that I'm often cited as a rules lawyer). What works for one game doesn't for another. I find that Incompetence: Binding is a great character definer. You feel that it's borderline cheese. I feel that *anyone* taking incompetence: Hacking is setting themselves up for an issue. You feel that a Sam doing so is cheese.

So if we set hard and fast rules, it goes beyond providing rules, and in to setting flavor and style. Which I don't want SR to do.

I guess a lot of the argument behind this is whether saying "The particulars are up to the GM" is an indication of a weak rules system, or an indication of a mature one.

In this regard, I think putting down a rule functions to restrict creativity, rather than provide balance.

On the flip side, if you set up hard and fast rules, then you're just house ruling to allow the outside concepts that your players come up with that are off the wall.

I do agree with the statement above that I'd prefer the incompetence quality to be removed in favor of more interesting options like Phobias, Codeblock, etc. I'd far rather see "Visualization Issues (non-human forms)" as a flaw than "Incompetence: Pilot Anthroform"
ElFenrir
QUOTE
See, I don't feel like everything should have a rule (which is ironic, given that I'm often cited as a rules lawyer). What works for one game doesn't for another. I find that Incompetence: Binding is a great character definer. You feel that it's borderline cheese. I feel that *anyone* taking incompetence: Hacking is setting themselves up for an issue. You feel that a Sam doing so is cheese.


Just for a quick clearup, i dont necessarily think either are cheese...but COULD be cheese. I played the shaman with Incompetent: Binding...my group was cool, it fit the character, but ive talked to others who felt it cheese. The Sam taking it COULD be cheese...or could not be.

I also think that Incompetent: Hacking people are sort of opening themselves up for some grief.

True by limiting incompetencies to only one, you limit the amount. If the character takes something that is a little on the cheesy side, they only get 5 BP, it doesnt break anything, and bingo. A cheesy one might slip by, but a clever GM can exploit it.

As it says in the rulebook, ''A character can only have one Aptitude, but may be as Incompetent as you want''.

As written, i see the intentions. Prevent characters from getting a ton of 7 capped skills while allowing them to kick themselves in the ass as much as possible. In theory, sounds fine. In practice, not so fine...but there are plenty of instances of that in about any RPG on the market.


But yeah, the qualities like Uncouth, Uneducated, Phobia...could be worked in a little better, somehow, in some way.

About not allowing them for non default skills...i dunno, IMO i dont see a big difference...cant use the skill anyway, and the flaw prevents you from ever even getting it, should you need it, unless you buy off the flaw. But YMMV of course.

Well, its what these boards are for. Trying to figure out fun ways to fix stuff that doesnt seem to work right.
deek
Do incompetencies always have to equate to a bonus BP? I think a portion of this discussion is being overlooked... Why not allow the incompetency and just don't give any BP for it if you rule it overly cheesy? If the player throws a fit, then that may give you a pretty good indication whether they were taking it for the background or just for the BP bonus...

I encourage my players to build a solid background and some of these quirks don't need to have a BP effect to character creation...its just part of having fun and enjoying a particular character concept.
Fortune
QUOTE (Ophis)
I'd allow him to take the group but at no discount, it's a four skill group so he's still saving on buying the seperate skills.

Yeah, that's basically what I was meaning ... and why I picked those specific Groups. wink.gif

I don't see the problem in allowing the Group to be purchased for the normal price, and just dropping the Incompetent Skill completely.
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