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James McMurray
Ah. I'll disagree with that also. To get true seperation for a high powered game you have to remove the skill cap and possibly change the availability limit, but it's easy enough to do.
PlatonicPimp
Mr. Mcmurray, you appear to be defending the system as writtne by noting how easy it is to change it. That's an interesting tact.

I'd like to make this analogy, its not a perfect one, but it will do.

Imagine you walk into a store. You want to buy something, you have that something in mind. You go in to look for it. You can't find it. In fact, you can't find anything. Their inventory is non-existent, mostly display goods. Immediately a helpful store clerk asks if they can assist you. After you explain what you are looking for, they inform you that they can order that for you, exactly what you wanted, even the color, at a great price. You'll need to wait a week, but you'll get exactly what you want.

Does this store give you what you want? Yes. But it involves a wait, and it has nothing to offer you right now.

To me, SR4 sometimes seems like this. They offer up so much potential for the gamemaster to fudge, alter or make up the rules as he goes, but doesn't always offer enough actual content to work with. Frequently many choices are offered without informing us which one is standard. This becomes a major issure if , say you are making a character for a campaign with a new GM. Every GM should inform you of their housr rules right off the bat, but much of hte main rules have a great many different interpretations that you don't really know how it gets played until you are in the group. This is especially true for hackers.

And you can't defend the matrix rules today with supplements that will be coming out next year. We can discuss whether Unwired effectively deals with the problems when it comes out, until then, the matrix rules are incomplete and that's a problem.
mfb
QUOTE (James McMurray)
To get true seperation for a high powered game you have to remove the skill cap and possibly change the availability limit, but it's easy enough to do.

please tell me we're not going to have to discuss what happens when you hit 25+ average dice again. to sum up: it breaks the basic game mechanic, because it's just about impossible to apply enough modifiers--even with threshold--to keep you from succeeding. why would anybody want to play that?
Ophis
Because some challenges are about something other than dice pools, they're about getting a chance to use that dice pool, ie getting into the right position. I have found that SR4 is very good for high powered games, where I found high powered combat in SR3 to be frustrating for all involved.
toturi
Once you factor 25+ average dice on the other side, it becomes manageable again. It is when you are rolling for a fixed threshold with a lot of dice that the game mechanics seem to break down. 25 against 25 opposed isn't broken.
Moon-Hawk
QUOTE (PlatonicPimp)
Every GM should inform you of their housr rules right off the bat, but much of hte main rules have a great many different interpretations that you don't really know how it gets played until you are in the group.

Wow, this thread certainly came back from the brink. I'll try not to mess it up. smile.gif

Regarding the quote: I actually got off to the right start with SR4. Every GM has a list of house rules in their head, but can rarely come up with a quarter of them if asked to rattle them off. This time, I made a list. Every time I house-rule something I write it down. Just stuff I expect to come up again, of course, things that conflict or clarify the book, not one-time rulings for bizarre situations.

Regarding basic mechanic and 25+ dice pools: Resisted rolls are fine, but it gets pretty weird for unresisted rolls. That's an inherent downside of a fixed TN system, though. Again, it's tradeoff between accuracy and simplicity. This is one of the changes in SR4 that I'm not too thrilled with. I liked variable target numbers. I think this was one of tha places they gave up a lot of accuracy for a very small gain in simplicity, and I think the change to the fundamental mechanic changed the feel of SR a little. But it's not a total deal-breaker. But I've already said too much about this.

Anyway, about the main topic of GM involvement: I like a little bit more clear-cut rules. Or at least some good examples and guidelines. Like mfb's example of called shots being unclear. I agree that it's a problem, but I'm hoping it gets better. SR has always been really good at avoiding power creep; it has rules creep instead. I'm hoping that books like Arsenal and Unwired fill a lot of the areas that I find lacking. I certainly think they shouldn't have to; that stuff should've been better explained in the core book, but I'm hoping that a few more books of rules creep will bring it up to the level of rules I want.
Basically, I'm still optimistic that all the info I want will eventually be there, but I'm critical of the order that it is all being presented.
James McMurray
QUOTE
Mr. Mcmurray, you appear to be defending the system as writtne by noting how easy it is to change it. That's an interesting tact.


Well, since the rules were designed with that in mind, it makes perfect sense to talk about it.

QUOTE
until then, the matrix rules are incomplete and that's a problem.


Not for me. smile.gif

What the designers have said here is that they had to leave the rules where they are, and I believe it. The book is fairly big already, and there's no way they could completely cover everything in every aspect of the setting. What they gave is enough to work with for now. Whether that's an acceptable decision is up to the specific player to decide.

QUOTE
please tell me we're not going to have to discuss what happens when you hit 25+ average dice again. to sum up: it breaks the basic game mechanic, because it's just about impossible to apply enough modifiers--even with threshold--to keep you from succeeding. why would anybody want to play that?


So your complaint is that people with superhuman levels of skill rarely fail at their tasks? wobble.gif Somehow I don't think that's truly a valid concern. To me it makes perfect sense.

