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toturi
I had written a longish post on Edge not being pure luck, but saw Glyph's post and decided that he was being less verbose than I. I agree with him, Edge is not mere luck, the problem is people see it that way.
bibliophile20
QUOTE (Glyph)
I guess I have less of a problem because I don't see Edge as mere luck, but as drive, tenacity, a will to win, a certain ruthlessness. Someone with mastery in swordsmanship but low Edge is technically skilled, but might not have "it" in a pinch. Someone with a low blades skill but high Edge might barely know which end of the sword to use, but he knows he is on the killing ground, and is grimly ready to take advantage of any opening. And the deadliest runners, those with high skill and high Edge, are the ones who have abilities that have been honed by struggling in life-and-death situations.

huh. I hadn't considered it that way before. Hmm... I'm going to think on that for a bit. Thanks!
tweak
Edge is now a lot like Unisystem's drama points. I'm thinking of house ruling a combination of the two.
mfb
yeah, Edge is... edge. go read New Rose Hotel.
tweak
QUOTE (mfb)
yeah, Edge is... edge. go read New Rose Hotel.

From Burning Chrome, right?
mfb
indeed.
Talia Invierno
QUOTE (Glyph)
I guess I have less of a problem because I don't see Edge as mere luck, but as drive, tenacity, a will to win, a certain ruthlessness. Someone with mastery in swordsmanship but low Edge is technically skilled, but might not have "it" in a pinch.

I do like it, yes -- but that description does invoke the experiential "fluff" issue again: "it" being something that doesn't have to be evolved in-game, but can be had right from the beginning of the game. (Possibly along with the extreme level of "pre-game" experience?) It doesn't have to go to the opposite extreme of bildungsroman to allow for development in-game.

In the other, "mechanical" half of the issue, it's an interesting point Glyph makes that a specialist with low Edge might not be a dedicated specialist -- which would tend to bring chargen non-specialist attributes and skills even lower to non-existent. This suggests that a non specialist focusing more heavily on Edge will tend to have adequate skills across a broad spectrum of skills, at a level comparable to the specialist on the relatively few occasions when it is actually needed. (Consider that the specialist isn't really tested, the vast majority of the time: which suggests that adequate skills for all those times would be, well, adequate, for anyone.) There's a flexibility to these kinds of characters which doesn't exist anywhere else. What value you place on that flexibilty will depend largely on the tone of your game.

It's accepted that it's only really in the long-shot that Edge fully supercedes skill: and there's been a few workarounds suggested.

Btw one thing that hasn't really been addressed is why Awakened and technomancer PCs will always on average tend to have lower Edge than mundane PCs. The Mr Lucky mage template still shows a strong hit taken not only to Magic but also other skills in order to max out Edge: far stronger than with other PC types. Within Glyph's image, it's almost impossible to create a viable dedicated magical specialist at chargen. Using Glyph's image (which, again, I do like): why wouldn't chargen Awakened and technomancer PCs typically have as much "it" as mundanes?
QUOTE (Rotbart van Dainig)
QUOTE (Talia Invierno)
But chemsniffers -- why?

Because the RAW says so.
QUOTE (Talia Invierno)
They'd be zinging off then constantly with all the tailored, legal perfumes.  (From one of the SotAs, I think.)

Those don't exist - at least, in non-.01D material.

Nowhere in the RAW does it say that chemical detectors are capable of picking up hormonal factors. At effectiveness levels, the concentrations involved for anything hormonal are another factor of 1000 smaller than anything chemical.

People do give off pheromones naturally also. It's not at all like a chemical that's not supposed to be there. Nothing in the RAW indicates any degree of chemsniffers being able to sort out one hormone from another of almost the same kind.

(Although a chemical seal would protect you, of course.)

As a curious note, it's almost impossible to discuss SR4 in complete isolation from all that has gone before. Not that we're not apparently trying.
Rotbart van Dainig
QUOTE (Talia Invierno)
Nowhere in the RAW does it say that chemical detectors are capable of picking up hormonal factors. At effectiveness levels, the concentrations involved for anything hormonal are another factor of 1000 smaller than anything chemical.

People do give off pheromones naturally also. It's not at all like a chemical that's not supposed to be there. Nothing in the RAW indicates any degree of chemsniffers being able to sort out one hormone from another of almost the same kind.

