mfb
Jun 30 2005, 05:58 PM
technically, that's only with melee weapons. and only P damage.
Ellery
Jun 30 2005, 06:00 PM
And it's not clear whether you need to have Sacrificing metamagic to do it. I'd assumed that you did need sacrificing, since otherwise it's a ridiculous place to put a rule on self-inflicted damage. However, given the organization of SR3 rules, maybe that's not valid reasoning....
Kagetenshi
Jun 30 2005, 06:01 PM
The entire sentence: "Assume a character can inflict any desired level of Physical damage on himself." Nothing limiting it to the context of blood magic or melee weapons (in either that sentence or the section surrounding it), though it doesn't apply to stun. Now that I reread, though, it doesn't specify that it has to be a weapon—the reference to "symbolic purposes" earlier clearly only applies to blood magic rather than the act of damaging itself.
My take on it is that it's a valid general-purpose rule placed in a special-purpose case because no one thought about its other useful properties.
~J
mfb
Jun 30 2005, 06:02 PM
no, read the rest of the rules. inflicting damage on one's self for sacrificing is a subset of inflicting damage on living creatures for sacrificing. therefore, it follows all the other rules except where noted.
i mean, sure, any reasonable GM will allow any character to kill themselves with a gun, and possibly a knife. but if you're talking about rules...
Kagetenshi
Jun 30 2005, 06:04 PM
I'm reading them, and I'm not seeing anything restricting it to the blood magic case.
~J
Ellery
Jun 30 2005, 06:12 PM
Like I said: it's not clear.
blakkie
Jun 30 2005, 09:05 PM
QUOTE (Ellery) |
QUOTE (blakkie) | Keep living on the Edge and it will catch up to you. *shrug* |
And as I've explained, that's broken.
|
Then i'd have to say your idea of
broken is broken.

QUOTE |
It means that, for example, if a skilled sam shoots out the lights of the four Lone Star squad cars, or throws a few smoke grenades, he'll have Immunity To Normal Cops once they run out of edge, at which point he can just walk around, shooting them accurately even though he can't see them and getting, oh, two successes on average while they can't get any, ever. They could fire ten thousand rounds at him and never hit. And that's with a starting street sam. |
I can spot a number of dubious assumptions about rules, the cops not being able to get a single success (?), that shooting out 8 dispersed headlights (assuming only one bulb each side of the car instead of two) and 4 spotlights is something trivial, that creating a confusing environment SHOULDN'T give the whiz gunman a strong upperhand, all the cops using poor Edge spending, cops not using their actions for something more productive like fleeing to safety or keeping their heads down while calling for backup or changing the environment/location of the battle, etc.
Could it be that tactics still matter? Nah, not without a Combat Pool.
Eldritch
Jun 30 2005, 09:29 PM
If the mods take you below one die, and you get one regardless - that is broken. As has been mentioned before, at that point throw caution to the wind. The guy with 8 firearms vs the guy with one both roll one if there are -8 d in mods. Thats not right.
If the Threshold mods take it higher than your total die pool, thats an impossible situation - not fair to the player - as has been mentioned it promotes fatalism - cant succeed, hand me a new character. - That is broken as well.
Things can still be hard, but nothing reasonable should be impossible. Every game session I've ever run for Sr in 15 years has had at least one situation where the players were trying for that TN20 (Or there abouts). And when they get that first 6, and roll again - well thats fun.
Adding up the thereshold mods, looking at their skill/pool and saying, "Sorry. Cant do that It requires 4 success and your pool is only 2." Sucks - It sucks to say as a gm, and to hear as a player.
If edge is supposed to 'level the palying field' then the cyber heavy or magic character may not be able to afford edge at char gen. Having an Edge attribute shouldn't be the difference between Possible and Impossible.
blakkie
Jun 30 2005, 09:46 PM
QUOTE (Eldritch @ Jun 30 2005, 03:29 PM) |
If the mods take you below one die, and you get one regardless - that is broken. As has been mentioned before, at that point throw caution to the wind. The guy with 8 firearms vs the guy with one both roll one if there are -8 d in mods. Thats not right. |
Why? If the conditions are so bad that any shot by anyone is just a pig in a poke? If you don't have enough skill to overcome then you are in the same boat as everyone else, just trying to win the Blind Shot Lottery.
