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Leehouse
I personally would apply augmented maximums to animals. The book says that critter stats can be moved 3 in any particular direction to indicate the normal variances in animals. So a dogs normal maximums would be 5 for strength and body and 6 for reaction and agility, making augmented maximums 7 for body and strength and 9 for agility and reaction.

Sure said mage will be doing well at those stats, but it is limiting(and I feel magic needs some limits). Other than that I'd be very restrictive of sustaining foci used for that particular spell.
laughingowl
Agree with Leehouse on caps.

That helps limit.

Also:

Seriously think about addictions ....

If he is spending 50% of his time shape-changed, that clearly is an addicted behaviour.

If a sustaining foci is maintaining this, then that ALSO is an addiction.

He can't talk / communicate with the rest of the party. Wihle he can understand their spoken words, commlink communication and/or the mage communicating back isnt going to work.

Might have to read the rules again, but the shapechange wont go through a ward will it? so he is going to be forcing his way through every single ward the pass.

That I have read nothing directly states whether 'pressing through' a ward alerts the owner of the ward. If you presume it does, then the mage 'stealthing' in is going to be very hard.

An elevator. A nice force 10 ward. Character is forced through. And stands a good chance of being an unconcious human lying on the floor for the alerted security to deal with.
ornot
As shapechange is a sustained spell it will at the very least ping any wards he goes through. Also, being a dog is pretty limited, even a really f'ing big dog.

First things first though, tell him to make his character without breaking the availability caps. And remember that he has to bind any foci he buys with BPs too.
Nocturne
QUOTE (Demerzel)
Using edge on the roll affects the hit cap.

Aha, I missed that bit, thank you. Of course that would preclude using Edge to counter a glitch, too. And it's another powerful argument for careful pacing on Edge recovery.
Leehouse
I don't know about other groups, but in general I give back 1 point of edge each time we meet for a run and consider giving back another point if they do something utterly spectacular.
Jaid
the dog also won't have any armor. so any time he takes damage, he's taking physical most likely.

also, no armor means no inexpensive elemental effect resistances or anything like that.

shapechanging into a dog means that his 'ware won't change with him, so he can forget about being the ever amazing lightly cybered mage, which is a very potent strategy.

that being said, i'd probably actually cap him at his natural augmented max. i don't recall anything that says a human's augmented max stats become any different when they shapechange. the default for a human is max 9 in all stats... still very good, but not all that mindblowingly good.
Demerzel
QUOTE (Nocturne)
QUOTE (Demerzel @ May 15 2007, 05:45 PM)
Using edge on the roll affects the hit cap.

Aha, I missed that bit, thank you. Of course that would preclude using Edge to counter a glitch, too. And it's another powerful argument for careful pacing on Edge recovery.

That's a easy thing to miss. As to the glitch thing the odds of glitching on 24 dice is close enough to zero that someone who consideres the possibility as something to worry about is being a little over cautious.

As to the attribute caps, I'm not pointing this out to say that anyone should do it or that it's sane. I'm hoping it's clear that under the standard rules it's pretty abusive . . .
Demerzel
QUOTE (Jaid)
no armor means no inexpensive elemental effect resistances or anything like that.

This munchkin is a manipulatuion specialist who doesn't care if everyone knows he's a mage. He'll have some armor...
eidolon
QUOTE (Dayhawk)
Problem is most of the players I have in my group have really min/maxxed everything so they have around 16 dice, with one saying he should have 25 dice on a magic check to mind control people.

Welcome to hell, enjoy your stay.

My advice, useless as it will be? Get new, less munchkinny players.
Demerzel
I believe that you can convert munchkins to better players, you just need the right voltage.
WearzManySkins
Well in a Science Fiction game I ran as a GM, the players turned a munchkin/power gamer into a well suited party member.

You can do it, but your players will have to help.
Jaid
QUOTE (Demerzel @ May 15 2007, 07:22 PM)
QUOTE (Jaid @ May 15 2007, 05:19 PM)
no armor means no inexpensive elemental effect resistances or anything like that.

This munchkin is a manipulatuion specialist who doesn't care if everyone knows he's a mage. He'll have some armor...

well, hit him with focus addiction then, because he's gonna be using a lot of them a lot of the time nyahnyah.gif

(besides, that still doesn't negate the fact that custom tech armor is going to be unavailable to him barring GM approval... given the GM is looking for ways to reign him in, good luck with that).