See p. 254. A difference in threshold is something substantially.
James McMurray
Luck trumps skill but lacks consistency. That's how the real world works and it's how the edge rules work. Because of mechanical needs the edge system is more consistent than RL luck, but it still doesn't have the staying power.

That con man comparison or heavy specialist comparison has the edge guy winning 6-8 times, but from there on out it's the guy with skill that wins every time.
Moon-Hawk
QUOTE (Talia Invierno)
Btw one thing that hasn't really been addressed is why Awakened and technomancer PCs will always on average tend to have lower Edge than mundane PCs. The Mr Lucky mage template still shows a strong hit taken not only to Magic but also other skills in order to max out Edge: far stronger than with other PC types. Within Glyph's image, it's almost impossible to create a viable dedicated magical specialist at chargen. Using Glyph's image (which, again, I do like): why wouldn't chargen Awakened and technomancer PCs typically have as much "it" as mundanes?

Game balance, pure and simple. And as long as you're attaching "PCs" to all of those, it's all fine by me.
If you're asking why do mundanes have more edge than awakened, then the answer may well be that they don't. Everyone in the SR world is not built with the same number of BP, and the world isn't fair.
The PCs are, however, part of a game, and that game should be fair, thus mundanes get more edge than awakened because they have the BP to spend.

In other words, I don't think the mundanes-with-more-edge-than-awakened is really reflected in the game world, just in the PCs, and that's pure game balance.

Similarly, 50% of the 6th world population is not comprised of hot elf lesbians, despite what looking at PC populations might lead you to believe. wink.gif
Critias
QUOTE (James McMurray)
That con man comparison or heavy specialist comparison has the edge guy winning 6-8 times, but from there on out it's the guy with skill that wins every time.

Right...but, uhh, after 6-8 times (in a time period determined by the GM's fiat, more or less), how much does it MATTER? Outshooting someone 6-8 times is generally enough to do the job, don't you think?
Ravor
Sure, but it all depends on how often you get Edge back and whether or not you get a full refresh or just a single point back, do you really want to blow your Edge now and risk being caught without later on?
James McMurray
If all you're doing is making insanely difficult con rolls throughout the edge refresh period it doesn't matter at all. I've never seen a game that did that. Generally the social rolls are normal difficulty ones except for a few, which the con man will outshine in every time because the edge guy doesn't want to spend his edge on piddly stuff. The same with shooting, mostly normal ones except for a few, and the gun bunny wins that competition as well.
James McMurray
QUOTE (Moon-Hawk)
Similarly, 50% of the 6th world population is not comprised of hot elf lesbians, despite what looking at PC populations might lead you to believe. wink.gif

Heretic!
Particle_Beam
Isn't there the rule that if you score a critical success (or suffer a critical glitch), you might refresh a point of Edge, if you didn't use Edge before? A specialist might still have used more times edge than the ominous Mr. Lucky in total, making it count there whenever it is needed. If you used an edge-point somewhere before, and with your buckets of dice rolled a critical success, you get to refresh it more often than Mr. Lucky, who will drain it a little bit faster than you.
pbangarth
The 400 BP limit suggested by the game and which drives the discussion here is an artificial limitation (yes, in an artificial, imaginary setting) that affects the availability of various aspects of the character at generation time.

If the limit were 450, or 350, the feel of the game would be very different and -- at least at the higher value -- allow everybody to be Edgy, even the Awakened. So when we talk about what characteristics are available or doable for a PC, we have to keep in mind that the full breadth of types of runners in the shadows is not represented in the subset defined by the 400 BP limit.
Noctum
Speaking from Experience... The Edge Problem is not as severe as most would like to think that it is. In my game I have an Adept Faceman with an edge of 8. Now while his character often pulls off impossible stunts, he has learned to be careful not to run out of edge. Edge only refreshes once every run in my game, usually 3 to 4 sessions, so he has 2 edge per session which can still be annoying but not nearly as devastating as it appears at first.

While refreshing Edge every Run makes it difficult for low edge characters it has the effect I'm looking for "People survive on the streets by Brains not Luck", and "Eventually everyones Luck runs out."