QUOTE |
If edge is supposed to 'level the palying field' then the cyber heavy or magic character may not be able to afford edge at char gen. Having an Edge attribute shouldn't be the difference between Possible and Impossible. |
Then i guess they better choose well what 'ware and/or magic they pick to best cover off contigencies. Assuming that you can have a zero for the Edge attribute.
Eldritch
Jun 30 2005, 09:54 PM
Ok, lets change the example from Combat to computer use. Guy with one die, and the Nerd with 8. -8 die in mods. The mods are all technical in nature. Do you rellay think the skilled guy would have just as difficult time as the unskilled guy?
Lock picking - an incredibly complex lock - -8d to your skill roll. Guy A had a lock picking pool of 8. Guy b has 1. So the guy with years of experience has just as difficult a time as the guy with none?
Survival - Cold, stormy, no gear, wounded, the works -8d in mods.. Guy a with Survival 8 stands the same chance as guy b with 1 die???
Thats not right.
QUOTE |
QUOTE If edge is supposed to 'level the palying field' then the cyber heavy or magic character may not be able to afford edge at char gen. Having an Edge attribute shouldn't be the difference between Possible and Impossible.
Then i guess they better choose well what 'ware and/or magic they pick to best cover off contigencies. Assuming that you can have a zero for the Edge attribute. |
That could turn Edge into an Uber-must have attribute. The attribute voted Most Likely To get raised with first Karma Award.
mfb
Jun 30 2005, 10:00 PM
except it doesn't work like that at all, blakkie. what about the guy with 10 dice for a firearms test, in that same -8 dice situation? all of the sudden, it's not the Blind Shot Lottery anymore. your modifiers limit all ranges of skill below a certain threshold to the same chance of success, but allows greater chances of success above that threshold. that's bad mechanics.
blakkie
Jun 30 2005, 10:04 PM
QUOTE (Eldritch @ Jun 30 2005, 03:54 PM) |
Ok, lets change the example from Combat to computer use. Guy with one die, and the Nerd with 8. -8 die in mods. The mods are all technical in nature. Do you rellay think the skilled guy would have just as difficult time as the unskilled guy?
Lock picking - an incredibly complex lock - -8d to your skill roll. Guy A had a lock picking pool of 8. Guy b has 1. So the guy with years of experience has just as difficult a time as the guy with none?
Survival - Cold, stormy, no gear, wounded, the works -8d in mods.. Guy a with Survival 8 stands the same chance as guy b with 1 die???
Thats not right. |
Since you didn't bother give examples for what those negative modifiers equate to, i guess i could?
So lets pick, i don't know, survival? Now what would a -8 be? *shrug* Maybe you were in the bathroom a in transport plane that crashed on a mountain side in a snowstorm. No map, no idea of the local terrain outside right in front of, no in-hand gear, wearing nothing but a silk Hawaii print shirt, soaking wet with toliet water, in a full out blizzard.
A hit maybe reprents slipping into crevas, that protects you from the wind, where some survival gear from plane jut happened to slide? That is enough for you to live long enough that a search team comes and finds you? *shrug* Sometimes it's better to be lucky than good.
EDIT: BTW i did mention that i thought it might be a good idea to put a floor on how negative the die count could go before you just don't get a roll.
Eldritch
Jul 1 2005, 02:33 AM
Er, I did:
QUOTE |
Cold, stormy, no gear, wounded, the works |
The guy with a survival skill pool of 8, with those coditions would limp out of the woods in a few days, healed, healthy and in good spirits.
The guy with one would crap himself silly and probably die within a few moments from exposure.
Your counter example of finding gear would take away some of the negative die, changing the example completley. Making it -6 as opposed to -8 (for example)
QUOTE |
EDIT: BTW i did mention that i thought it might be a good idea to put a floor on how negative the die count could go before you just don't get a roll. |
Dunno didn't notice if you did or not.
So in SR3 you'd put a cap on modifiers? Once something got past -TN 16 its impossible? Just don't roll? Thats lame. It's not like someone is asking to make a athletics roll to survive a 24 story fall - but if theyve got the grapple gun, yeah let them roll to hit the top of the building with a 16 target number. And let them rool their pool. And Karma reroll on top of that. Whatever - as long as they are having fun. Your way is no fun - fatalistic. I couldn't stand a game where things where just impossible. Shooting the target at 500 yards in a crosswind with a damaged rifle. Shouldn't be impossible, just really really (TN 20) hard.
