Crakkerjakk
Mar 21 2007, 09:52 PM
The GM likes Negra Modelo! You get the points when I finish the beer.
Demerzel
Mar 21 2007, 10:05 PM
Oh god, the worse the combat goes for the player the drunker the GM gets. I can see some serious abuses of GM power coming out of a budding alcoholism.
Kyoto Kid
Mar 21 2007, 10:23 PM
...shoulda been in my old Space Opera Campaign. Got a bribe from from a player who bought me a bottle of Malt Scot's Whiskey in retrun for 75 skill points.
Worked in my favour too. Since he had only a few Armsman skills he could raise he ended up spent more than half on Social and Cultural Skills. Turned his Steelback into the team's Diplomat.
ornot
Mar 21 2007, 11:06 PM
For reference, I like a good single malt. The Islay Whiskys for preference.
Kyoto Kid
Mar 21 2007, 11:51 PM
...I'm partial to Talisker (Isle of Skye), Balvenie (Double Wood) and Glenfarclas. Though on some days a "good dram" or two of Sheep Dip just hits the spot.
fistandantilus4.0
Mar 22 2007, 12:47 AM
I'm a simple vodka man, but let's keep this on topic please.
laughingowl
Mar 22 2007, 01:11 AM
Hmm my best:
Start of new Amber campaign....
Show up with bottle of Jagermeister and Goldschlager.
Hey and the rules even say it is allowed to bribe the GM....
Kyoto Kid
Mar 22 2007, 03:17 PM
| QUOTE (fistandantilus3.0) |
| I'm a simple vodka man, but let's keep this on topic please. |
...sorry for the continued de-rail, Monopalowa is the only vodka. Potatoes baby. The Poles invented Vodka and the Russians stole the idea from them & then bastardised it by using grain.
Solidarnosk!
Had to get that out of my system...
OK now back to the original topic
Garrowolf
Mar 23 2007, 02:43 AM
isn't this sort of on topic? people use alcohol to get lucky all the time!
Demerzel
Mar 23 2007, 03:31 AM
Could be worse, the Clip Vs. Magazine thread turned into a debate over wether platipii have pouches or not.
Ravor
Mar 23 2007, 04:02 AM
*Double Take*Oh thanks
Demerzel I was actively trying to avoid that thread and now I'll have to check it out just to marvel at whatever forum twist must have happened...
ornot
Mar 23 2007, 08:37 AM
I'm pretty sure Platypuses don't have pouches.
They're monotremes, not marsupials. That means they lay eggs.
fistandantilus4.0
Mar 23 2007, 09:02 AM
Again, please take this back to topic
toturi
Mar 23 2007, 09:51 AM
| QUOTE (fistandantilus3.0) |
| Again, please take this back to topic |
So how many clips can a platypus hold before the GM refreshes it Edge?
Fezig
Mar 23 2007, 12:39 PM
| QUOTE (toturi) |
| QUOTE (fistandantilus3.0 @ Mar 23 2007, 05:02 PM) | | Again, please take this back to topic |
So how many clips can a platypus hold before the GM refreshes it Edge?
|
Three if its juggling them. Two based on normal edge refreshment, and one in an especially gritty campaign. You don't want to promote too much egg refreshment, it unbalances the edge situation. If its one of those immortal platypi, thats a whole other debate
knasser
Mar 23 2007, 06:58 PM
| QUOTE (Fezig @ Mar 23 2007, 12:39 PM) |
| QUOTE (toturi @ Mar 23 2007, 02:51 AM) | | QUOTE (fistandantilus3.0 @ Mar 23 2007, 05:02 PM) | | Again, please take this back to topic |
So how many clips can a platypus hold before the GM refreshes it Edge?
|
Three if its juggling them. Two based on normal edge refreshment, and one in an especially gritty campaign.
|
Are all eggs exploding, or only some?
Kyoto Kid
Mar 23 2007, 08:44 PM
...ok, we have to get back to the topic (yeah i know I'm just as guilty for the part of the derailment here), I noticed that the whole Platypus tangent just closed down the Loading Ammo Terminology 101 thread.
Demerzel
Mar 23 2007, 08:49 PM
I think this thread is pretty dead too, the original poster seems to have made up his mind or his GM has at least, and now we're basically keeping alive a finished thread.
fistandantilus4.0
Mar 23 2007, 08:53 PM
Yep. I've left this one to either get back to topic, die on it's own, or continue devolving and get locked basically. Just waiting to see which at the moment.
knasser
Mar 23 2007, 09:17 PM
| QUOTE (fistandantilus3.0) |
| Yep. I've left this one to either get back to topic, die on it's own, or continue devolving and get locked basically. Just waiting to see which at the moment. |
If the original question is dealt with, then what is the harm in people continuing to have a conversation if that is what they want?
