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Cain
QUOTE
This further suggests to me that the game designers had something in mind when they setup the examples, the thresholds, the ratings etc. and also wrote the published adventure content. If nothing else, take my staunch position to be veneration of a well designed system.

I have to disagree. If that were the case, there'd be an actual penalty of having dice pools of 18+. As it stands, there isn't.
noonesshowmonkey
Not everything has to be notated by a bonus or a penalty... Why is it that people are so dedicated to a rules mindset that the idea of penalties has to even enter the conversation? Is there no standard to be had unless the Most Holy RAW descends from upon high and smites those who break its divine laws? Am I completely insane?

D20 has destroyed the world. I love having a convenient scapegoat. Thank you, Wizards.

- der menkey

"Certainly there is no hunting like the hunting of man and those who have hunted armed men long enough and liked it, never really care for anything else thereafter."
~ Ernest Hemingway
Cain
Yes, there is a standard. One sign of a munchkin is that he has a character with only one or two tricks, and is completely unplayable otherwise. A well-designed system will try and rein in munchkins. Since SR4 fails to do that, I have to question how well-designed it is. In SR4, you can completely max out one or two tricks, and still have a playable character-- see the Starting Characters thread for an example of a playable Pornomancer.

Check any number of character creation threads here on Dumpshock. You'll see tons of characters with primary dice pools in the 18+ range. A bunch of these are even in play. If the designers didn't intend for players to create characters at that level, there'd be some restriction on it. As it stands, there's not.
Glyph
QUOTE (noonesshowmonkey)
I have had a gamer come to games with min-maxed characters and he would grow impatient watching his fellows improve steadily over time while he remained stagnant because he had started the game at a point where improvement took vastly more resources in karma or cash than the rest of the group.

That's strange. You can hard-max at character creation, or come pretty close to it, so most improvement for specialists tends to be lateral. Someone who is min-maxed should improve faster than the generalists, because he'll be raising his tertiary skills from 1 to 2, or 2 to 3, and bringing up the Attributes he used as dump stats to a more playable range. The generalists, meanwhile, will be improving skills from 3 or 4 to 4 or 5, raising Attributes from 3 to 4, and so on. Much more expensive.

The only way I can see a min-maxer being frustrated is if he doesn't care about shoring up his weaknesses, or becoming more well-rounded in addition to being badass at one thing, and instead is chasing after those elusive things not available at char-gen. Things like replacing synaptic booster: 2 with betaware synaptic booster: 3, or getting muscle toner at level 4, or initiating to get yet more combat sense or mystic armor.
Riley37
QUOTE (Glyph)
So faces, hackers, and technomancers are balanced by default? nyahnyah.gif

You could, if you choose, infer that from what I actually wrote. My posting history suggests that I intended nothing so simplistic as "any character terrified or worried by the four-goon test is necessarily and reliably balanced". Your posting history demonstrates that you could contribute meaningfully and usefully to this discussion - so please do!

While we're at it, though, I write my technomancer/hacker PC so pwnzor that he wins Initiative (REA 2 + INT 5 = INIT 7 vs the goons 6) and drops a gas grenade; with his Rating 6 respirator and dwarf bonus against toxins he recovers first, and having invested 6 PB in Pistols 1 (Slivergun +2), shoots them each in the face until the last one loses morale and flees. You don't?

As for Face... as a munchkin, I just don't get the appeal. I'd rather write a Shaman with high CHA, follow a Mentor Spirit with a social bonus eg Trickster, invest 10 points in Influence Group, and ask spirits to use Influence power. Having already min-maxed for Magic and Spellcasting, karma will go into rounding out the skillset rather than pushing 5s to 6s.

Now, if my fellow player writes "Nancy Drew 2070", I'll tip my hat to them, and if they don't have Contact: Street Sam Bodyguard, then my PC will cover their back, because as long they run their PC in a way that amuses me, then I wanna keep that PC alive.

