QUOTE (Irion @ Mar 1 2014, 10:20 AM)
Not really.
You're really going to tell me that my experiences at my table that tell me what works, and what doesn't work, for me and my table, is somehow wrong?
Look, I'm not saying Karma character creation is "bad" or anything, but it doesn't tend to produce the types of character stat blocks that works best for me and my table. This is my opinion. If you don't like it, that's not my problem.
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Specialisation is still rewarded. Just not unfairly.
Value judgment is valueless. What you opine as "unfairly" is different from everyone else, and stating it as a fact rather than an opinion does not magically convert it into a fact.
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Sorry, but give everybody a bunch of Karma and they will start broading the character.
And this is explicitly not what is wanted at my table
during character creation. This, again, at my table, happens in play as an outcome of the lessons learned
in play. Which is why we use karma... in play, and not during character creation.
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The System espacially BP in Shadowrun 4 produced characters who would tend to die on their own, because it is increadible efficient.
While I obviously don't encourage team members who are too stupid to live, being in situations where characters "who would tend to die on their own" is a feature for us, not a bug! It forces team members to rely on each other.
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And thats not true either. Actually the opposite is true.
You seriously fail at reading comprehension. The point wasn't about specialization. It's that karma gen tends to create stat blocks for characters that are so generic to the point of, in my opinion, being divorced from who the character is or what his/her role is. This just my opinion. You are entitled to a different opinion, but you are not entitled to tell me my opinion is wrong.
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If specialisation does cost, the specialist is worth something.
This is a cognitive bias: there is a human tendency to perceive the value of something being more, based solely upon how much effort or cost it took to achieve whatever it is. Just because forcing specialists to pay more for specializing, does not change the inherit worth of specializing. You perceive specialists being worth more, specifically because it costs more in karma to specialize. The worth of a specialist is the exact same, no matter what it cost to get there.
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The point is, if a system produces reasonable characters,
Knock it off with the value judgments. You are implying that reasonable must mean the characters are "realistic" in some manner. As I explained earlier in the thread, I don't give a shit about realism, especially in a game about magic, virtual realities, and living in a grim future where people shoot other people directly in the face for the money to pay the rent. I have a cinematic aesthetic, and karma gen doesn't produce "reasonable" characters for what
I want out of
my game. You want something else, obviously, so what's reasonable to one, is obviously going to be different to the other... but again, stating your opinion as fact doesn't magically make my opinion wrong.
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you actually do not need to worry about balance that much. Thats mostly taking care of itself.
I never worry about player characters ever being out of balance, because as a GM, I have a free hand to introduce whatever challenges to the PCs I can dream up. The system of how PCs are created, similar to their worth as above, has nothing to do with balance other than setting an initial expected power level. And when that expected power level is challenged, the response isn't to yell "bad power gamer, bad!," it's to up the scope, scale, and consequences of the story to fit with the goals of the player. If the player wants to play a Teachdaire or Sapphire clone, filled with multiple exploding Seattles and epic stories at a world shaking power level, the response should be either how can we compromise visions to make everyone happy, or if that style of gameplay is a deal breaker for you, you tell them that, and you try to find a different corner of the Shadowrun universe that everyone at the table can explore.
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If this ain't the case, you will always have big issues, and try to close one hole after another.
The close to every loophole or system breaker ever: have a conversation. If you're too busy trying to make rules to listen to your players, it's not the player's fault for not being able to read your mind on how you have interpreted that rule.