QUOTE (sk8bcn @ Feb 25 2013, 04:52 AM)
Maybe I want it too gritty? I tend to find a 10 karma pool beeing a bit overpowered but I might also see that in a wrong way.
Overpowered in what way? Is there something in particular that characters are doing with those 10 points of KP that you find overpowered?
QUOTE
Kagetenshi, what do you think is "High-level" in SR?
"High-level" comes from two directions: high-level runs and high-level PCs. The runs are easier to define, and I would do so in terms of exposure to risk. A team has to be able to either reliably succeed at the things they're going to need to do or have the ability to try again (either directly or by avoiding catastrophic failure and trying a different approach); a team with little Karma Pool lacks the ability to recover from failure by simply rerolling, so they need to run against adversaries with big holes in their security. If the B&E specialist might take a few tries to crack the door, the decker needs to be able to shut down the alarm; if the alarm can't be shut down or the decker isn't highly likely to succeed at it, the team needs to be able to shoot its way through security long enough to complete the objective and get out.
It basically comes down to combinatorics. In general the team needs to have a good chance to complete a run—setting the players up to fail requires great skill to make fun. Run failure should in general be traceable to one of two things: a clear bad decision (or combination of mediocre decisions) by the players, or truly exceptionally bad luck. If the players can make good decisions, get kinda bad rolls but not awful ones, and still end up hosed, it's very hard to feel a sense of agency—that the characters are more than driftwood tossed on a sea of chance.
That means that if the run includes a sequence of things that all need to go off right, those things all need to have an excellent chance of going off right. If a run involves, say, five tests, each of which individually has a 90% chance of success, and each of which has to go right to not fail the run, you're still only looking at a ~59% chance of the run succeeding. That's way too random to feel fun IMO, at least unless there's some relatively clear opportunity to improve their odds that they passed up. If they feel like they exhausted their opportunities for legwork and this was still the best they could do, that's just not fun.
Now, the straightforward way to address this is to let that sequence end up having excellent odds. The issue here, though, is that unless that involves a lot of player cleverness in planning it can end up feeling pretty unfulfilling; getting odds of per-task success up to ~98% gives a ~90% chance of overall success, but that means that there has to be a lot of excitement in the process of getting the odds there because there isn't going to be much in actually making those tests.
As I mentioned, the other approach is alternate paths to victory. Say you've got the same run above, with five tests at 90% chance of success each. If instead of the team failing once any step goes wrong they instead can try to shoot their way to victory, and they have a realistic chance of doing that (say, ~70%—not nearly good enough for a primary approach but still not bad), all of a sudden you're up to ~87.7% success rate. So on and so forth.
IMO, what makes a run "high-level" is where, barring truly exceptional planning by the players, karma pool becomes an integral part of this risk management. You can start reducing the number of paths to victory or increasing the difficulty of the paths, because the players now always have access to a limited number of alternate paths to victory—they can either succeed at a test, or they can fail, spend karma, and then succeed. If I'm doing the math right, with a point of karma pool available on each test in the above five-test run, you're suddenly looking at ~95% success rate. Unlike the easier 98%-individual-success version, though, this is no longer free—each failure costs a finite resource, KP. You can pair this with a difficult alternate path, say shooting your way through with a 40% chance of success, for a total ~97% success rate, but despite making things easier this feels like raising the stakes—if they don't make it through they face either run failure or a battle they could easily lose.
Now, of course, few runs are amenable to such precise calculation, and the numbers for the combat option especially are bogus—but overall it's pretty effective to precisely calculate a few things on the "critical path" and then throw in other options that are just generally "easy", "hard", or "almost impossible".
Now we get to what "high level" means for characters. This one's more difficult, because one of the strengths of SR3 is how much agency it gives the players. Obviously having a store of karma pool sufficient to plan on spending it without eliminating the emergency reserve is critical, but players who take big risks in combat can need essentially arbitrary amounts of emergency karma pool to not die; similarly, depending on how well-built the character is, two characters with the same earned cash and karma can have very different chances of success (as one example, consider two B&E characters, one of whom is designed by a more casual player who doesn't take Microscopic Vision and thus is looking at TNs 2 higher for many important tasks). Basically, it's a well-designed character played by a skilled player that also has a sizable karma pool.
QUOTE
I refresh my PC pool each scenario. And I do not lighten the difficulty for my PC. Tbh, SR is my "elite" game. Very gritty. For exemple, I had a mage of the group that stupidely went invisible to reach an NPC shooting behind a cover. He wanted to shoot him from short distance but that led him to stand into 3 other shooters LOS with no cover at all. And he dropped invisibility to maximize damage.
I did shoot him till down. Hand of god is my safety-option for a character not to die.
This points to a concern that I had not been thinking in terms of. A player who is not given to planning or who takes impulsive risks may well accumulate a sizable karma pool without necessarily being able to handle a "high-level" run; unless the player can be guided towards better play, either by the GM or by fellow players, it at first glance appears that it may be difficult to set up runs that this player could accomplish that involve management of karma pool as a resource. If the player level of planning forces runs that look like "low-level runs" even for pool-rich characters, the karma pool does indeed sort of hang out there and… I'm not convinced, but at least possibly end up mostly getting used to do ridiculous things and still succeed.
I don't know, I'm not actually certain that there's a problem (again, please clarify on what you've been feeling is overpowered about 10-KP characters), but I'm going to have to give this case more thought.
~J