It's just the players who are not satisfied with playing an Indiana Jones level hero, and are gunning for Superman level, that I don't enjoy so much, because eventually the GM has to write kryptonite into every fraggin' adventure.
Riley37
QUOTE (Glyph @ Nov 3 2007, 07:41 PM)
The only way I can see a min-maxer being frustrated is if he doesn't care about shoring up his weaknesses, or becoming more well-rounded in addition to being badass at one thing

I suspect that you've nailed it, and that menkey has had the experience of such a player. The guy who spends most of the session half-awake until his spotlight moment, when he then asks everyone at the table to loan him all their dice. The one who, at the start of a session, could NOT give a decent recap of the previous session, or even list names of major NPCs other than "that guy I nailed with a critical headshot". The guy who plays Legolas in "DM of the Rings".
www.shamusyoung.com/twentysidedtale/?p=612

Okay, so at this point I'm punching a straw man. Is there a better method of "early detection and intervention" for such players, than skimming the writeup of their proposed character?
Glyph
The "four guys with clubs" was something your friend tossed out, and probably meant a bit tongue-in-cheek, but it rubs me the wrong way, as it seems to imply that a shadowrunner who could easily handle such an encounter is a munchkin, when, from my POV, even a combat-oriented character who is rolling the low end of monkey's preference, 12 dice, will mop the floor with four ordinary guys.


As far as "early detection and intervention" of problem characters,, the best way is for the GM to be more specific in what he is expecting from the characters. If he is uncomfortable with dice pools over a certain amount, then those hard numbers need to be told to potential players beforehand. That's actually better than fixing characters afterwards, because then the player won't feel like his character has been weakened.

And when you audit a character's sheet, look at more than how many dice the character uses for one skill.

Look at the background - is it a description of a shadowrunner, or a mish-mash of justifications for this or that piece of gear?

Look at the other stats and skills. Are the dump stats or skill omissions things that wouldn't make sense for such a character? Does the character have the ability to have actually survived the Seattle streets long enough to join a shadowrunning team? Is the character missing essential skills?

But if there are problems, help the player. This is a golden opportunity to explain to the player how your world works. Instead of simply saying "Your Willpower is too low", explain about mana spells, and resisting intimidation, and having a low stun monitor. Explain how having some skill in infiltration or etiquette can help the character sneak into places, or get gear from his contacts more quickly.
fistandantilus4.0
QUOTE
Look at the background - is it a description of a shadowrunner, or a mish-mash of justifications for this or that piece of gear?


Amen. This is officially going on my "Smartest Thing I've Heard All Day" list.

*wanders off to go start said list*
Whipstitch
I agree 100% with what Glyph said about clearly setting expectations for your players to meet rather than trying to use the character sheet as some sort of litmus test for detecting bad eggs. Seriously, the sheet test is notoriously unreliable anyway, and I've found that many new players actually hide behind their piles of dice because frankly they don't know what else to do yet or how they fit in at a given gaming table. That's not even touching the issue of imported players who come from high lethality games where powergaming is considered de rigueur either. A lot of powergaming comes from a misguided desire to grandstand anyway; use that instinct by making damn sure everyone knows that you're a helluva lot more impressed by a good IC smart ass remark than you are by a 15+ die pool. Create the sort of enviroment where people try to be IC as a matter of honor rather than just assume everyone at the table is going to be interested in roleplaying as opposed to rollplaying. It's funny how often in life you get exactly what you say you expect from people, be it good or bad. It's often the GMs job to say a lot of things he probably thinks should be obvious.
Riley37
The bit about "four guys with clubs" as a litmus test for munchkinism ain't coming from me or my friend. He and I think it's useful for a player to understand where their PC falls on the spectrum, but not that one end means a bad PC or another end means a good PC.

If you're playing Nancy Drew, cool, play it to the hilt, and figure out what you're gonna do during action scenes for the whole party (it better be evasion or support, not headlong assault), and never, never go alone into a possible fight with the Ancients or Lone Star. If you're playing Molly Millions, also cool, play it to the hilt; if four goons with clubs jump your PC, you might ask the GM "should we play this out, or just stipulate that I thrash them?". I have played lots of characters who had a real backstory, were more than just a pile of points, and who also could plausibly ask a quartet of club-wielders "look, do you guys really wanna do this? I mean, come on, I'm enhanced and well-armed, how could this end well for you?"

Good points on dump stats and skill lacunae. On Willpower, I would point out not only the rules mechanics and situations that make Willpower a survival trait, but I would also ask "do you really wanna play a personality that isn't gung-ho, that gives up easily? If you don't want to play a hero, then you're gonna need some other appropriate story." Same for CHA; a gruff, scarred CHA 2 street samurai could be appropriate, but I take CHA 1 as having decided to play a true misfit, and that needs a doublecheck for party compatibility.