[edit] for clarification, consider the following:

the party gets hit by a smoke grenade. mage has no special vision, he's a dog. can't see, can't do anything.

mage B sticks mage goggles around the corner and starts firing off spells (manipulating the optic cable with myomeric rope). munchkin mage A... realizes he doesn't have mage goggles available to him, since he has no hands, and no way to carry stuff except his mouth.

party gets hit by a gas cloud. everyone else has gas masks or respirators. the mage... well, he's a dog. no gas mask, no respirator... no bonus to resist the cloud.

the party goes up against a mage who likes his elemental spells. the rest of the party has capitalized on cheap armor customisation, and have taken all the elemental mods as high as they can. the mage... ummm... well, half impact isn't all that bad... is it? indifferent.gif

the party is sneaking across an open field. the rest of them have chameleon suits with thermal damping. the mage? well, apart from not having those, he's also lit up like a christmas tree on the astral, and he's fragging *glowing* on the physical if he's using an armor spell. good luck with that.

[/edit]
Glyph
On the subject of "high" dice pools, they are only a problem if you misuse the rule for "buying successes". A dice pool of 16 or more is not munchkin - it is normal for a standard, 400 BP campaign. For most characters, rolling for their specialty, you will have soft-maxed Attribute of 5, usually boosted to 7 with 'ware, a primary skill of 5 or 6 with specialization, then modifiers such as adept improved ability, smartlinks, reflex recorders, etc. So 16 dice or more are very easy to get, and don't symbolize some kind of broken character.

Keep in mind, though, that this is the amount of dice that they sling when they are unwounded, unfatigued, and enjoying perfect visibility against targets unprotected by cover. Use modifiers, have enemies use some basic tactics, and the group will be challenged. They may still kick butt, but they are kind of supposed to - these aren't first-level D&D characters, but seasoned pros, not the uppermost echelon yet but with the potential to get there someday, and the ability to give the big boys a run for their money under the right circumstances.

If that doesn't sound quite like the setting you had in mind, that's fine. You don't need house rules, either. SR4 is extremely customizable, with lots of optional rules for lower-powered starting characters, grittier or more cinematic campaigns, ways you can limit Edge or dice pools, and so on. Most can be found on pg. 69.
Narmio
First things first, for shapechange specialists you really have to apply the augmented attribute maximums. I think it makes sense touse the maximums of *the animal*, using the stats in the book as "racial average". So a Dog's absolute maximum BARS is 7 9 9 7.Still fearsome, but not stupid. And no better than a top notch sammy in any case (and without the skills to back it up).

So, to get that he needs 8 hits, so he'll have to roll rather than buy. Now, by my ruling of the Edge and Sorcery rules, "This limitation does not apply to Edge dice that are used to boost a spell" (SR4, p172) means just that. When you choose to use Edge before rolling, you have to roll your normal dice, rerolling any sixes, then total those hits, then round down to Force if need be. Then you roll your Edge dice, rerolling any sixes, and add those on afterwards.

So that means even with 7 exploding Edge dice you can really only hope for 2-4 successes over the limit, and that's if you can hit the limit without your Edge dice. So this guy really needs to cast around Force 5 to guarantee that maxed doggy physique. Which is 4S drain, not to be sneezed at, and beyond starting spellcasting focus limits. So he's got -2 on *everything else* he does. Next he'll need some armour, so now the dog is glowing in meatspace and blazing like the sun on the Astral.

For what? 7 (maybe 5, if you have to sustain Armour too) dodge dice? The ability to tear people limb from limb if only you'd put some skillpoints into Unarmed Combat? The agility of a Sam, only without opposable thumbs? Instant recognisability, massive lack of street cred (Hahaha, hear about the puppy-mage? Baddest chihuahua ever, only he's a wimp when he's at home), a big astral sign that says "Dispel me, I'm a moron!" and the life expectancy of, well, a guy who's discovered one trick and thinks it will make him the top dog in a complicated, trecherous and deadly world.
Jaid
QUOTE (Narmio)
First things first, for shapechange specialists you really have to apply the augmented attribute maximums. I think it makes sense touse the maximums of *the animal*, using the stats in the book as "racial average". So a Dog's absolute maximum BARS is 7 9 9 7.Still fearsome, but not stupid. And no better than a top notch sammy in any case (and without the skills to back it up).