Though I think it will die on its own. There are only so many jokes you can make about Platypi.
fistandantilus4.0
Mar 23 2007, 09:27 PM
Because we have guidelines on how to moderate the site, which include keeping threads on topic. Derailment when a question hasn't been answered yet is not good. After the questions been answered, I don't usually mid as much. But there comes a point where it's moved on to something completely different. We try to keep it organized, and two pages of a completely different subject from the original thread doesn't jive well with that.
I said before that if you really want a thread about cybering up a platypus, to go right ahead. Just keep the threads on topic.
| QUOTE |
| what is the harm in people continuing to have a conversation if that is what they want? |
This basically comes back to the Lounge. The administration here has specifically said they dont' want to set up a Lounge, because of past history and everything it may entail. If you just want to chat, do what I do and get the people you want to chat with on something like msn.
Demerzel
Mar 23 2007, 09:32 PM
Well, the OP seems to have made up his mind, then a related argument over edge and refreshing and Core/Optional vs. House Rules.
How far can a thread stretch and still be called topical?
Can a discussion on edge still be topical when the subject goes from edge to misrepresenting houserules as optional rules.
knasser
Mar 23 2007, 09:34 PM
| QUOTE (fistandantilus3.0) |
This basically comes back to the Lounge. The administration here has specifically said they dont' want to set up a Lounge, because of past history and everything it may entail. If you just want to chat, do what I do and get the people you want to chat with on something like msn. |
Okay, contrary to the impression I may give, I do understand where the moderators are coming from, (though I would have liked to see HullBreach's rules for a belt-fed platypus).
So I'm going to talk to my I.T. mate about setting up some sort of overflow chat system. I don't know how well that would work and haven't thought it through, yet. But maybe something like this could be made convenient. The problem, I'm sure you see, with going elsewhere to discuss something, is that the people we want to discuss things with are here and we don't necessarily know who we want to talk to or who might browse through the thread and want to join in. So maybe there is a solution that will satisfy both parties.
-K.
fistandantilus4.0
Mar 23 2007, 09:36 PM
| QUOTE |
| Can a discussion on edge still be topical when the subject goes from edge to misrepresenting houserules as optional rules. |
I think the key here is
See me, I'm actually a fan of thread drift, because usually a lot of interesting stuff can come out of related topics. It's when "related" becomes "wide stretch of interpretation" or so unraleted that you just wonder what the hell happened to the original line of though that it becomes an issue.
Kyoto Kid
Mar 23 2007, 10:42 PM
..hmmm, in attempting to re-rail the train a second derailment appears to have occurred.
xicidis
Mar 27 2007, 08:41 AM
(First post YAY)
OK. Let's say you only use edge for extra dice.
Edge Dice Cost
1 1 0
2 3 2
3 6 4
4 10 6
5 15 8
6 21 10
This is the only thing you can buy that scales this way. At 6 points you get 21 times as many dice. That doesn't make too much sense.
I think it should be used as only re-rolling failures. That means someone with 2 agility and 1 pistols will only get at max 3 successes, and normally 0 or 1. Adding into it edge will just make his small skill slightly more likely to get 1-2 successes, but giving him the ability to get up to 9 successes.
Or am I missing something.
hyzmarca
Mar 27 2007, 10:13 AM
I have no idea where those numbers are coming from but they seem wrong.
When you have 6 point of Edge you have six dice that you can add and you can add them up to six times between refreshes, no more.
Other attributes add their value on every roll that uses that attribute. While a high edge is potentially very powerful, the limit on the number of times it can be used more than balances this.
Anymage
Mar 27 2007, 11:29 AM
Actually, it only works that way if you're using one of the tougher variants. In most games, you can use (edge) dice (edge) number of times between refreshes, so it's a geometric progression. X^2, to be exact.
I'm still on the side that believes that edge is only a problem when the GM is, for one reason or another, too liberal with refreshes. That, and edge can make for the occasional very memorable scene or miraculous survival, but the fact of the matter is that an edge-based character can do things like that (edge) number of times, while someone focused on doing a task can be good at it every time they roll it.
hyzmarca
Mar 27 2007, 11:51 AM
| QUOTE (Anymage @ Mar 27 2007, 06:29 AM) |
Actually, it only works that way if you're using one of the tougher variants. In most games, you can use (edge) dice (edge) number of times between refreshes, so it's a geometric progression. X^2, to be exact. |
Describing it as a geometric progression is disengenuine. You might as well describe standard attribute dice as X^∞ if you choose t describe Edge as x^2.