QUOTE
Like mfb's example of called shots being unclear. I agree that it's a problem, but I'm hoping it gets better.


Aresenal might have a few examples, but it's a rule that's impossible to quantify. There are examples of dice pool penalties, and a table of thresholds. Between the two you can estimate the difficulty for pretty much any given shot. A table any more detailed then "something as difficult as X should be at -Y dice" isn't really a possibility. You can't cover all the bases, a means for assigning difficulty modifiers and thresholds exists, so the best you can hope for is the GM combining the two to determine the difficulty of a specific shot.
Aemon
QUOTE (SL James @ Nov 29 2006, 04:12 PM)
QUOTE (Moon-Hawk @ Nov 29 2006, 03:09 PM)
QUOTE (SL James @ Nov 29 2006, 04:05 PM)
It is inherently negative.

Because that judgment crap is stuff that shouldn't have to even come up if the rules were even the slightest bit consistent.

But...if the GM doesn't make any judgement calls, he's not really necessary, is he? He's not needed, he should just be playing. If the rules completely describe every situation, it's a board game or a computer game.

Nice strawman.

Because, of course, the GM doesn't do anything else at the table besides making up thresholds. Nah, they don't make and run NPCs, or plots, or act as opfor, or award karma or do any number of other functions that don't include making up thresholds because Fanpro was unable or unwilling to do the job of putting out rules in, you know, a rule book.


QUOTE (Moon-Hawk)

But...but...the content of those jobs is GM fiat. The reactions of the NPC is entirely dependent on the whims of the GM.
It sounds like you're taking a neutral term and applying it only to the things you don't like.


Wow, SL_James... Moonhawk just WTF-Owned you.

A GM's job is entirely "fiat". Everything they create they create on a whim. Their entire storyline is dreamed out of thin air (I find usually while I'm on the toilet). Nothing in the game that happens happens without GM "Fiat" involved.

And henceforth, I will simply be referring to it as GM Discretion, because that is what it is. Your term Fiat is frankly insulting to anyone who has ever GM'd before, implicating that they are tyrannical fiends who like nothing more than to lord over their players with unimaginable cosmic powers. If you have a GM you're thinking of every time you spew forth the word "Fiat" like it's a wad of spit, then maybe you need to work out that bitterness on a punching bag or a brick wall.
Serbitar
I disagree. The GM (especially in a player vs environment setting like SR) has to rule thus, that he could always justify every decision if he was asked to.
There always has to be a reason for why things are happening the way they happen. And if it is random things, a random dice roller at hand is a good thing (people are very bad at trying to emulate randomness).

The only exception are random events that appear to give rise to an interesting plot. As one generally assumes that the life of a Shadowrunner is "interesting" above average.
Fortune
QUOTE (Aemon)
... implicating that they are tyrannical fiends who like nothing more than to lord over their players with unimaginable cosmic powers.

You mean they're not??? eek.gif
James McMurray
QUOTE (Fortune)
QUOTE (Aemon @ Dec 1 2006, 04:22 AM)
... implicating that they are tyrannical fiends who like nothing more than to lord over their players with unimaginable cosmic powers.

You mean they're not??? eek.gif

I'm certainly not. I like watching porn just slightly more than I like to lord it over my players with unimaginable cosmic power.
mfb
QUOTE (James McMurray)
So your complaint is that people with superhuman levels of skill rarely fail at their tasks? wobble.gif Somehow I don't think that's truly a valid concern. To me it makes perfect sense.

of course it does, because you're ignoring game balance. whether or not you feel it's realistic for people with superhuman levels of skill to still be prone to failure against impossible odds, it remains that the inability to fail makes the gameplay boring.

you can 'fix' this by only fighting other opponents with superhuman levels of ability, but good lord--how many of those are running around? some of us are having to suspend several thousand metric tons of disbelief (not to mention the RAW, which is important to some types of gamers) just to have the PCs able to do the impossible things they can do. now you're asking us to believe that there are enough people on the PCs level of ability to challenge them every week? what is this, a comic book?
DireRadiant
If everyone is special, then no one is special....
mfb
no, not really. if everyone is special, the world stops making sense. what must security precautions be like in a world where a skilled man can kill someone in a Citymaster with a banana peel--without making a longshot test? what must the Olympics be like in a world where top-end shooters can make thousand-yard bullseyes while doing a handstand, blindfolded?
Eryk the Red
The answer to both your questions is AWESOME.

(I'm not really trying to make a point now... I'm just amusing myself.)
Aemon
QUOTE (Fortune)
QUOTE (Aemon @ Dec 1 2006, 04:22 AM)
... implicating that they are tyrannical fiends who like nothing more than to lord over their players with unimaginable cosmic powers.