i dunno... i'd be more worried about a magician who becomes a great cat (or a horse, i suppose) and gets the augmented max stats of those critters, than i would be concerned about a magician who turns into a mouse and keeps the max augmented attributes of a human.

i mean, what's more worrisome, mighty mouse, with 9s across the board, or the cat with an augmented maximum of 13 body, 12 agility, 10 reaction, and 12 strength?

now imagine if they get a version of the spell that allows paracritters (minus supernatural abilities, of course). you really want to consider the possibilities of a piasma or something?
WhiskeyMac
Well, as GM I wouldn't really bother about the shapechanging much since the player (or the OP when recounting what the player said) stated he could roll 24 dice, using Edge, specifically on mind control spells. Of course, since MC spells are the bane of magic's existance, that threat has already been hashed and re-hashed on these boards.

In my own opinion, I would think the character wouldn't have any street cred like Narmio said and also people would be very unlikely to run with him. Honestly, who here would want to go on complex breaking and entering jobs with some stupid douche who decides he wants to be a fraggin labrador all day? Yeah, he can throw some killer fireballs or mind control that guard but he would make Mr. Johnson and your fixer go into hysterical fits of laughter just mentioning him. I know I would just look at him, watch him change, pick up his gear and leave while laughing my ass off.
Konsaki
Now here's a question: Does the body revert to normal when the person under a shapechange spell dies, specificly if it's the mage that's sustaining the spell that is the victim?

If the answer is 'No' then you just killed a dog and you're a mean bastard, but it's all legal and good. You just raked in some cash on the mage's gear and his slice of the run payment.
silentmaster101
or alternatively, you could just have an opposing mage cast mana static and let the opposing security forces tear him to pieces
hyzmarca
Does a human who pretends to be a Labrador all day long and can mind control people have more or less street cred than a Labrador who pretends to be a human all day long and can mind control people?
Sterling
I think people have covered the rules aspect pretty well already. Now think about what you as a GM have to add to this.

First, as he walks down the street, is he licensed? If not, he's going to get picked up by Animal Control. If he's not careful, he gets knocked out and wakes up neutered. That would be the best method of removing this character from your game.

Second, fleas. Awakened fleas. Awakened ghoul fleas. Awakened physical adept ghoul fleas that carry HMHVV.

Third, he's a dog. Dogs have a incredibly fine nose, able to smell things we can't and that we don't WANT to smell. Some people in the SR universe are homeless, and don't bathe. Some runners perform very strenuous activities and don't rush home for a shower.

Fourth, there's other dogs. Other dogs don't like strange new dogs, especially strange new dogs that don't know anything about acting like a dog. You could cure him of that shapechange habit with a simple run-in with four or five feral dogs. Sure, he can nuke one or two a round, but the others are busy chewing his guts out.

Fifth, no dogs are allowed in the bar where the Johnson is waiting for the team. When he's in the bar, have a barfight break out. Then watch as he either throws a couple spells and becomes main target, or takes one punch and a nap.

I once had a player who spent most of her time shapechanged into a cat. And once word got out what the cat really was, things went sour. What broke her of that habit was a very short-tempered dwarf bartender using a railroad tie like a baseball bat. When you have the mass of a cat and have a personal physical barrier up, any significantly large force turns you into a pinball or beachball with a cat inside. That brings me to my next point..

Six, how long would it take a person to get used to a new, radically different body, limited non-color sight, vastly increased smell, and a totally different means of moving?

Finally, the seventh point. Devil rats. Lots and lots of devil rats. Pretty much any problem a GM faces can be solved with a liberal application of devil rats.
toturi
QUOTE (Sterling)
I think people have covered the rules aspect pretty well already. Now think about what you as a GM have to add to this.

First, as he walks down the street, is he licensed? If not, he's going to get picked up by Animal Control. If he's not careful, he gets knocked out and wakes up neutered. That would be the best method of removing this character from your game.

Second, fleas. Awakened fleas. Awakened ghoul fleas. Awakened physical adept ghoul fleas that carry HMHVV.

Third, he's a dog. Dogs have a incredibly fine nose, able to smell things we can't and that we don't WANT to smell. Some people in the SR universe are homeless, and don't bathe. Some runners perform very strenuous activities and don't rush home for a shower.