The more accurate description is +X for X number of actions at the player's discretion while standard attribute dice are +X for all actions that are linked to that attribute.
knasser
Mar 27 2007, 01:14 PM
| QUOTE (hyzmarca) |
| I have no idea where those numbers are coming from but they seem wrong. |
He's playing as Additional Edge Dice = Remaining Edge Dice. I.e. 6 dice = 6 + 5 + 4 3 + 2 + 1 = 21.
@Xcidis: Most people play that you add your Edge
Attribute in dice to the roll, rather than your current remaining. That said, welcome to Dumpshock, good to have you.

-K.
Demerzel
Mar 27 2007, 02:58 PM
A quick tip for formatting:
To format a table properly on the board use the code tag. Inside square brackets you open it with code and close it with /code (Alternatively use the little code button above the text entry box to add the tags for you. The result looks like:
| CODE |
Edge Dice Cost 1 1 0 2 3 2 3 6 4 4 10 6 5 15 8 6 21 10
|
Demerzel
Mar 27 2007, 03:11 PM
Also, I'm not sure where you're getting your costs from. If Karma, isn't increasing an attribute 4*current attribute? And then you're discounting the cost of the previous attribute increases. Taking an attribute from 1 to 6 means you pat for 2, 3, 4, etc.
If it's BP then it should be 10 per point not 2 per point.
xicidis
Mar 27 2007, 09:10 PM
Shoot. Had my math wrong. I also was thinking points in sr3 points build.
Edge Dice
1 1
2 4 10
3 9 20
4 16 30
5 25 40
6 36 50
That's what I meant to show I just wasn't thinking.
A 10 point difference between 4 and 5 and 5 and 6 (if your a human)
10 points gets 9 dice from 4-5 and 11 dice from 5-6.
That's what I meant.
ornot
Mar 27 2007, 09:33 PM
I still don't get what your point is.
xicidis
Mar 27 2007, 09:54 PM
No other attribute give a scaling benefit. With Logic, you get 4 dice when rolling logic, or 5 dice. With an extra point of edge, it doesn't just give 1 die over 4 points, it gives an extra 9 dice at any time to use.
Demerzel
Mar 27 2007, 10:08 PM
Well, the thing is it is some number of extra dice at ANY point. You buy one point and you only get 1 die on a roll you choose to use edge on, you can only use one edge on a single roll.
Consider the difference between 4 Agility and 5 Agility, compared to 4 Edge and 5 Edge.
At 4 Edge you get to add 4 dice 4 times per edge refresh (May be one run, may be one day, depends on GM). Let's assume it is fast and you get it every day. If you change from 4 to 5, now you get 5 dice 5 times. But that’s really only one extra use, and one extra die each time. Like you said, 9 extra dice total, if you zero your edge every refresh, which may or may not be good play style… I won’t get into it.
Now lets say you change your agility from 4 to 5, well the value will vary widely. But let’s say you’re a Wired II equivalent Street Sam and you have a combat that lasts three combat turns. You get 9 sets of actions, two shots per action. That 5 Agility gets you 18 extra dice, compared to 4 Agility. On top that off with the fact that it never runs out and you get that extra die every time.
On balance I think Edge is no more overpowering that other attributes. I think like every attribute it can be abused/munchkined. But I do not share the view that some of the people expressed eairler in this thread that edge is overpowered.
Garrowolf
Mar 28 2007, 05:25 AM
Well Edge can be overpowered compared with regular attributes because it is added on top of the existing Attribute + Skill. It isn't really an attribute either. It's a metagaming mechanic to make the game more cinematic. (I know that I'm not saying anything new with this)
I have had some problems with this system making the pools too high but it is those highly cinematic times.
What I did was change Edge around a bit. I separated XP from Karma and gave them both out. You spend a point of karma to get your Edge in dice added to a test. You may only have a few karma or alot if you stockpile. This way they can save for big battles. It works just fine but I know that it isn't a popular idea from the lack of response about it on this board.
Another way of dealing with Edge is to not just cap it - set it. Decide on how powerful you want your game. Say you want it somewhat gritty. Set edge at 3. Everyone gets it for free at that level but they can't change it either. Once they have become powerful enough then up it to 4. If you want it to be a major factor then start it at 5. It becomes a PC version of professional rating.
knasser
Mar 28 2007, 06:54 AM
| QUOTE (Garrowolf) |
What I did was change Edge around a bit. I separated XP from Karma and gave them both out. You spend a point of karma to get your Edge in dice added to a test. You may only have a few karma or alot if you stockpile. This way they can save for big battles. It works just fine but I know that it isn't a popular idea from the lack of response about it on this board.