You mean they're not??? eek.gif


Well, the better ones are... but I never claimed to be a good GM... biggrin.gif

mfb
QUOTE (Aemon)
A GM's job is entirely "fiat". Everything they create they create on a whim. Their entire storyline is dreamed out of thin air (I find usually while I'm on the toilet). Nothing in the game that happens happens without GM "Fiat" involved.

you're missing the point, still. no one's saying that a GM who uses fiat or discretion is a bad GM. what we're saying is that a game which forces GMs to use fiat/discretion to cover up big holes in the rules is a bad game.
Aemon
QUOTE (mfb @ Nov 30 2006, 02:23 PM)
QUOTE (Aemon)
A GM's job is entirely "fiat". Everything they create they create on a whim. Their entire storyline is dreamed out of thin air (I find usually while I'm on the toilet). Nothing in the game that happens happens without GM "Fiat" involved.

you're missing the point, still. no one's saying that a GM who uses fiat or discretion is a bad GM. what we're saying is that a game which forces GMs to use fiat/discretion to cover up big holes in the rules is a bad game.


And my point is that this encompasses EVERY SINGLE TABLE-TOP RPG KNOWN TO HUMAN KIND.

No game can encompass everything. No game can create rules, systems, content for every aspects. It is the job of the GM/DM/Storyteller to fill those gaps in according to the campaign they are interested in running and that the players are interested in playing.

Every table top RPG must have both enough rules to give the players and GM a sense of the world and the setting, but enough flexibility that they can play it the way they want to.

YOU obviously prefer a game where as many rules and systems are outlined to give as little GM flexibility as possible, so that there is no ambiguity to allow the GM what you so disparagingly call "Fiat". I think the basic system of Shadowrun gives the GM virtually everything he needs to make a campaign work. And if a situation comes up where the GM is faced with a Banana Peel vs. Citymaster, then he can use a little gift called Common Sense to dictate what he feels will happen.

Welcome to tabletop RPG reality. Enjoy your stay.
Moon-Hawk
QUOTE (mfb)
you're missing the point, still. no one's saying that a GM who uses fiat or discretion is a bad GM.

Well....
QUOTE (SL James)
It is inherently negative.


Which is what dragged me into the argument in the very first place.
That aside, I absolutely agree that relying on it too much is generally bad. But, as always, "too much" is completely subjective.
James McMurray
QUOTE (mfb @ Nov 30 2006, 01:17 PM)
QUOTE (James McMurray)
So your complaint is that people with superhuman levels of skill rarely fail at their tasks? wobble.gif Somehow I don't think that's truly a valid concern. To me it makes perfect sense.

of course it does, because you're ignoring game balance. whether or not you feel it's realistic for people with superhuman levels of skill to still be prone to failure against impossible odds, it remains that the inability to fail makes the gameplay boring.

you can 'fix' this by only fighting other opponents with superhuman levels of ability, but good lord--how many of those are running around? some of us are having to suspend several thousand metric tons of disbelief (not to mention the RAW, which is important to some types of gamers) just to have the PCs able to do the impossible things they can do. now you're asking us to believe that there are enough people on the PCs level of ability to challenge them every week? what is this, a comic book?

If you don't want to play superheroes who require other superheroes to challenge them, what are you doing making your characters superheroes?

Do you complain that commoners in d20 can't kill 30th level fighters, and that 10th level rogues can always tumble through a gaurd's square? Have you petitioned WotC for a new ruleset because 3rd level commoners can always pick their crops?

Do you complain that a 15th level Mage casting Master of Kind in Rolemaster can do so without ever failing unless the target is of a similar power level? Or an 8th level Beastmaster can always get a kitten to like him?

What about when a professional football player throws the ball and it always goes where he aimed it unless he was opposed by a professional level fullback trying to sack him? Do you call up the NFL and beg for new rules to make things more balanced?

I don't know of any games (or even facets of reality) that have varied power levels that can't reach a point where nobody fails unless you put them up against something that's a challenge. It's like complaining that your professional level runner team never fails to rob the Quickie Mart. Of course they're not going to fail when something isn't up to their level of expertise.
Cain
James, you ignored one important argument. Namely, that your argument amounts to: "The rules as written are absolutely perfect, because you can change them however you want." Your argument is a fallacy, an oxymoron, and is therefore dismissed.

Aemon: Untrue. Not every single table-top RPG forces out the same level of GM Whimsy that SR4 does. Some are noticeably worse, but the vast majority of them are a lot better.

When you buy a game, any game, you're buying *rules*. No rules, no game. No rules, and it all degenerates into a session of: "I shot him!" "No you didn't!" "Yes I did!" ad infinitum. Rules are meant to prevent this sort of thing. And every time a rule says: "Just tell him he missed", you've gone past design choice and into design flaw, because that's exactly what a rule is supposed to avoid.

I could hand you a complete Monopoly set; but without the rules, you wouldn't be able to play the game. But if I handed you a rulebook, you could fake up a board, dice, and cards, and start playing. So long as the rules are complete, there's no need for the "I shot him!" argument. There's no need for GM Whimsy.

GM's have a lot of discretion, but it all has to be logical. We can't throw a Great Form dragon into a 10x10 room, no matter how much GM fiat you want to toss around. So, the behavior of NPCs, world reactions, opfor levels, and so on, all need to be internally consistent and logical, and preferably predetermined with the players beforehand. GM Fiat, or GM Whimsy, is simply an arbitrary and spur-of-the-moment decision without invoking player input. It doesn't even need to take player consideration into account.