Fourth, there's other dogs. Other dogs don't like strange new dogs, especially strange new dogs that don't know anything about acting like a dog. You could cure him of that shapechange habit with a simple run-in with four or five feral dogs. Sure, he can nuke one or two a round, but the others are busy chewing his guts out.

Fifth, no dogs are allowed in the bar where the Johnson is waiting for the team. When he's in the bar, have a barfight break out. Then watch as he either throws a couple spells and becomes main target, or takes one punch and a nap.

I once had a player who spent most of her time shapechanged into a cat. And once word got out what the cat really was, things went sour. What broke her of that habit was a very short-tempered dwarf bartender using a railroad tie like a baseball bat. When you have the mass of a cat and have a personal physical barrier up, any significantly large force turns you into a pinball or beachball with a cat inside. That brings me to my next point..

Six, how long would it take a person to get used to a new, radically different body, limited non-color sight, vastly increased smell, and a totally different means of moving?

Finally, the seventh point. Devil rats. Lots and lots of devil rats. Pretty much any problem a GM faces can be solved with a liberal application of devil rats.

He gets knocked out and stop sustaining the spell. If Animal Control wishes to neuter him after he turns back into a person...

If you spend enough time with smelly people, it doesn't matter how bad they smell.
odinson
He should shape change into a monkey. that way he has opposable thumbs and can throw feces.
toturi
QUOTE (odinson)
He should shape change into a monkey. that way he has opposable thumbs and can throw feces.

Ah, he's monkeying around... biggrin.gif sarcastic.gif (sorry, bad pun)
ElFenrir
Well, believe it or not, i found one way to transform munchkiny players is to try first to give them what they want. The more easily salvagable ones get rather bored quickly. Their characters might be so pimped out no one wants to even bother with them except for people who are more pimped out. Eventually it sometimes calms them down.

As for all the success cap talk, Im going to have to play a little of the other side here and say that be careful limiting hits til you give it a good try. What works in one persons game, might not work in yours. That being said, we typically dont see more than 16 dice being rolled..i think a couple of our specialists went to 18 on a skill, with the typical pool being about 12-14 for the speciality. I suppose the cap sounds good for folks who constantly deal with people who roll buckets of dice.

Also keep in mind, IMO, its only fair that if you use PC caps, NPCs should have caps, too. Otherwise it becomes more of a ''GM vs. PC'' thing, and players may eventually catch on that they are getting capped while the NPCs aren't. As a GM i try to keep things fair on both sides. If capping successes works fine in a game, then hell, stay with it...but even with 16 dice, it was rare they got more than half successes anyway, and even less net successes, so we never saw the big problem.

Best usage for success capping(and the one that i think is most useful) is for players who take lots and lots of low ranked skills tied to one of their higher attributes(ie, a load of 1-2 Logic or Agility skills and a maxed Logic or Agility, with implant enhancements.)

Now, in the OPs case, it seems that there are some munchkins involved that sort of need some nerf bat action. (I would also have not accepted the blatantly minmaxed 1 physical attribute down the line character.) One of my favorite methods is the good ol fashioned if they do it, so can i. While i am indeed against Gm vs. PC as i stated...in the case of very hard to communicate with munchkins sometimes the silk glove has to be replaced with an iron gauntlet, if softer methods fail. devil.gif
deek
QUOTE (ElFenrir)
Well, believe it or not, i found one way to transform munchkiny players is to try first to give them what they want. The more easily salvagable ones get rather bored quickly. Their characters might be so pimped out no one wants to even bother with them except for people who are more pimped out. Eventually it sometimes calms them down.

As for all the success cap talk, Im going to have to play a little of the other side here and say that be careful limiting hits til you give it a good try. What works in one persons game, might not work in yours. That being said, we typically dont see more than 16 dice being rolled..i think a couple of our specialists went to 18 on a skill, with the typical pool being about 12-14 for the speciality. I suppose the cap sounds good for folks who constantly deal with people who roll buckets of dice.

Also keep in mind, IMO, its only fair that if you use PC caps, NPCs should have caps, too. Otherwise it becomes more of a ''GM vs. PC'' thing, and players may eventually catch on that they are getting capped while the NPCs aren't. As a GM i try to keep things fair on both sides. If capping successes works fine in a game, then hell, stay with it...but even with 16 dice, it was rare they got more than half successes anyway, and even less net successes, so we never saw the big problem.