What kind of threshold/ negative die cap would you put before it became impossible?? And for giggles, convert that to SR3 TN modifier.
phelious fogg
Jul 1 2005, 11:40 AM
Why not put on a cap, say TN36 in SR3, do you think it would change anything to have the smallest chance of success (beyond which everything has the same chance, even if you are wounded, etc) set at (1/6)^6 which is very very very small.
On a different note, what if (yeah what if, we wont have any idea how anything is being implemented untill we have more information) The number of Dice is largely controlled by the player (say wounds remove dice as one of the only dice penalties) so you might opt to give up dice for some other action (-2 dice for a called shot, etc) The point being, maybe the only thing the GM controls is the Threshold (we dont know how this works either really) and Threshold might be between 1 and 10 (1 easy, 10 increbly hard) with each hit past the threshold being a sucess (or possibly each threshold hits counts as a sucess) Then we wont often have things that are impossible unless you are a nearly dead low skill individual trying at a hard task (which i mean come on, if you have both your arms and legs cut off you are not going to be able to keep Aurther off your bridge)
In any case Edge could do any number of fun things beyond just adding dice or enabling exploding six's (and might refresh how often? no clue, once a week, once a session, once a run, once per scene?)
Anyways I'd be happy with a maximum -4 dice penalty (you can always add edge dice to get more than the penalty) and with a threshold ranging between 1 and 10, which gives tons of possiblities from insanely easy to insanely hard (but still accomplishable like a TN36)
blakkie
Jul 1 2005, 01:39 PM
QUOTE (Eldritch @ Jun 30 2005, 08:33 PM) |
Er, I did:
QUOTE | Cold, stormy, no gear, wounded, the works |
The guy with a survival skill pool of 8, with those coditions would limp out of the woods in a few days, healed, healthy and in good spirits.
The guy with one would crap himself silly and probably die within a few moments from exposure.
Your counter example of finding gear would take away some of the negative die, changing the example completley. Making it -6 as opposed to -8 (for example)
|
I meant a more specifics so i could give an example of what getting enough hits meant.

I was actually thinking of giving even more specifics, but was rushed.
No i didn't change the modifiers, that is what i'm getting at. They rolled and got crap lucky, i just gave an example of how the GM could explain them pulling off the near impossible with dumb luck. Gathering up more resources to aid your goal would be part of a Survival skill, yes?
However the more i thought about it, the more i realised what i gave was probably a better example of why you aren't likely to see a -8 modifier. Some of the difficulty should be in the threshhold. This could be where mfb was having difficulty (at that point in time) gronking the situational modifiers and how to write them. When he was talking about difficulties "writing rules" under SR4.
Some time back when i first heard of them switching to the fixed TN i thought perhaps the easiest way to have the classification would be negatives increase threshhold, positives increase dice. Benefits would be no substracting and easier to catagorize there are only three choices (like in SR3) not four. The downside is that all the negatives are defined in the less precise threshhold. But given that the norm is to not have exploding 6's that makes the negative much more costly, so i guess SR4 will have to go with some threshhold/die modifier split.
That means the the person giving the Skill specifics, or the GM when you get outside boundaries of the written rules, han to classify which modifies, or in better words is part of, the threshhold and which modifies the die pool. The core of the rules much have instructions on which goes where across any situation. Having a the decision logic stated in a clear, concise way is a very important part of uniform mechanism. At that point either the rules didn't describe this well, or mfb was still uncomfortable with it.
QUOTE |
QUOTE | EDIT: BTW i did mention that i thought it might be a good idea to put a floor on how negative the die count could go before you just don't get a roll. |
Dunno didn't notice if you did or not.
So in SR3 you'd put a cap on modifiers?
|
Yes, i did muse about it somewhere in here. In SR3? Well there already is one there for negatives when Defaulting and there is one for positives.

After the possibility of success is down to less than 1% around TN20 with two dice (since noone ever has just one die

), it does start losing real relavence to give the roll (unless they have a truckload of Karma Pool). *shrug*
Another possibility is at the floor the player loses the last die and if they want to roll they have to rely solely on Edge dice.
Eldritch
Jul 1 2005, 04:03 PM
*shrug* Dunno. The system, as presented so far seems broken. We can 'what if' and 'could be' all day, but until we know more it dosen't matter.
I just don't see how they can make the system work well;
QUOTE |
Dice pools no longer exist in their SR3 form. They are now attribute + skill +/– modifiers. |
Thats from the magazine article.