Every case of GM fiat I've seen has been because the player(s) have come up with a combination that ruins a GM's carefully-prepared glass tunnel, and so they toss a "You can't do that! Wah!" into the mix. And I've had mostly very good GM's, but a lot of people don't have the choice of whom they get to game with. Is it any wonder that so many people shudder at the thought of having to game with complete morons with the ability to ignore the rules on a whim?
Aemon
QUOTE (Cain @ Dec 1 2006, 12:36 AM)
Every case of GM fiat I've seen has been because the player(s) have come up with a combination that ruins a GM's carefully-prepared glass tunnel, and so they toss a "You can't do that!  Wah!" into the mix.  And I've had mostly very good GM's, but a lot of people don't have the choice of whom they get to game with.  Is it any wonder that so many people shudder at the thought of having to game with complete morons with the ability to ignore the rules on a whim?


I must admit, what I am reading here is a series of people who have just had bad experiences with GMs who throw their weight around without consideration to their players, or frankly, fair play. The whole, "Well if you're not playing my way, I'm taking my ball and going home".

Perhaps I have had the extreme good fortune of gaming with people that are close friends of mine, and even though we get into arguments about the game, we are generally fair towards each other and we do not throw around GM discretion with wanton stupidity.

From what I've seen, Shadowrun lacks some materials that could be useful, but the general rules are enough to work with. It's such a rich and complex game, it's a bit hard to have (or expect it to have) everything in a single book. Even D&D, with its multitudes of handbooks, source books, modules and boxed-sets is still "incomplete".

The system of Shadowrun is complete enough that it has a system where you can determine "Yes, he shot you" or "No he dodged". The question seems to be, is it complete enough to say, "Well, if you hit a dashboard at 70mph while not wearing a seat belt inside a convertible going down rough terrain on a sunny day in May, you take 7DV + 2 because it's Queen Victoria's Day in Canada."

And no, Shadowrun is not complete enough for you to do that.
James McMurray
QUOTE
James, you ignored one important argument. Namely, that your argument amounts to: "The rules as written are absolutely perfect, because you can change them however you want." Your argument is a fallacy, an oxymoron, and is therefore dismissed.


Not true. One of the reasons I like the rules as written is because they're very tamper friendly. It's not the only reason. Also, I never said they were absolutely perfect. If you want to paraphrase me, please stick to things I've said.

QUOTE
And every time a rule says: "Just tell him he missed", you've gone past design choice and into design flaw, because that's exactly what a rule is supposed to avoid.


apart from things like trying to fire beyond your range, when would "just tell him he missed" ever be forced on you by the SR4 rules?

QUOTE
Every case of GM fiat I've seen has been because the player(s) have come up with a combination that ruins a GM's carefully-prepared glass tunnel, and so they toss a "You can't do that! Wah!" into the mix.


So then your argument is that GM Intervention doesn't work because you've never seen it work? Again, you make an interesting choice, but not one I'd go with.
eidolon
QUOTE (Cain)
Not every single table-top RPG forces out the same level of GM Whimsy that SR4 does. Some are noticeably worse, but the vast majority of them are a lot better.


Can you provide evidence to support this? Namely, the vast majority of games, and exposition on how their rules sets are complete and therefore superior?

And no, I don't expect you to. Just pointing out that if you're going to nail someone to a wall for "logical fallacy", you shouldn't commit them right and left in the same post.

In addition, it's hard to call someone on logical fallacy in a subjective discussion. Which this is.

QUOTE (Cain)
No rules, and it all degenerates into a session of: "I shot him!" "No you didn't!" "Yes I did!" ad infinitum.


Specific examples? Numbers showing how often this occurs in your games of SR4? Or is this yet another case of making up a theoretical situation to support your argument, although in reality all you're doing is using hyperbole to try and bolster a contrived situation? Much like the comment earlier in this thread to the notion of "every other roll requires GM fiat", I suspect this to be the case here.

And on one of the the specific cases in this thread, that being "what can you really do with a longshot test", it really is pretty well a moot point. I believe common sense was mentioned before? If a player says "I want to shoot at that guy I can't see, that's hunkered down in a concrete and plasteel bunker a mile and a half away, and I should be able to do that with a longshot test", you say (as GM) "no, not a chance" and move on. GM fiat? Maybe, if you're at this point in the thread still using the mistaken assumption that those words actually mean anything. GM doing his job? That's more like it.

QUOTE (Cain)
Every case of GM fiat I've seen has been because the player(s) have come up with a combination that ruins a GM's carefully-prepared glass tunnel, and so they toss a "You can't do that! Wah!" into the mix.


Then you have seen a lot of bad GMing. However, I'm less inclined to believe that it's really the problem you make it out to be, because you further go on to say that you've "had mostly very good GMs". That leads me to think that more than anything, you've built this up in your mind as a "super bad problem with the game" because theoretically it could mean that a GM could make a bad judgement, or make a decision you don't like, as a result of the GM having to make something up once in a while.