Best usage for success capping(and the one that i think is most useful) is for players who take lots and lots of low ranked skills tied to one of their higher attributes(ie, a load of 1-2 Logic or Agility skills and a maxed Logic or Agility, with implant enhancements.)

Now, in the OPs case, it seems that there are some munchkins involved that sort of need some nerf bat action. (I would also have not accepted the blatantly minmaxed 1 physical attribute down the line character.) One of my favorite methods is the good ol fashioned if they do it, so can i. While i am indeed against Gm vs. PC as i stated...in the case of very hard to communicate with munchkins sometimes the silk glove has to be replaced with an iron gauntlet, if softer methods fail. devil.gif

I agree...each game is going to be different, so success in one place doesn't guarantee it in another.

As to skill caps, we actually didn't implement this because of dice pools being too large, we did so because we wanted there to be a noticeable difference between someone with a rating 1 skill and attribute of 6 and a rating 6 skill and an attribute of 1. In the former, only 2 successes can be gotten, whereas the latter, up to 7...in our game, we like the skill mean a lot more on the end result.

As a side effect (positive from my GMing point of view), it works out to keep dice pools under control, because at certain skill levels, say 1-3, whether you have 12 dice or 100 dice, it usually doesn't make a difference. But that is our preference and if players want to increase their successes, they need to spend karma in their skills, not just adding more dice!
ElFenrir
QUOTE
As to skill caps, we actually didn't implement this because of dice pools being too large, we did so because we wanted there to be a noticeable difference between someone with a rating 1 skill and attribute of 6 and a rating 6 skill and an attribute of 1. In the former, only 2 successes can be gotten, whereas the latter, up to 7...in our game, we like the skill mean a lot more on the end result.


This is definately the one thing i like about the success capping. While we havn't used it as said, it has its advantages, like in the classic old, slow guy whose a master of martial arts and the young, really fast guy who has only basic training. Or the logic 7 character who can preform open-heart surgery as well as a logic 3, higher skill character.

The thing i dont like is it makes the lower skills a little less viable(if i DID use caps, it might be skill+2.)

Hmm...has anyone tried to combine success caps with Edge? Perhaps someone can use Edge to increase the amount of successes they are allowed, which can resemble that 'lucky shot' the Pistols noob can nail. Perhaps 1 edge per success increase...hmmm....
Dayhawk
Well these turned out to be some great idea's. Thank you everyone.

I talked to him about some of the things said here, and how a few things in his build were wrong for a starting character (having items higher then 12 availability) he decided best to just rebuild the character again.

I guess his plan was to mind control a well to do woman to be his "Master" using one of the foci to keep her under control. I forget the spell, but it allows you to talk to everyone through telepathy, therefore allowing him to tell the woman what to say for him.

One of our players created a scientist so he hoped she would make him armor and gear. (The player is my wife, and she said that she MIGHT provided he paided her enough cash) =p

That plus the armor spell would cover his armor. With shapechange and having 1's in physical stats, the best he could do would be an animal with 3's.

But he also pointed something out about spells.

The Armor spell gives its protection based on Hits, but since drain is based upon Force, why wouldn't people just cast an Armor with a Force of 1.

Then he could have a Sustaining Foci of 1, but using Edge he would have 24 dice to generate hits.

Is there something I missed here?
Shadow
You can't have more successus than the force of the spell.
Dayhawk
That is what I was missing!!!!

Now I just need to find that in the book.

Thank you
Demerzel
QUOTE (SR4 p.174)
The hits scored on the Spellcasting Test may not exceed the spell’s Force (see Force, p. 171).


QUOTE (SR4 p.171-2)
A spell’s Force limits the number of hits (not net hits) that can be achieved on the Spellcasting Test. So if you cast a Force 3 spell and get 5 hits, only 3 of those hits count. In other words, Force serves as a limiter effect on spells—the more oomph you put into the spell, the better you can succeed with it. This limitation does not apply to Edge dice that are used to boost a spell.


There's an exception for Edge dice as well...
Unarmed
QUOTE (ElFenrir)
This is definately the one thing i like about the success capping. While we havn't used it as said, it has its advantages, like in the classic old, slow guy whose a master of martial arts and the young, really fast guy who has only basic training. Or the logic 7 character who can preform open-heart surgery as well as a logic 3, higher skill character.