As for helping players... sure, where possible. I'm a big fan of learning, growth and redemption. Some players are willing to learn and grow, and others not so much. Telling a player "look, you will do fine with 10 dice on attack, you really can afford decent CHA and WIL and some Contacts", might, for some, be the reassurance that they need.
Cain
QUOTE
As for helping players... sure, where possible. I'm a big fan of learning, growth and redemption. Some players are willing to learn and grow, and others not so much. Telling a player "look, you will do fine with 10 dice on attack, you really can afford decent CHA and WIL and some Contacts", might, for some, be the reassurance that they need.

I kinda agree with this and I kinda don't. I've been in too many games where the GM said: "Make a roleplay character, you won't be seeing too much combat", then having to do the equivalent of slaying twelve dragons a game. One guy in particular liked to have only one set-piece combat per game, so he jacked up the lethality to make up for it. So if your characters couldn't handle a very rare, but highly intense combat scene, you'd be rolling up new ones every game.

Unless I'm *absolutely* sure of what I'm getting into, I want my character to be able to handle himself in combat. Be it social combat or physical, if he can't dominate a field, I don't feel safe playing him. So yes, I will play a pornomancer or Mr. Lucky, and I'll roleplay the hell out of them. But I won't play a gimped character without some solid reassurances that I won't be punished for it.
Stahlseele
finally someone who understands . . either your character can stay alive in the shadow biz or he won't . . it's that simple . .
Whipstitch
Which is exactly why I will always argue that there's got to be a helluva lot better way to encourage people to roleplay and pay attention at the table than taking a rolled up newspaper to the nose of any player who gets ambitious with the dice pools.
Cthulhudreams
For characters in RPGs I draw up a little list of things I'd like everyone to be able to do. And then when someone submits a sheet, I take the sheet and run it against my 'same game' test (which is often pretty half assed).

This works pretty well. Shadowrun the rest is harder to construct, but more demanding, because you tend to have characters operating by themselves much more often then in say, D&D, where the team tends to stick together.

So in D&D the same game test for a 1st level character can seriously be 'can we kill 2 goblins most of the time, and if yes does he have a schtick other than that' and that works mostly okay. Shadowrun you'lld need something that encompasses combat, interaction, legwork and probably some other stuff.
eidolon
QUOTE (nooneshowmonkey)
Why is it that people are so dedicated to a rules mindset that the idea of penalties has to even enter the conversation? Is there no standard to be had unless the Most Holy RAW descends from upon high and smites those who break its divine laws? Am I completely insane?


No, there is no standard outside of the rulebook. And that's the beauty of it. We've gotten so mired in the uselessness of WotC-induced standardization that we look for "standards" in places that don't need them.

At my table, for example, the "standard" might be characters with pools around 12. At someone else's table, pools of 20 dice might be "standard".

And it doesn't matter. Nothing that anyone on these boards says matters at your table unless you agree to let it. Nothing in the examples given in the book really matter unless you agree to let it.

That's the key. The only thing that matters is that you and the gamers you play with agree on what the "standard" is, or agree that there isn't one at all. All this discussion online is great, but if you don't agree with it, fuck it.
fistandantilus4.0
QUOTE (eidolon)
but if you don't agree with it, fuck it.

We call that "make-up sex" smile.gif
Mercer
QUOTE (eidolon)
That's the key.  The only thing that matters is that you and the gamers you play with agree on what the "standard" is, or agree that there isn't one at all.  All this discussion online is great, but if you don't agree with it, fuck it.

The "Cargo Cult" theory of gaming groups. (The term comes from here.)

Basically, you got two gaming groups in the same town that don't know each other. They both buy the same book and play the same game for a year, and at the end of it the two gaming groups will most likely be completely different. Introducing them to one another usually starts a round of "those guys can't roleplay/are munchkins/are drama queens" and on and on.
Simon May
Is that a bad thing?

We play because we want to have fun. If we have fun playing a high story/low stat game as opposed to a power gamer game, why should try and play with the power gamers?

In many ways, role playing is like hedonism: If it's not fun, don't do it.
Fortune
QUOTE (fistandantilus3.0)
We call that "make-up sex" smile.gif

It's really a sad thing, but you never get 'make-up sex' when you're perfect. frown.gif
Stahlseele
QUOTE
Introducing them to one another usually starts a round of "those guys can't roleplay/are munchkins/are drama queens" and on and on.

two buddies of me, both GM's, tried to get us set up so our groups would meet in game . . basically the GM's were free to roam the house but the players were confined to one level of it . . nothing of the things you just described happened . . but you can probably give an educated guess as to WHAT actually DID happen . . ah yep, as soon as there was contact established there was much fun to be had . . first trying to do the whole social skills palette . . intimidation being used like bullets by vindicator miniguns . . then came the back-stabbing, the trying to steal things . . and finally the part that all of you people who are reading this probably guessed after my second sentence or so . . players kciked GM out of the room for some minutes, invited him back in, handed him some paper slips and rolled for initiative . . and again, much fun was had by the combat twink troll character players only seconds later . . as one of the GM's described it:"one second, you are in a quit, shabby little bar . . the next you're standing on the shores of normandy wondering where all the lead in the air comes from"
Mercer
Well, technically, you guys were all a part of the same cargo cult.