QUOTE (Cain)
And I've had mostly very good GM's, but a lot of people don't have the choice of whom they get to game with. Is it any wonder that so many people shudder at the thought of having to game with complete morons with the ability to ignore the rules on a whim?


While it is true that some people live in areas where gamers aren't as abundant as they'd like, it's never true that you have to game with someone. I know that it sounds like I'm saying "your other option is just not to game" (and that is an option), but more I'm saying "if you don't like the GM's style, offer to GM, ask another person to GM, or have a conversation with that GM regarding your concerns". Saying that there aren't many gamers in an area doesn't somehow validate the argument that there's too much GM-whimsy.

I just now noticed this, as well:
QUOTE (Cain)
GM Fiat, or GM Whimsy, is simply an arbitrary and spur-of-the-moment decision without invoking player input. It doesn't even need to take player consideration into account.


Ah, so now it has become "the GM doesn't make the decisions that I like as a player, so he must be making bad decisions, and I'm going to call that GM fiat".

I'll let Aemon respond to that:
QUOTE (Aemon)
I must admit, what I am reading here is a series of people who have just had bad experiences with GMs who throw their weight around without consideration to their players, or frankly, fair play. The whole, "Well if you're not playing my way, I'm taking my ball and going home".


I'm not trying to be antagonistic toward you, Cain. This is just honestly how I read your post, and many of those made by other people in this thread. "GM fiat" as a problem exists in the minds of spurned players and those players that have unfortunately had bad GMs. Just because an area of the rules allows for the GM to decide how something works in his game does not somehow mean "the rules are bad" in some objective way.
mfb
QUOTE (Aemon)
And my point is that this encompasses EVERY SINGLE TABLE-TOP RPG KNOWN TO HUMAN KIND.

No game can encompass everything.  No game can create rules, systems, content for every aspects.  It is the job of the GM/DM/Storyteller to fill those gaps in according to the campaign they are interested in running and that the players are interested in playing.


i have acknowledged this in previous posts. you have not acknowledged that there's a sliding scale between "perfect representation of reality through the rules" and "GM just makes everything up as he goes along". my argument is that SR4 goes way too far towards the latter, and is deliberately designed to be unappealing to players and GMs who prefer something closer to the former.

QUOTE (James McMurray)
If you don't want to play superheroes who require other superheroes to challenge them, what are you doing making your characters superheroes?

Do you complain that commoners in d20 can't kill 30th level fighters, and that 10th level rogues can always tumble through a gaurd's square? Have you petitioned WotC for a new ruleset because 3rd level commoners can always pick their crops?

Do you complain that a 15th level Mage casting Master of Kind in Rolemaster can do so without ever failing unless the target is of a similar power level? Or an 8th level Beastmaster can always get a kitten to like him?

your premise is false. you assume that because someone has skills and abilities beyond the human ken, they should automatically succeed at anything they do, unless they're challenged by someone else of their level. i assume no such thing, and therefore i view SR4's mechanics as being limited--they only allow for that.

a less-limited game is one where high-end characters have difficulty accomplishing impossible tasks, yet are significanty more able to accomplish them than low-end characters. it's a game where high-end characters can wipe the floor with low-end characters, but low-end characters can still pose a significant danger to high-end characters fairly frequently, due to circumstance. SR4 is a very limited game. arguing otherwise is silly, since the devs themselves have stated such.

if it sounds like i want to have my cake and eat it too (sidebar: what the hell does that even mean!?), it's because in other systems, i'm able to do so.

and here's an important point that i've referred to but never, i think, actually spelled out. your attitude, McMurray, is that if someone doesn't like SR4, they shouldn't play it. that's fine and good; you're a player. but when the guys who actually create the game cop that attitude, deliberately disincluding certain types of players from their game, well... what the hell?
DireRadiant
QUOTE (mfb)
a less-limited game is one where high-end characters have difficulty accomplishing impossible tasks, yet are significanty more able to accomplish them than low-end characters. it's a game where high-end characters can wipe the floor with low-end characters, but low-end characters can still pose a significant danger to high-end characters fairly frequently, due to circumstance. SR4 is a very limited game. arguing otherwise is silly, since the devs themselves have stated such.

Most of what you describe here is mechanically more likely to occur in the SR4 game mechanics then SR3. Or at least just as easy.

Though that one sentence...
QUOTE (mfb)
it's a game where high-end characters can wipe the floor with low-end characters, but low-end characters can still pose a significant danger to high-end characters fairly frequently, due to circumstance.


With the SR3 target variables and the influence modifiers have, the circumstantial modifiers can easily overwhelm the base skill level of the characters. The SR4 distribution and variance is a little flatter and the modifiers are slightly less influential overall. But you can still apply as you need to.