The thing i dont like is it makes the lower skills a little less viable(if i DID use caps, it might be skill+2.)

Hmm...has anyone tried to combine success caps with Edge? Perhaps someone can use Edge to increase the amount of successes they are allowed, which can resemble that 'lucky shot' the Pistols noob can nail. Perhaps 1 edge per success increase...hmmm....

We've been using hit caps of skill+2 and they've been working really well. I don't think that I'd like doing skill+1 too much, it just seems a bit too restrictive.
Demon_Bob
QUOTE (Sterling)
Fourth, there's other dogs.

Fifth, no dogs are allowed in the bar where the Johnson is waiting for the team.

Six, how long would it take a person to get used to a new, radically different body, limited non-color sight, vastly increased smell, and a totally different means of moving?

An unescorted dog might draw more attention.

4 Some dogs really like new dogs and are Really Friendly. More friendly than he might want. If nothing else a new dog friend making a scene and alerting security might be interesting.

5 Could he be the "Mage's Seeing Eye Dog".

6 Would assume he practiced in form of Dog.

9? Addiction to Spell rotfl.gif

10? Critical Glitch on Spell makes it permanent. Character must now Shapechange into Human
Demon_Bob
QUOTE (Demerzel @ May 15 2007, 02:39 PM)
The problem isn't the dog form, it's the fact that he took only 1 in all his physical attributes.

He is not trying to hide that he is a mage? That tends to make him the first target.

He is not going first unless he spends edge.

Area with background counts would render him less than useless.

1 body means he can not wear much in the way of armor.

Sustaining a spell without a sustaining focus weakens his thier abilities.
Sustaining foci can be disrupted by an Astral being.
Guard with big gun waits in hiding untill he sees shapechange then launches air-burst chemical grenade.
Runner with body of 1, not a problem.

Edge 7.

Ok. Rolls for dramatic reasons. Perception in areas where there is really nothing to see. Surprise rolls for the hungry man with gun looking for food. (Dog on menu.) Find ways to make him roll and think he needs to use edge.

The way I read the spell is that the caster can assume the form of a creature whose body is +- (2+hits) not add 1 to the physical attributes of the creature for each net hit.
Or
Combine Physical Adept with Mage for a two person unusual security team. Same spell only with Great Cat. Have mage in question also use edge (because it is so effective) .
Dayhawk
So I have been reading the rules again because even twice through I missed alot.

But from what I have seen on the boards, characters able to get 12-16 dice really is not that hard.

So that leads me to believe that most rolls that are made when things happen are done using alot of modifiers.

So say "Bob the elf" is a face man wants to charm and impress a high roller at the bar. He has 16 dice.

The high roller high level corp exec. who is there to unwind after a bad day at the office. She is not in the mood to deal with anyone's bs. She also has a racial hatred of elves.

So I decide that a threshold of 4 is what he needs to hit. (3 because she is not in the mood and +1 because he is an elf)

He says, no problem. With 16 dice its automatic.

Now he is in like flint.

Would this be reasonable to make a higher target number then 4?
Leehouse
QUOTE (Demon_Bob)

Can't remember if Shapechange lets you use the physical attruubutes of what you change into. However, because dogs come in all sizes having a dog with a body of one would not be that hard to fathom. A small somewhat sickly dog he would make.

You take on the physical stats of the creature you transform into(the stats for dog are listed in the book) plus the hits on the spell.
Demon_Bob
Need to read book first instead of replying then editing.
Rione
@ Dayhawk: When rolls like the one you described come up, none of my gms would allow a person to buy hits, even if they potentially could have - it makes the game less interesting, imo, if you're guaranteed success to that extent, especially on a skill that requires on-the-spot thinking like that.

However, the times when it is allowed in our group is when the player's character would have little trouble doing that particular action, to avoid the ridiculousness of rolling 16+ dice to beat a threshold of 1.
DireRadiant
QUOTE (Dayhawk @ May 16 2007, 05:06 PM)
So I have been reading the rules again because even twice through I missed alot.

But from what I have seen on the boards, characters able to get 12-16 dice really is not that hard.

So that leads me to believe that most rolls that are made when things happen are done using alot of modifiers.