James McMurray
QUOTE (Particle_Beam)
Isn't there the rule that if you score a critical success (or suffer a critical glitch), you might refresh a point of Edge, if you didn't use Edge before? A specialist might still have used more times edge than the ominous Mr. Lucky in total, making it count there whenever it is needed. If you used an edge-point somewhere before, and with your buckets of dice rolled a critical success, you get to refresh it more often than Mr. Lucky, who will drain it a little bit faster than you.

The exact suggestions is:

QUOTE
If the gamemaster chooses, he can also reward a critical success with a point of Edge (see Edge, p. 67), though this should only be done when a critical success was unlikely (it shouldn’t be used to reward highly-proficient characters undertaking an easy task).


It won't help Mr. Skilled regain edge left and right.
Particle_Beam
Of course not, but it's at least a possibility for the specialised character to get it at all. smile.gif
pbangarth
The 'it' factor described earlier is a good point and very helpful in thinking about Edge. Several people have complained about the possibility of an 'Edgy' character outdoing a more talented and more skilled opponent. That is reality.

I personally have experienced either on the giving or the receiving end the effect of the 'it' factor winning out. Ph.D.s aren't necessarily all that much smarter as a group... they do however dig deep and endure the initiation ordeal. An older, slower martial artist wanted to score just one hit, dammit, before the young turk beat him.

And if you insist on seeing Edge as luck, eventually luck does run out if you don't have the skill to make your own luck. Edge seems legitimate to me. I do miss the feel of the karma pool, though. I don't miss having to deal with 40+ points in a PC's karma pool (as was experienced in some of the later Virtual Seattle games at Gencon).
Critias
QUOTE (pbangarth)
The 'it' factor described earlier is a good point and very helpful in thinking about Edge. Several people have complained about the possibility of an 'Edgy' character outdoing a more talented and more skilled opponent. That is reality.

I personally have experienced either on the giving or the receiving end the effect of the 'it' factor winning out. Ph.D.s aren't necessarily all that much smarter as a group... they do however dig deep and endure the initiation ordeal. An older, slower martial artist wanted to score just one hit, dammit, before the young turk beat him.

And if you insist on seeing Edge as luck, eventually luck does run out if you don't have the skill to make your own luck. Edge seems legitimate to me. I do miss the feel of the karma pool, though. I don't miss having to deal with 40+ points in a PC's karma pool (as was experienced in some of the later Virtual Seattle games at Gencon).

It's not a matter of "insisting" on seeing Edge a certain way -- it's a matter of it being presented to us in the rulebook as luck.

Personally, I prefer to see it thought of as that "something" deep inside that gives us the will to succeed and survive...but, well, that's much closer to how the RAW describes and defines Karma Pool than Edge. It's an interpretation I like, though, don't get me wrong.
Cain
QUOTE
Isn't there the rule that if you score a critical success (or suffer a critical glitch), you might refresh a point of Edge, if you didn't use Edge before? A specialist might still have used more times edge than the ominous Mr. Lucky in total, making it count there whenever it is needed. If you used an edge-point somewhere before, and with your buckets of dice rolled a critical success, you get to refresh it more often than Mr. Lucky, who will drain it a little bit faster than you.

Actually, as James McMurray pointed out, the rule occurs for any critical success that you weren't expected to make. Spending/Not spending Edge has nothing to do with it. If you just got a point back for every critical success, then Mr. Lucky would be constantly regenerating his Edge-- spend a point, dramatically increase his odds of a crit, and regain that Edge point. Even as it stands, it's just as likely that Mr. Lucky will regain Edge as would Mr. Specialist.

QUOTE
While refreshing Edge every Run makes it difficult for low edge characters it has the effect I'm looking for "People survive on the streets by Brains not Luck", and "Eventually everyones Luck runs out."

That's part of the other problem: High Edge characters unbalance the game. Low Edge characters are always behind the curve. If Mr. Lucky Faceman runs out after 4 sessions, how rapidly does everyone else run out?

My experience has been that you go through 2-3 Edge per session. (Usually less, for me in a Missions game.) If the normal characters have an Edge of 2-3, they're going to be out by the end of the first session, and have nothing left for the other 3 parts of the run.
sunnyside
Actually the rulebook only sorta represents it as luck. The quote is (if that's OK to post)

"Edge is a character’s luck, the favor of the gods, that
unexplainable factor that allows her to beat the odds."