Though if applying "circumstance" modifiers to low-end characters to make things dangerous for high-end characters who can wipe the floor with said low-end characters isn't some kind of GM fiat, then I don't know what is.
Fortune
I disagree. I think SR3 was a much better platform for the type of game that mfb is describing.
eidolon
QUOTE (mfb)
have my cake and eat it too (sidebar: what the hell does that even mean!?)


Refers to a situation in which one option renders the other impossible. If you want to have cake, you can't eat it, otherwise you would no longer have cake. Related to "can't have it both ways".

wink.gif
mfb
high-end characters in SR4 stand a very good chance of accomplishing impossible tasks. for instance--an instance i've used before--a character with 6 skill and 6 attribute can hit a target 1km away at night without stopping to aim--without any sort of vision enhancement at all. granted, if the target gets to dodge, he probably won't get hit, but that's still a horriffic level of accuracy. the argument i've heard against this example is that the GM should apply a threshold to such a test. that still makes no sense to me, because it means that shooting at a wheelchair-bound target (1 dodge die) is easier than shooting a stationary target (no dodge, but you have to overcome a threshold).

this is also the example i use to point out how dependent SR4 is on GM fiat/intervention/whatever. you can't even make a simple shot in the dark without the GM having to stop and say "do i want to let him use the rules that are clearly stated in the book as being the only ones applicable, even if that means that he can do completely absurd things, or do i make a GM ruling?"

and as for modifiers overwhelming the base skill of the characters, what about the fact that in SR4, the modifiers can completely negate the characters' skills? with enough modifiers, you don't even get to roll.

SR4, to me, is about a step away from being level-based. this is perhaps exemplified by the fact that when i questioned power levels in SR4, McMurray went straight to d20 for examples. there's nothing inherently wrong with level-based games, but a game that's going to effectively be level-based ought to go ahead and use levels.

and, as i've said before, if i wanted level-based SR, i'd adapt d20 Modern. at least that system doesn't require so much GM intervention!
Moon-Hawk
QUOTE (eidolon)
QUOTE (mfb)
have my cake and eat it too (sidebar: what the hell does that even mean!?)


Refers to a situation in which one option renders the other impossible. If you want to have cake, you can't eat it, otherwise you would no longer have cake. Related to "can't have it both ways".

wink.gif

Oh, okay. I've always heard that expression and thought, "How the hell am I supposed to eat cake if I don't even have it? If I have a cake, what the hell else am I supposed to do with it but eat it?"
So really, what the expression is saying is, "Have my cake and eat it too, but then still have my cake afterward."
Yeah, that makes more sense. smile.gif
mfb
i think we need some GM intervention on that phrase.
Moon-Hawk
Yeah really, can we get an errata on that expression?

edit: Should that be, "an erratum"?
eidolon
QUOTE (mfb)
i think we need some GM intervention on that phrase.


I already intervened. (LOLZERS and all that. wink.gif)

QUOTE (mfb)
this is also the example i use to point out how dependent SR4 is on GM fiat/intervention/whatever.


It's also a weak, extremely limited, easily solved example. But you seem to like it so much...biggrin.gif

And yes, if you want to play a game so ludicrously bloated by designers' attempts to answer every possible situation with a new book of rules, then d20 anything is a good choice.

Frankly, I think calling on d20 as support of your argument in this case is a bad choice as well though, because if you play only with the "core" books (PHB & DMG), the game is just as "full of holes" and "reliant on GM intervention" as SR4 is right now. (Well, as people claim SR4 to be right now.)
mfb
in New Zealand, it's "omg teh erattaz!!111!!!11!1"

QUOTE (eidolon)
It's also a weak, extremely limited, easily solved example.

but it does require a solution. a situation that the rules already describe how to handle requires a seperate solution.
DireRadiant
QUOTE (mfb)
high-end characters in SR4 stand a very good chance of accomplishing impossible tasks. for instance--an instance i've used before--a character with 6 skill and 6 attribute can hit a target 1km away at night without stopping to aim--without any sort of vision enhancement at all. granted, if the target gets to dodge, he probably won't get hit, but that's still a horriffic level of accuracy. the argument i've heard against this example is that the GM should apply a threshold to such a test. that still makes no sense to me, because it means that shooting at a wheelchair-bound target (1 dodge die) is easier than shooting a stationary target (no dodge, but you have to overcome a threshold).

I'm curious why you think this feat is possible in SR4. My initial thinking on the rules pushes this into negative dice pool, starting with 12 dice, very easily, even with aiming. No arbitrary GM Threshold applied.
mfb
show me your math. my math says -6 for total darkness, -3 (or 4? don't have my book available) for range, leaving 3 (or 2) dice for the shot.
Moon-Hawk
-3 for extreme range. (edit: this is clarifying mfb's range modifier, not trying to stack another one on)
And, since it's total darkness, the 6 attribute in question here is Intuition, not Agility.
James McMurray
QUOTE
your premise is false. you assume that because someone has skills and abilities beyond the human ken, they should automatically succeed at anything they do, unless they're challenged by someone else of their level. i assume no such thing, and therefore i view SR4's mechanics as being limited--they only allow for that.