So say "Bob the elf" is a face man wants to charm and impress a high roller at the bar. He has 16 dice.

The high roller high level corp exec. who is there to unwind after a bad day at the office. She is not in the mood to deal with anyone's bs. She also has a racial hatred of elves.

So I decide that a threshold of 4 is what he needs to hit. (3 because she is not in the mood and +1 because he is an elf)

He says, no problem. With 16 dice its automatic.

Now he is in like flint.

Would this be reasonable to make a higher target number then 4?

When you roll 16 dice, it's true most of the time you will succeed, but for dramatic tension you want to have the possibility of failing, so according to

P. 55 Buying Hits

"If the gamemaster allows it, a character may trade in 4
dice from her dice pool in exchange for an automatic hit.
Gamemasters should only allow this when the character has an
exceptionally large dice pool (and is unlikely to fail) or when the
situation is non-threatening and non-stressful. If the character
might suff er bad consequences from failing the test, then the
gamemaster should require her to roll the test rather than buying
hits. Buying hits is an all-or-nothing aff air; you cannot spend
part of your pool to buy hits and then make a test with the rest."

This is the situation where it's stressful, potentially threatening and there are bad consequences for failing, then you, the GM, do not allow the "buying" of hits.

Just like it says in the book.
Konsaki
Negative dicepool mods are a GM's best friend, along with TN's higher than 1.
Spike
Additionally: Succeeding at banging a 'not in the mood and hates elves' girl is what that 16+ dice face is famous for being able to do. It's the average schlub who can't make that threshold 4 that it is 'difficult' for.

I see this fairly often: Stuff is too easy for experts to do.

Only, the target numbers are scaled for ordinary people, not hyper-specialists that you see all the time. You make it hard for the 16+ dice guy, you make it impossible for people to make anyone who DOESN"T have16+ dice to toss.
FrankTrollman
QUOTE (Spike)
Additionally: Succeeding at banging a 'not in the mood and hates elves' girl is what that 16+ dice face is famous for being able to do. It's the average schlub who can't make that threshold 4 that it is 'difficult' for.

I see this fairly often: Stuff is too easy for experts to do.

Only, the target numbers are scaled for ordinary people, not hyper-specialists that you see all the time. You make it hard for the 16+ dice guy, you make it impossible for people to make anyone who DOESN"T have16+ dice to toss.

Exactly. Experts really do roll 12-15 dice sometimes, and they really do succeed at difficulkt stuff all the time. I mean if you're one of these assholes, you just pop a wheelie on the freeway. You stand up on your bike, you do crazy stupid crap because you've got Pilot Groundcraft at 5, a Reaction of 5, and a Specialization in motorbikes. That means that when you roll your 12 die pool to do something dumb, you get 4 hits and you do it. You don't even have magic or cybernetics, you're just a specialized guy. And if you're a parkour fanatic like one of these guys you probably have the whole Athletics group at 5. You honestly do just make threshold 3 or 4 climbing and gymnastics tests routinely. It takes you less than an initiative pass to scale a 3 meter wall, and you can jump down on the far side and not take any damage.

And if you actually are an adept, like perhaps this guy then you just have multiple intiative passes. You can go on Full Defense and get a defense pool over 18 and stll run around and take offensive actions while doing it and you roll perhaps 15 dice (r more) on Athletics tests and you jolly well just succeed at crazy gymnastics bullshit in the middle of combat.

-Frank
mfb
edit: never mind. i am so not getting into this again.
toturi
QUOTE (DireRadiant)
When you roll 16 dice, it's true most of the time you will succeed, but for dramatic tension you want to have the possibility of failing, so according to

P. 55 Buying Hits

"If the gamemaster allows it, a character may trade in 4
dice from her dice pool in exchange for an automatic hit.
Gamemasters should only allow this when the character has an
exceptionally large dice pool (and is unlikely to fail) or when the
situation is non-threatening and non-stressful. If the character
might suff er bad consequences from failing the test, then the
gamemaster should require her to roll the test rather than buying
hits. Buying hits is an all-or-nothing aff air; you cannot spend
part of your pool to buy hits and then make a test with the rest."

This is the situation where it's stressful, potentially threatening and there are bad consequences for failing, then you, the GM, do not allow the "buying" of hits.

Just like it says in the book.