I couldn't find anything presented that stated thresholds would be modified. (But I could have missed it)
Based on that line alone, some tests would be impossible. If a test requires 2 successes, and your skill is 4 and your mods are -3d, then you cannot succeed. And that little scenario seems feasable.
SR3:
GM: "OK blakkie, you have a computer skill of one, the modified TN is 12". (Base TN + Moderate stun damage, + security rating of system, + difficult conditions (In a fire fight, used a KP to keep the damage from the mana ball to mod.)
Blakkie: *Rolls Dice* The tension mounts....
SR4:
GM: "OK Blakkie, you need two successes, your skill is 2, but you have -4d in mods. So you get the one token die. Oh damn, you used your Edge Die to survie the first round of combat so that the Manaball only moderatly wounded you instead of seriously.
Blakkie: "er, damn. that sucks." *And lives with it*
Certainly a guess, but a decent one. You tell me Blakkie, as a player (Or GM) which of the above scenarios is more fun?
sanctusmortis
Jul 1 2005, 04:13 PM
I have to agree that, once a situation gets seriously extreme, skill is no longer the issue, but luck. Once it's pitch black with no light at all, the guy with Pistols 10 is in as much drek as the pistols 1 guy. But it has to be really, REALLY extreme to get to that point.
Yes, stranded in the middle of nowhere with nothing is extreme. But not extreme enough for that sort of modifier; as GM I would say that having training in Survival just means more hits needed rather than a silly dice penalty. Having two sliders for difficulty does make some improvements after all. You don't just have to knock dice off everything, just up the hits needed. Heck, even knock a coupla dice off for the harsh environment and up the hit rate a little, but don't just knock dice off.
Kagetenshi
Jul 1 2005, 04:42 PM
Even threshhold doesn't change the issue. If you've got a threshold of 3, either anything that reduces your thrown dice below 3 makes the test impossible or there needs to be a weird kludge that increases the number of dice you get under some penalty conditions.
(Example: for every die under the threshold you would end up at, you get an additional two dice but need to make one additional hit to succeed. It works, sorta, but is messy as hell)
Again, the developers may have a solution. I'm just worried because I still can't imagine what it would be.
~J
Jrayjoker
Jul 1 2005, 04:40 PM
QUOTE (Kagetenshi @ Jul 1 2005, 11:42 AM) |
Even threshhold doesn't change the issue. If you've got a threshold of 3, either anything that reduces your thrown dice below 3 makes the test impossible or there needs to be a weird kludge that increases the number of dice you get under some penalty conditions.
(Example: for every die under the threshold you would end up at, you get an additional two dice but need to make one additional hit to succeed. It works, sorta, but is messy as hell)
Again, the developers may have a solution. I'm just worried because I still can't imagine what it would be.
~J |
Edge.
Edit:
Although that can't get you more successes than dice, so sorry.
actually, with exploding dice, it can.
Kagetenshi
Jul 1 2005, 05:21 PM
Edge is a non-starter for me in this particular discussion unless one to six points goes a lot further than it appears to at first blush.
~J
weblife
Jul 1 2005, 11:12 PM
Exploding dice is a mess. Particularly the self-igniting ones. They are just deadly to carry around.
blakkie
Jul 2 2005, 12:05 AM
QUOTE (Eldritch @ Jul 1 2005, 10:03 AM) |
I just don't see how they can make the system work well; |
I think that is the crux of it, isn't it. Don't want to, or can't. Then you toss out some crap about not knowing anything about there being threshholds?
SR3:
GM: "Ok Eldritch, an unseen sniper takes a shot at you head." *rolls* "Hmmm, 4 successes. You recognize that pressure on your skull as the 270gr .300 Winchester Magnum slug from an indeterminante sniper rifle."
Eldrich: "Crap, i put all my Combat Pool into shooting that little old lady that i mistook for an enemy in disguse. Plus i've taken Moderate wound and Serious wound. Given my Body 2 i guess i can't actually stage down enough to keep my head from becoming a 3D Picaso. And i've already spent my Hand of God with this character. I'm screwed."