So you think that highly skilled individuals should fail at mundane tasks? The guy that wrote the internet should have problems writing a search program? Granted "wrote the internet" is a blatantly foolish example, but it is fitting if we're talking about 25 Programming dice. That's just something we'll have to agree to disagree on again. I tend to think that vastly skilled individuals are vastly skilled.

QUOTE
a less-limited game is one where high-end characters have difficulty accomplishing impossible tasks, yet are significanty more able to accomplish them than low-end characters.


That's easy to do. Just don't give them to many dice. If you want people with skill levels that make them very very good, but still capable of failure, don't make superheroes.

QUOTE
if it sounds like i want to have my cake and eat it too (sidebar: what the hell does that even mean!?), it's because in other systems, i'm able to do so.


Well, oddly enough, if a system doesn't do what you want it to but others do, perhaps you ought to play those other systems? Oh wait, you do. smile.gif

Nobody is saying that SR4 is great for everyone. Obviously it isn't.

QUOTE
but when the guys who actually create the game cop that attitude, deliberately disincluding certain types of players from their game, well... what the hell?


Huh? this is an incredibly silly statement. The guys that wrote D&D didn't make it playable for everyone. The guys that do Storyteller are the same. Game systems cannot possibly satisfy all target audiences. The SR4 devs decided which people they wanted to target. Just because you're not in that group doesn't mean the choice is wrong, it just means you're not in that group.

You seem, especially after that last argument, to be of the opinion that anything which doesn't match you'r idea of good is wrong. And, like me with my "play something else" belief, you're free to hold it. However, you're wrong (at least in my opinion).

QUOTE
I disagree. I think SR3 was a much better platform for the type of game that mfb is describing.


Any chance we can move any SR3 discussion out of the SR4 forum?

QUOTE
and as for modifiers overwhelming the base skill of the characters, what about the fact that in SR4, the modifiers can completely negate the characters' skills? with enough modifiers, you don't even get to roll.


I like that aspect. Others don't (including you and Cain especially). I like the idea that everybody can't do everything, and think it's a vastly better model of reality then SR3's "we'll make it hard, but doable." It's very easy to house rule if you don't like it.

QUOTE
SR4, to me, is about a step away from being level-based. this is perhaps exemplified by the fact that when i questioned power levels in SR4, McMurray went straight to d20 for examples. there's nothing inherently wrong with level-based games, but a game that's going to effectively be level-based ought to go ahead and use levels.


What? I went straight to level based because that's what I'm familiar with. I could have used WoD, L5R (which has levels kinda, but not really), or something else. I defy you to show me anything in SR4 that's uses levels, or is even close to them. You can't just say "James used d20, so SR4 is level based, you have to actually have backup for stuff. Can you proffer any facts?
mfb
the darkness is just icing on the cake. the idea of someone being able to make a 1000-meter snapshot stands on its own to anyone who's ever trained with firearms.
eidolon
mfb, I see the mechanics of what you're saying. It's just that to me (I can't speak for anyone else), it seems ludicrous to me that as GM, you would even allow the test.

The banana in the tailpipe thing was exactly the point, as far as I'm concerned. You would never allow a character to try that, right? So what does it matter if there's some mechanical way to construct a test for it?

Why create (or allow) the situation to come up in the first place? It really seems like you're arguing about nothing, to me, because it seems absolutely ridiculous to think that any GM, when presented your "in the dark while running longshot test" by a player, would go "well damn, I guess you can try it because technically the rules can support it if I let you".

I GM. I don't want the rules to GM for me.

When I'm playing, I want a GM. I don't want the rules to attempt to cover every possible ludicrous occurrence.

But that's just me.
Fortune
QUOTE (James McMurray @ Dec 2 2006, 08:31 AM)
QUOTE
I disagree. I think SR3 was a much better platform for the type of game that mfb is describing.


Any chance we can move any SR3 discussion out of the SR4 forum?

It was pertinent to the subject at hand, in that it was being used as a comparison. You have no reason to be curt towards me. Especially when you later go on in the same post to refer to the very same thing you chastised me about.
Moon-Hawk
QUOTE (eidolon @ Dec 1 2006, 04:32 PM)
Why create (or allow) the situation to come up in the first place?  It really seems like you're arguing about nothing, to me, because it seems absolutely ridiculous to think that any GM, when presented your "in the dark while running longshot test" by a player, would go "well damn, I guess you can try it because technically the rules can support it if I let you".

Just to offer a counterpoint to this: First off, I'm against you useing the phrase "longshot test" because while this is, technically a shot at very long range, a longshot test refers to something else. Second, I imagine this could come up something like:
GM: You arrive at the docks, but it's too late. The ship has already left five minutes ago.
Player: I shoot him.
GM: What? He's like a mile away! In the dark!
Player: According to the rules, it's only a -9, I can make that easily.
GM: No, that's ridiculous.
Players: You're an ass-hat GM, you're cheating just because you don't want us to do what the rules explicitly state that we can.