You see by the letter of the rules, GM should allow buys when 1) the PC has a big dice pool and unlikely to fail or 2) when the situation is not threatening and not stressful. As long as either condition is satisfied, buying hits is (by the letter) allowed.

The rules do not say the GM should not allow when either is not satisfied, which is what you are saying.
Demerzel
QUOTE (Dayhawk @ May 16 2007, 03:06 PM)
So say "Bob the elf" is a face man wants to charm and impress a high roller at the bar. He has 16 dice.

The high roller high level corp exec. who is there to unwind after a bad day at the office. She is not in the mood to deal with anyone's bs. She also has a racial hatred of elves.

So I decide that a threshold of 4 is what he needs to hit. (3 because she is not in the mood and +1 because he is an elf)

He says, no problem. With 16 dice its automatic.

Now he is in like flint.

Would this be reasonable to make a higher target number then 4?

I think In like Flynn is the correct expression you're looking for.

Setting a threshold isn't appropriate in this instance, it's an opposed test. She rolls her (Con or Negotiation) + Charisma.

Finally, successful use of Con (Seduction) shouldn't be a one way ticket to seksville. If your face wants to seduce this chick it's a tiered effort. That succesful seduction allowed the girl to look past him being an Elf, and considers letting him buy her a drink. He just got one step in the road to a relationship. If your player drops to a knee and proposes to a stranger it isn't a Con (Seduction) roll...
Shadow
I think the key word is "If the game master allows it" which as we have established, he probably wont.

On a side not, Frank, if you take Full Defense you cannot act, you are just defending.
toturi
QUOTE (Shadow)
I think the key word is "If the game master allows it" which as we have established, he probably wont.

On a side not, Frank, if you take Full Defense you cannot act, you are just defending.

There are 2 key phrases. "If the gamemaster allows it" and "Gamemasters should only allow this", one states the possibility of the event and the other states when the even should occur. Which as we have established, if he is following the rules, he should.
Konsaki
The BBB is only optional to the GM though...
FrankTrollman
QUOTE (Shadow)
I think the key word is "If the game master allows it" which as we have established, he probably wont.

On a side not, Frank, if you take Full Defense you cannot act, you are just defending.

That's why he has two Initiative Passes. That way he can spend an entire IP on full defense and still take an additional complex action each turn.

So one IP he spends performing an acrobatic dodge (climbs up walls with his feet and flips over opponents), his next IP he attacks (throws dude right off the banister and down the stairs).

That entire scene is time consuming to run in Shadowrun, but not especially difficult if you have a Street Sam with a synthacardium or an Adept with some Improved Abilities.

-Frank
toturi
QUOTE (Konsaki)
The BBB is only optional to the GM though...

Hey, Shadowrun is optional to the GM too. But if he isn't running canon SR, he's a DM and I know DMing gives you cancer. Cancer.
Dayhawk
QUOTE (Demerzel)
QUOTE (Dayhawk @ May 16 2007, 03:06 PM)
Now he is in like flint.


I think In like Flynn is the correct expression you're looking for.

Setting a threshold isn't appropriate in this instance, it's an opposed test. She rolls her (Con or Negotiation) + Charisma.

Finally, successful use of Con (Seduction) shouldn't be a one way ticket to seksville. If your face wants to seduce this chick it's a tiered effort. That succesful seduction allowed the girl to look past him being an Elf, and considers letting him buy her a drink. He just got one step in the road to a relationship. If your player drops to a knee and proposes to a stranger it isn't a Con (Seduction) roll...

I always thought that the "flint" saying didn't make sense. I guess I will have to google the correct phrase after this. biggrin.gif

I think I see where I got confused. /bonk

Ok, I see what you mean about this being an opposed test. For some silly reason I was thinking it was a success test.

While I do alot of prep to get a feel of what the plot is, and how I kind of want the game to flow... I have learned that you can't predict what players are going to do. In this case I doubt I would have created her ahead of time.

So from what I understand, I would then guess she had a Charisma of 4 and a Negotiation of 5 (since she is a high level exec) and throw in 3 mod dice due to the racial issue. Giving me 12 dice to roll.

So lets say "Bob" succeeds. Would the 3 mod dice from racial issues hold for every test? Or would she have now looked past that being that he has succeeded?

By the way... thanks everyone for your help. The system seems very confusing atm.
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