@Simon: I never said it was a bad thing, or a good thing. Just a phenomenon.
Jack Kain
Professional Mercenaries are expensive, thats just a fact.
A basic 400BP character is a highly trained professional, IF he's not the character was very poorly made.

That being said, in the time it took us to go from 0 karma to 60. Just recenetly started getting runs that pay that much just from the Johnson.
Now we've made more then 5,000 each on run due to bonus found. Such as paydata, bringing back more cases cryostim then required. Our most profitable mission was actually are 3rd where we ended up stealing the Aeries Chopper sent after us

Now our group does fairly well on keeping costs down, we don't treat EXEX like water and hurl explosives when ever possible. We also share a single high life style which is far cheaper then the four having individual middle life styles.
We also attempt to avoid combat through negotiation when ever possible. Last run we managed to avoid all combat situations except for a mock fight.


The teams payment should largly depend on
A. The Speed of advancement the DM wants
B.
Mandatory expenses, ie, bribes, required fake-SIN card replacements. As in they need to be replaced because there old not because the PC did something stupid.
The number of runs before a life style payment is due.
If the team only goes on a run once a month they need a much higher payment just to cover their basic living expenses compared to the team that goes on a run every week if possible.

Now really if your team wastes money don't pay them more, pay them the same and force them to try and do the job as cheaply as possible.
My Elf, Street Samurai may like to use EXEX as standard for his automatic but he knows it costs quite a bit and standard ammo will handle most of his enemies fine.
Whipstitch
QUOTE (Simon May @ Nov 4 2007, 03:32 PM)
Is that a bad thing?

We play because we want to have fun. If we have fun playing a high story/low stat game as opposed to a power gamer game, why should try and play with the power gamers?

In many ways, role playing is like hedonism: If it's not fun, don't do it.

That's not the issue; people are always free to look for greener pastures if they don't want to change their playstyle. The issue is that power gamers and hardcore roleplayers don't wander around with barcodes tattooed to their foreheads describing their playing style for the convenience of potential GMs, which is why most groups are going to be a mixed bag. Sometimes that's reconcilable and sometimes it's not, but I'd rather convince GMs to try dragging these issues right into the light of day before any dice are rolled rather than keep repeating the tired old trope that you can divine the identities of problem players by reading character sheets and tea leaves. It's a lot easier to get the group you want once you know exactly who needs to leave.
Stahlseele
QUOTE
Well, technically, you guys were all a part of the same cargo cult.

how so? never gamed before or did anything else together . . heck, i didn't even know most of the other group . . aside from the other Troll Combat Twink Player coincidentally *g*


QUOTE
The issue is that power gamers and hardcore roleplayers don't wander around with barcodes tattooed to their foreheads describing their playing style for the convenience of GMs

give it time *g*
Mercer
Through the two GMs. Cargo cults develop in isolation. Two GMs with similar ideas on how a system is interpreted will generally have similar games. (Not identical, because no one runs identical games. That would require some sort of cloning, which would be awesome, but thats not the meeting we're having right now.)

It doesn't really require bar codes to be stamped on people (which would be awesome, but also not the meeting we're having right now), it just means it helps for player and GMs to talk about how they play and what they want to get out of playing. A common stumbling block is that people tend to think of a game on an instinctual level, they know what they like but they tend to think of that as the right way to game, and the stuff they like less to be the wrong way to game. Conflict ensues.
Stahlseele
QUOTE
Through the two GMs.