*tension mounts as Eldritch spends an hour building his new character, Strawman*
wait a minute. you're throwing out all kinds of projections and what-ifs. your basic argument, as far as i can tell, is "what if it's really cool!"
but eldritch is the one using straw men? okay. i do not think that means what you think it means.
blakkie
Jul 2 2005, 01:03 AM
QUOTE (mfb) |
wait a minute. you're throwing out all kinds of projections and what-ifs. your basic argument, as far as i can tell, is "what if it's really cool!"
but eldritch is the one using straw men? okay. i do not think that means what you think it means. |
Of course i'm saying "what if", and acknowledging there are speculations. However Eldrich is trying to -prove- that a fixed TN can be nothing but "broken" by throwing up bullsh!t senarios, while attempting to pretend that there aren't situations in SR3 where you are screwed before you even try to roll. Hell the Force 1 Inivisibility spell trick relied heavily on that.
Eldritch
Jul 2 2005, 01:12 AM
I didn't say I didn't know about thresholds or how they work - I said I dont' remember if they said thresholds would be modified like the Dice pool. If there is a faq or other official statement about thresholds being modified by coditions, then ppoint it out - I've honestly forgotten in all the discussion. I did go back and skim the faqs, but didn;t see it.
So sorry I attempted a discussion with you.
I think you are the one that can't see.
See ya around the water cooler Blakkie.
*Added to my 'Ignore List'*
You know, I'm perfectly willing to admit I've hated the idea of SR4 from the start. But I'm also Man enough to discuss the proposed rule set in a reasonable manner. You see I'm looking at SR4 as a new game. Thats my point of view -it is no longer a continuation of the SR line. It's something new (In My Mind). I've already made up my mind that this is something entirely new, I'm familar with the setting, and have some clues as to the Rules.
So now I discuss these rules as if it were for a new game. And so far I have seen nothing about the rules I like. Nothing that would make me buy it. But out of respect for the Game that this is based on, and in the hopes that I will get some novels, and possible a source book or two in the future - I'll continue to discuss the rules - in the vain hopes that someone is reading what I type. And hopefully I'll make a slim difference to the future survival of the story line/setting That I've supported for 15 years . Crap, I'm rambling now.
even if it is, the mechanic is still pretty broken. you still have lots of situations where level of skill is irrelevant, and you still lack a lot of granularity.
blakkie
Jul 3 2005, 01:56 PM
QUOTE (Eldritch @ Jul 1 2005, 07:12 PM) |
I didn't say I didn't know about thresholds or how they work - I said I dont' remember if they said thresholds would be modified like the Dice pool. If there is a faq or other official statement about thresholds being modified by coditions, then ppoint it out - I've honestly forgotten in all the discussion. I did go back and skim the faqs, but didn;t see it. So sorry I attempted a discussion with you. |
First i didn't suggest that they modify the threshholds like they do the dice pool. I suggest they catagorize the threshhold and included in that catagorizing are things that you might otherwise be temped to use to modify the dice pool. Things that formerly were involved in setting the variable TN (either the starting base or the modifers).
EDIT: I'm curious also if how close to the "threshhold" you get makes a difference in how badly you fail. So even if you can't fully succeed sometimes you are rolling so you don't fail as badly. The Survival skill could also be a good example where that might be applicable.
Second, just because you don't see that explaination given for the threshhold, or in fact any explaination given in the FAQ, that means that you can't entertain the possibility? Well Eldrich the Eunuch, if that is what passes with you for discussing "the proposed rule set in a reasonable manner", i can only say....
QUOTE |
I think you are the one that can't see.
See ya around the water cooler Blakkie.
*Added to my 'Ignore List'* |
Promise?
Kyoto Kid
Jul 19 2005, 09:06 PM
QUOTE (Ellery) |
QUOTE (blakkie) | .. with lots of negative environmental factors then shit is going to be hard to do. Life sucks and you'll need to burn Edge if you want it done. If it is performing something critical then you shouldn't be playing a kid/gimp in an adult's world or attempting something you aren't very good at in much less than ideal circumstances. *shrug* |
See, I don't view this as a situation where the appropriate response is, "you suck, you shouldn't be playing that character". I view these things as interesting roleplaying challenges.
|
Thank you.
I find playing "difficult" charcter types (like a say 15 year old martial artist adept) can be a load of fun. This character has managed to survive since the SR1 days because she learned how to use her wits & become resourceful.