Another way of dealing with Edge is to not just cap it - set it. Decide on how powerful you want your game. Say you want it somewhat gritty. Set edge at 3. Everyone gets it for free at that level but they can't change it either. Once they have become powerful enough then up it to 4. If you want it to be a major factor then start it at 5. It becomes a PC version of professional rating. |
Seconded. I didn't realise what I was doing explicitly until Garrowolf just posted his reasons, but Edge can affect the tone of the game quite a bit and the power to do this should be the GMs, not the player's build choices. So I do the Edge reward system that I mentioned earlier (get an additional point after 10 karma, 20 karma, 40 karma etcetera). I don't want the players building a character around luck and Indiana Jones action if that's not how I want the game to be.
Moon-Hawk
Mar 28 2007, 01:47 PM
| QUOTE (ornot) |
| I still don't get what your point is. |
I think his point is that an Agility of 8 will give you eight times as many successes as an Agility of 1. An Edge of 8 will give you (assuming using Edge to add dice) 64 times as many successes as an Edge of 1. So if you look at it in terms of bonus-dice-per-buildpoint edge actually gets cheaper the higher you go. It is the opposite of diminishing returns.
The counterpoint to that is, if you look at absolute number of dice instead of multiples. If you roll 20 Agility tests, the guy with 8 Agility is getting 140 more dice than the guy with 1 Agility. But the guy with 8 Edge is only using Edge 8 times and only getting 64 dice from it. (again, assuming all Edge is being used for extra dice)
So again, whether Edge is uber or not depends on how many other tests there are per Edge refresh, that's nothing new.
But the fact remains that all other things in the game give either linear returns or diminishing returns, with Edge being the only exception that has increasing returns. (I'm making up terms here, in case you can't tell, hopefully the point is coming across)
Grinder
Mar 28 2007, 05:36 PM
| QUOTE (Moon-Hawk) |
| But the fact remains that all other things in the game give either linear returns or diminishing returns, with Edge being the only exception that has increasing returns. |
And that's what I think is odd about Edge.
Moon-Hawk
Mar 28 2007, 06:10 PM
| QUOTE (Grinder) |
| QUOTE (Moon-Hawk @ Mar 28 2007, 02:47 PM) | | But the fact remains that all other things in the game give either linear returns or diminishing returns, with Edge being the only exception that has increasing returns. |
And that's what I think is odd about Edge.
|
It is definitely odd.
But is it a bug or a feature?
deek
Mar 28 2007, 06:10 PM
| QUOTE (Grinder) |
| QUOTE (Moon-Hawk @ Mar 28 2007, 02:47 PM) | | But the fact remains that all other things in the game give either linear returns or diminishing returns, with Edge being the only exception that has increasing returns. |
And that's what I think is odd about Edge.
|
I simple, yet useful mechanic is to only all the "current" edge rating used for edge dice. That means that someone with 6 edge, gets 6 edge dice the first time, 5 the second, 4 the third and so forth.
I contemplated using that rule in the past, but I don't have any players that abuse edge as is, so it didn't make a difference. But, I do think that could help resolve some of the issues already posted. I mean, someone having 6 edge dice, after using it 5 times in a session, would be down to only 1 die, which doesn't tend to be a huge benefit.
Grinder
Mar 28 2007, 06:16 PM
| QUOTE (Moon-Hawk) |
| QUOTE (Grinder @ Mar 28 2007, 12:36 PM) | | QUOTE (Moon-Hawk @ Mar 28 2007, 02:47 PM) | | But the fact remains that all other things in the game give either linear returns or diminishing returns, with Edge being the only exception that has increasing returns. |
And that's what I think is odd about Edge.
|
It is definitely odd.
But is it a bug or a feature?
|
Same question with resisting direct combat spells: no chance to lower the damage after you tried to avoid the spell with willpower? Hm.
But we should stay positive and see both as a feature.
xicidis
Mar 29 2007, 11:35 PM
Thank you for explaining it how I wanted to. My problem with lowering the dice as you go, what if you just wanted 3 extra dice, and save the 6 for when you REALLY need it. You can't really do that.
Demerzel
Mar 29 2007, 11:55 PM
Check for the other threads that indicate how many cases when it's more useful to use the reroll failures option over the add dice options.
I've found for most of my players rerolls are better and then that odd mechanic doesn't enter into it. I don't have anyone who has a 6-8 edge however. So there's probably a cut-off point where the ammount of rerolls deminishes compared to adding dice.
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