heh, no . . night and day those two . . OUR GM actually anticipated much of what i described from experience . . the other one was the one i quoted *g* somehow his group managed to do things mostly without fighting . . after hearing complaints of the other troll combat twinky i think they usually subdued his character somehow most of the time *g* so it was basically the exact opposite of our group i think . . 'cause in our group I am the one playing the combat troll . . and i am usually also responsible for plans especially PLAN B . . after about one hour the other group would have been dead, if they had not used hand of god collectively . . ok, the troll actually did get to keep his 50 karma . . the others were in the 100 to 150 karma range, due to him being kept in check by them and so not allowed to do certain things . . because as a troll, i spared him after he put up the only decent fight of their group and left with him the offer to join us . . sadly, he did not take me up on it . . what i team we would have been . . him being a mobile weapons plattform with 12 points of built in recoil compensation and me doing more damage in close combat than he did with the heavy weapons . . alas, it should not be . . he was loyal to them because:"someone has to keep them alive when they fuck up!" . . kinda like me in my group ^^
Whipstitch
QUOTE (Mercer @ Nov 4 2007, 05:00 PM)
A common stumbling block is that people tend to think of a game on an instinctual level, they know what they like but they tend to think of that as the right way to game, and the stuff they like less to be the wrong way to game.  Conflict ensues.

"A common stumbling block is that people tend to live on an instinctual level, they know what they like but they tend to think of that as the right way to live, and the stuff they like less to be the wrong way to live. Conflict ensues."

As it turns out, Mercer was three edits away from summarizing virtually all of human history. wobble.gif
Mercer
My current, long-time group (which isn't playing SR right now, damnit) has 6 GMs out of 8 players. We all run different games in a variety of systems, we're all different players. (In fact, we disagree on as much as we agree on in gaming.) But we're all from the same cargo cult.

At the time that group formed, I was playing with another long time group, and I enjoyed playing in both. But every player I brought from one group to the other hated it. I was the weird link between them, but other than that, it was like they spoke completely different languages.
Mercer
QUOTE (Whipstitch)
As it turns out, Mercer was three edits away from summarizing virtually all of human history. wobble.gif

A character is created, earns karma, and dies.
DTFarstar
QUOTE (eidolon)
No, there is no standard outside of the rulebook. And that's the beauty of it. We've gotten so mired in the uselessness of WotC-induced standardization that we look for "standards" in places that don't need them.

I agree and I don't. In a *good* game of DnD the same kind of "this is the standard" type discussion has to go on. I'm not going to go on and on, but suffice it to say there have been several times when I or someone else I know has built a VERY well made character that has completely broken a game of DnD in half regardless of level. 9th level spellsword gish with normal starting cash that can do 100+ damage a hit 4 times a day while maintaining an approximate 36 AC. A 6th level level Ultimate Magus doing more damage than the rest of the party put together while having the highest AC. An 11th level kensai with attack bonuses in the min thirties and average damage of about 25 per hit with 4 attacks a round not factoring in power attack. A 16th level mage with a low 50's AC and immunity to all elements and several other things and the ability to twin disintegrate alot. I can go on and on. You throw those characters in with people who built their character without a plan from level 1 and just chose things that sounded cool and fit their character at that time instead of roleplaying the character to fit the original idea and you have one massively powerful character. All those character own anything around their CR alone, but if you ramp things up to challenge them, then other less planned characters will be useless or dead. So.... the same kind of "this is the way the game will be" conversations need to happen so everyone is on the same page.

Sorry for the rant, but it has always been a pet peeve of mine that people think levels in DnD are a good gauge for how powerful a character is. They work about as well as build points do in shadowrun.

Chris
Critias
QUOTE (Mercer)
QUOTE (Whipstitch @ Nov 4 2007, 11:13 PM)
As it turns out, Mercer was three edits away from summarizing virtually all of human history.  wobble.gif

A character is created, earns karma, and dies.

If you earn enough, step three is optional.
Riley37
QUOTE (Critias)
QUOTE (Mercer @ Nov 4 2007, 06:18 PM)
QUOTE (Whipstitch @ Nov 4 2007, 11:13 PM)
As it turns out, Mercer was three edits away from summarizing virtually all of human history.  wobble.gif

A character is created, earns karma, and dies.

If you earn enough, step three is optional.

Bodhisattva FTW!
Simon May
QUOTE (Critias)
QUOTE (Mercer @ Nov 4 2007, 06:18 PM)
QUOTE (Whipstitch @ Nov 4 2007, 11:13 PM)
As it turns out, Mercer was three edits away from summarizing virtually all of human history.  wobble.gif

A character is created, earns karma, and dies.

If you earn enough, step three is optional.

Are we talking, "When a character dies (s)he sometimes is created anew with a different past, different skills, and allowed to live his/her life again"? Or are we talking immortality?
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