OSUMacbeth
Jul 26 2005, 06:49 PM
I'm wondering:
I've seen a lot of posts suggesting that penalties will be handled by either reducing dice or increasing the threshold. Has anyone thought that it might be both? For example, add all penalties together. For every three "points" worth, increase threshold by one. The remainder is subtracted from dice. I've not the inclination to run the numbers, but does anyone know what that would do mathematically? To illustrate more clearly, someone is running in the dark shooting at a target 100m away:
Base Threshold 1
Base dice 12 (quickness 6 pistols 6)
running -2
darkness -4
100m range -2
Total -8
Divide by three, and threshold goes up by 2
Two remain, so two dice are removed from the pool
so now you are rolling 10 dice against a 5 with three successes needed. I'm not suggesting that this is the new system, or even that it might work, and the divisor of 3 was chosen arbitrarily, but has anyone considered this?
OSUMacbeth
Probably the World's Greatest SR Fan who's barely ever played
Ellery
Jul 26 2005, 07:09 PM
It has some of the same advantages as the raising-threshold system, in that it's less prone to make an action completely impossible, but at considerable expense (most people are not that comfortable quickly dividing by three and calculating the remainder). Given the stated goal of streamlining, this doesn't seem to be a viable option.
shadow_scholar
Jul 26 2005, 08:51 PM
I'll admit I didn't read the entire thread, but the gist I'm getting is that, in the new system, you'll need a variable amount of 5s to get a single confirmed success? This sounds similar to SR1 where you had weapons that had different staging amounts (some might be pairs, some 3 successes, etc.). Granted, SR1 had a the situational TNs instead of the # of dice being rolled changing, but there was a reason that SR2 and 3 abandoned that variable number of dice staging system. Yeah, its not the same, but it sounds a little too close for my comfort.
Regarding D&D mechanics, I liked having the chance to pull off the impossibile that SR had with the open ended sixes. For example, in SR, if I'm trying to pull off some amazing skill my TN is ungodly high but I still have a chance to roll it. However, in D&D, if my DC is 30 and I only have say a +5 to my skill roll I can never get a success (my max roll is 25, natural 20s=success only applies to combat). Yeah, I can get people to help me, if it applies, but I can never do it on my own. Kinda cheesy if you ask me. Anything is possible, not easy, but possible. I like how SR allowed for that. This new threshold system seems to abandon that spirit of hope.
Kyoto Kid
Jul 26 2005, 09:21 PM
So let's take into consideration some other situational modifiers:
(I haven't read through the entire string so some of these may already have been touched on)
Smartlink: SR3 = -2 to TN, SR4 +2d6 to attack?
Recoil: SR3 = +1 to TN per round fired, SR4 = -1d6 per round fired?
Reach: SR3 = -1 per reach to TN or +1 to opponent TN, SR4 +1d6 per reach? (egad.'s, watch out for the troll adept swinging a power 4 weapon focus polearm.)
Defaulting from Attribute: SR3 +4 to TN, SR4 -4d6 to roll?
Cover: SR3 +2 to TN per level of cover target has, SR4 - 1d6 per level?
Just to bring up a few.
hobgoblin
Jul 26 2005, 09:23 PM
from what i understand, by spending edge you can enable a exploding dice mechanic. so rather then it allways being in effect like it is now it will come into effect when it needs to happen no matter the odds
Catsnightmare
Jul 26 2005, 09:47 PM
QUOTE (hobgoblin) |
from what i understand, by spending edge you can enable a exploding dice mechanic. so rather then it allways being in effect like it is now it will come into effect when it needs to happen no matter the odds |
Except when you run out, then you're just S.O.L.
Edge2054
Jul 27 2005, 01:35 AM
I wonder if variable penalties will come into play.
As Kyoto wrote about smartlinks for instance, they may add two dice, thus roughly a 2/3 chance of scoring an additional hit.
What if penalties work in the same fashion? Instead of simply subtracting a d6 from the number of dice rolled you roll that d6 and if it comes up a 5 or 6 it negates a success. Thus every 2 dice of penalties give a 2/3 chance of making life rougher on the runner.
I don't think this would be a terrible mechanic. Use two different colors of dice and make the person attempting the task roll them all. Sort of an oppossed roll within the roll itself.
Ellery
Jul 27 2005, 07:13 AM
I think that'd work better too, but I don't think that's streamlined either.
Wireknight
Jul 27 2005, 10:13 AM
I'd say that a mechanic like that would be too different from the base manner in which dicepools function to be seamlessly integrated into the new rules. One of the major stated goals of the new rules is to avoid the schizophrenic mish-mash of rules that work and feel differently linked together in such a way as that they model very similar situations (but with different rules) or are integral to other sets of dissimilar rules. Vehicle combat versus personal combat is a good example of this.