That's not a Mr. Lucky example, or an anti-citymaster banana. That's a pretty reasonable situation that I can see players getting upset over.


edit: Just for the record, I definitely see where both sides are coming from. I'm just going to switch sides randomly to keep the conversation moving. smile.gif
mfb
McMurray, you picked another false premise. i never said i wanted high-end characters to fail at mundane tasks. i said i wanted them to be challenged by impossible tasks.

re: levels, it's simple. characters with a certain number of base dice, in SR4, cannot be stopped by certain amounts of negative modifiers. that's true in any system, of course. the difference is that in SR4, the progression of how base dice relate to the amount of modifiers that can be easily overcome is absolutely linear. raise the base dice by one, and the amount of modifiers that can be overcome is also raised by one. it's not exactly like levels (and i never claimed it was), but that simplistic linear approach to challenges is very similar to level-based gameplay. the idea that X is always trumped by X+1 is what i'm talking about, and what you clearly stated that you are in favor of.

QUOTE (eidolon)
The banana in the tailpipe thing was exactly the point, as far as I'm concerned. You would never allow a character to try that, right? So what does it matter if there's some mechanical way to construct a test for it?

the banana was McMurray's example. i used it because i could make my point with it, despite the fact that it was the silliest extreme one could take the rules to. a better example would be the long-range shot i mentioned above. why would i, as a GM, allow someone to make such a shot? because the rules clearly state that such a shot is possible--moreover, they state exactly how difficult such a shot should be.
lorechaser
QUOTE (mfb @ Dec 1 2006, 04:47 PM)
a better example would be the long-range shot i mentioned above. why would i, as a GM, allow someone to make such a shot? because the rules clearly state that such a shot is possible.

Right here is where everyone is banging their heads.

To mfb, the system specifically adds rules which make such a situation possible, then requires the GM to negate it. And that's bad. Because if the rules allow it, denying it is either wrong, or a indication that the rules don't work.

To Eidolan, the rules are a basic framework that define most tasks, but the ultimate question is always up to the GM. The fact that the rules could be aligned in such a way to suggest that it's possible is secondary to the fact that the GM will clearly say "no." And that's good.

And I'm 99.999999% sure no one is changing perspectives on that one. wink.gif

Note: I use mfb and eidolan as the most recent posters espousing the view, not as sole examples.
Fortune
QUOTE (lorechaser)
The fact that the rules could be aligned in such a way to suggest that it's possible is secondary to the fact that the GM will clearly say "no."

You make it sound like the rules are being twisted in to knots to accomplish the task. As mfb states, the rules are there, and are quite clear about the penalties involved. No superfluous 'aligning of the rules' is necessary.
mfb
the long-range shot is perhaps an overly-heinous example. people look at it and focus too much (for the purposes of the point i'm trying to make) on how wildly the rules differ from reality, ran than the underlying problem that higher levels of ability completely negate reasonable levels of modifiers. the fact that it's possible to make this shot without aiming isn't necessarily the problem; you can even do that in SR3, with enough karma. the problem, to me, is the sharp divide between "it's possible, and even easy" and "can't even attempt to make the shot".
deek
I'm kinda looking this over, and one thing that stands out, to me at least, is that something a mile away, or 1600m, is off the charts, according to pg 139. Is this max range being ignored in the examples?

Also, in this scenario (extreme range shot in total darkness), wouldn't cover (blind fire) at -6 also apply? So, at extreme range (-3), in the dark (-6) and target hidden (-6), that's 15 dice of penalties to overcome, right?

As a GM, I'm tempted to give a character a shot, but realize that I wouldn't let them attempt it past the extreme range of their weapon, so one mile (1600m) is out of range for any of the weapons listed in the core book...
mfb
i said 1km, not 1mi. and yes, you could also apply Target Hidden. in that case, you just need to have 18 base dice to overcome it. the problem doesn't go away, the more modifiers you add; it just gets put off by the exact amount of the modifier.
lorechaser
QUOTE (Fortune)
QUOTE (lorechaser @ Dec 2 2006, 08:57 AM)
The fact that the rules could be aligned in such a way to suggest that it's possible is secondary to the fact that the GM will clearly say "no."

You make it sound like the rules are being twisted in to knots to accomplish the task. As mfb states, the rules are there, and are quite clear about the penalties involved. No superfluous 'aligning of the rules' is necessary.

Well, I tried to pitch each one in the appropriate tone to the camp I was describing. wink.gif

You'll note that the mfb version doesn't imply anything of the sort.
lorechaser
QUOTE (mfb)
i said 1km, not 1mi. and yes, you could also apply Target Hidden. in that case, you just need to have 18 base dice to overcome it. the problem doesn't go away, the more modifiers you add; it just gets put off by the exact amount of the modifier.

I guess this is the part I don't get.

Yes, if you add more modifiers you decrease the pool, and you'd need to increase the pool to compensate.

It seems like that portion of the argument is simply boiling down to "Fixed TNs are bad for you." Yes? Because the only time that's not the case is if the TN value changes instead.
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