SR3 actually reaches the point I'd describe as "unplayable" (or at least, requiring GM fiat rather than reference to the actual rules) when the not-uncommon admixture of standard and vehicle combat applies. Non-drivers fighting within a moving vehicle, non-drivers fighting between multiple moving vehicles, non-drivers attempting to engage a moving vehicle from another, any of the above actions where the driver periodically looks up from the wheel to fire a shot or two, they all cause major problems in the existing rules set.
All of those typical action-movie scenarios result in the rules having a nervous breakdown (or at least becoming so different from moment to moment that you essentially have to switch modes of play with each subsequent action that you're inclined to either act unnaturally to avoid doing something intuitive that would cause rules insanity). Now, imagine if a similar admixture occurred every time you calculated penalties, which work differently from calculating contributory bonus dice or other pool components. This adds a mathematical step in the chain needed to determine ultimate degree of success in a diceroll. The overhead this will produce, as the game progresses, is too great to justify it given the objective of the SR4 rules.
The real problem, for the most part, is deciding upon a mechanic which doesn't easily emulate its predecessor, then attempting to tack on all manner of minor and major exceptions and conditionals to the mechanic in order to attempt to achieve the aforementioned emulation. At the end, you're left with what's essentially a greater complexity in order to achieve something that still doesn't work quite like the target mechanic. That's why I think dramatic mechanical shifts like the SR3 to SR4 transition are a bad idea. It's better to keep a game to the same basic mechanic.
D&D2E to d20/3E/3.5E was an evolution, rather than a system change. It works in a lot of the same ways, and I think the feel was pretty well-preserved from one phase to the next. L5R to L5Rd20/Oriental Adventures was a complete system change that attempted to maintain the feel of the original L5R system while riding the d20 gravytrain into the sunset. It ended up getting lukewarm reception from the d20 crowd and something resembling virulent hatred from those who'd started off on L5R. End result, the switch to a new system almost destroyed the line and was undone with the latest revision. Very few systems have seen major success with a new rule set. The only one I can think of, off the top of my head, would be nWoD. This is arguable, however, since nWoD is an almost D&D2E-to-d20 shift from oWoD, and not the atomic mechanical functioning shift that L5R saw, or that SR will be seeing.
And yes, people can argue that the static TN# system is not as major a change as I'm making it out to be. But if you sit down and think about what exactly needs to be retooled, modified, or outright rewritten in order to accomodate the now-unchanging TN#, without the crude and ultimately ineffectual direct conversion of TN# bonus/penalties to dicepool bonus/penalties on a 1:1 scale, you'll see that a lot of Shadowrun is going to be very different when SR4 hits the shelves. I think that most(if not all) attempts to make SR4 work similarly to SR3 may be misguided or self-defeating.
SL James
Jul 27 2005, 01:08 PM
That's... unfortunate.
Catsnightmare
Jul 27 2005, 03:40 PM
Which is why I am still so opposed to the radical change in system mechanics.
Like Wireknight pointed out, look at what happened with the whole L5R to L5Rd20/Oriental Adventures thing. I've also seen it among Star Wars players too, the old D6 Star Wars books are few and far between around here in Austin, yet I still see several HPB stores with plenty of D20 Star Wars books just sitting on the shelf.
Synner
Jul 27 2005, 04:46 PM
QUOTE (Catsnightmare @ Jul 27 2005, 03:40 PM) |
I've also seen it among Star Wars players too, the old D6 Star Wars books are few and far between around here in Austin, yet I still see several HPB stores with plenty of D20 Star Wars books just sitting on the shelf. |
And yet in one interview the Marketing gurus at WotC gave (if you really want to check it out you'll have to dig through the WotC site archives) about the state of the industry they did say their total sales are at an all-time high and cited Star Wars as their 3rd best selling line in 2004/5 (right after Eberron and D20 Modern)... of course they could be just blowing smoke, but it's about as valid as evaluating a game's success by someone seeing lots of books just sitting on shelves in his area.
Nikoli
Jul 27 2005, 06:10 PM
Well, considering that there is a whole generation of players that never knew of WEG version, the d20 version was ripe for the plucking with the poorly done Prequels.
OSUMacbeth
Jul 27 2005, 06:18 PM
A wonderful point made with the L5R reference: I've never personally played the game, but I'd read through the original sourcebooks heavily, and also the d20 conversion. The impression I got was that the d20 version was paler, more watered down. A lot of fun, interesting mechanics fell by the wayside.
My post above is, I suppose, a shot in the dark attempt to make some sense of what is currently my biggest concern with regards to SR4: the changed test system. Anything else you don't like you can just ignore or change (changes to magic, decking, combat, etc.) but it's far harder to ignore the fundamental base upon which the entire game is built. Let me preface this by saying that I realize we don't have a complete picture at this time, and all this is conjecture, but I'm beginning to fear that this game's base may in fact become its biggest weakness. It's the fact that we really *don't* have a clear picture of how things work that keeps me from worrying too much at this point. It will either be well-implemented, or it won't.
Of one thing you can be sure: some people will hate the new system. But on the other hand, math is math, no matter how it looks. I've little doubt that if the new system is numerically unbalanced or broken, some enterprising individual will come out with an optional conversion system for making tests. That's the hope anyway.
OSUMacbeth
Cheops
Jul 27 2005, 06:34 PM
7th Sea to d20 didn't go very well
Deadlands to d20 AND GURPS
I think the worst part of the attempts to radically change the system were the books that were left by the wayside to bring out the new editions. I don't think that the "Great Wierd North" book ever hit the stands for Deadlands (so much for official information for my planned Calgary campaign). I'd rather have one or two more sourcebooks/worldbooks for my favorite games than a new ruleset when I already like the present ruleset.
Look at what SR4 is already doing to cock-up the release schedule. I've given up on seeing the book that explains how all this happened before seeing the results of the change and SoLA sounds to have fallen by the wayside. I'm sure no one here would be interested in seeing those books first and delaying SR4...
Kyoto Kid
Jul 27 2005, 09:17 PM
QUOTE (Catsnightmare) |
Which is why I am still so opposed to the radical change in system mechanics. Like Wireknight pointed out, look at what happened with the whole L5R to L5Rd20/Oriental Adventures thing. I've also seen it among Star Wars players too, the old D6 Star Wars books are few and far between around here in Austin, yet I still see several HPB stores with plenty of D20 Star Wars books just sitting on the shelf. |
So...I'm wondering if there is going to be a split among the Shadowrun playing community between those who move on to SR4 and those who will stay with SR3. Personally, I have been rather content with SR3 in spite of its inconsistencies. Granted, I have the advantage in possessing skill with spreadsheet software which I use to help speed up operations like combat and decking.
It is not so much a matter of having to buy a new set of books again (WotC already did that to me by releasing D&D 3.5 pretty much on the heels of v3). It's more having to in a sense relearn (both for my self and my players) what amounts to an entirely new rule set for a world I am already familiar with. The more I have been reading about the changes to rules and mechanics, the more I am finding myself reluctant to giving up totally on SR3 & embracing the rewrite.
Yes, I still have a copy of SR4 on reserve, but am more looking at what I can take from it while preserving the current version. I have already made rules expansions such as the Build Point system and Edges/Flaws standard, from SR Companion standard. I have also adopted the Martial Arts rules from Cannon Companion and continue to use the Shadowbeat (SR2) rules for performance & media characters.
Starglyte
Jul 27 2005, 09:57 PM
QUOTE (Catsnightmare) |
I've also seen it among Star Wars players too, the old D6 Star Wars books are few and far between around here in Austin, yet I still see several HPB stores with plenty of D20 Star Wars books just sitting on the shelf. |
That wouldn't have to do with the fact that d6 Star Wars has been out of print some time, would it?
Bigity
Jul 27 2005, 11:16 PM
Really. If it were in print, you wouldn't find any either, cause I'd buy them all again, hahahahahaha!
mintcar
Jul 28 2005, 08:58 AM
I thought a games success could be measured with how much of it you find in game stores not how little. WEG´s Star Wars filled entire shelves in it´s day, but that was different times. At least in Sweden, the stores that used to sell roleplaying games are now mostly selling computer games.
Cheops
Jul 28 2005, 08:06 PM
That's why I say that SR is doing really poorly in my area. Very little shelf space is given to it whereas other companies/games such as White Wolf, Rifts, D&D get tons of space and recognition.
Kagetenshi
Jul 28 2005, 08:27 PM
QUOTE (mintcar) |
I thought a games success could be measured with how much of it you find in game stores not how little. |
Thanks to the wonderful power of the internet this is no longer as reliable as it once was, though it is a useful indicator.
~J