So they're saying it could be luck, or gods that like you, or some unexplainable factor.
(again I use the Earthdawn interpritation, filing it under "unexplainable factor".)

But there is room to add most any other fluff explination in there. If you don't like the justification you're using pick another one. There is a fair selection of options in this thread.

The "why awakened have lower edge" is a little silly. It's kind of like asking why only the awakened suffer from Sensitive System.


I still don't think Mr. Lucky is mechanically broken compared with a character with edge 6.

Actually I think the core of the "cross specialty" problem actually arises out of how most games are typically played.

In most campaigns shooting things/not get shot is all you really need to do (plus maybe some stuff from the athletics group). Specialists can handle most other stuff. The number of times a character has to use a skill out of the blue outside of combat or their specialty are in practice often very low. The number of times where they are faced with a really hard roll out of the blue are even lower. Easily allowing edge to cover, totally for a skill.

But I think that's more of a problem with how games are played. For example in one game of earthdawn when the GM let us make custom disciplines I made a character designed to kill single critter like targets. I'd have a horrible time with swarms or other PC like characters. I called it "Lazy GM theory" on the premis that in that setting a typical GM will throw big critter type things at the party because making a PC type threat is a bit of work, and a hoard is hard to run. Worked wonderfully. Actually it worked to well and I started feeling like a total muchkin.

I think sometimes the edge issue is the same. You're assuming the GM will formulate things so that combat relevant skills are all that you're going to be forced to roll on the spot.

ElFenrir
QUOTE (Talia Invierno)
In the other, "mechanical" half of the issue, it's an interesting point Glyph makes that a specialist with low Edge might not be a dedicated specialist -- which would tend to bring chargen non-specialist attributes and skills even lower to non-existent. This suggests that a non specialist focusing more heavily on Edge will tend to have adequate skills across a broad spectrum of skills, at a level comparable to the specialist on the relatively few occasions when it is actually needed. (Consider that the specialist isn't really tested, the vast majority of the time: which suggests that adequate skills for all those times would be, well, adequate, for anyone.) There's a flexibility to these kinds of characters which doesn't exist anywhere else. What value you place on that flexibilty will depend largely on the tone of your game.


I think i see what you are getting at here, and i like it...(if its indeed what im thinking)

Take Samurai Jon and Samurai Joe. Jon has a 5(cool.gif Agility, Automatics(SMGs)6(+2), and a smartlink, giving him a pretty whopping 18 dice when he uses said gun. His Edge, however, is at a base 2. However, due to all of Joe's BP going to resources and a few other things, his other firearms skills aren't as hot(Pistols and Longarms at 3 each.)

Joe has a 4(6) Agility, and Firearms Group 4. However, his Edge is maxed 8(he's Mr. Lucky, and he does damn good for himself). He also has smartlinked guns, giving him a respectable 12 dice to fire normally, which is 6 less than Jon.

Under normal circumstances, Jon trumps Joe in Automatics by 6 dice, and even in the other guns by 1 die each(8+3=11+smartlink, etc=13). However, Joe can add 8 dice, 8 different times, to his rolls, allowing him a pretty scary 20 dice when he needs them, for all the guns, and 8 different circumstances is alot. He can make longshots more often. He can pull his butt out of the frier more often than not. And he has enough of it, that he doesn't have to be as ''careful'' when he pulls out his ''big guns'' so to speak.

Jon, on the other hand, probably isn't going to be popping his 2 edge too often. He can also pull out 20 dice on his speciality...but only 15 on the other guns. And he probably won't ,make those longshots as often. And yet again he might just want to suck up the misses and save his luck, grit, guts, whatever you want to call Edge, for when he really, really needs it.

In this example, i don't think Joe is infinitely better than Jon, under normal circumstances, Jon's got the advantage. But when things get hairy, Joe is going to probably be coming out on top.

Now, bringing up the original question of Karma pool vs. Edge, in these backgrounds, Jon might be a younger, fresher to the shadows fellow, who can definately do what he does well, but lacks experience.(ie, a fresh karma pool in SR3) Joe you can picture as the more hardened fellow, been around the block a few times, seen a quite a bit(in SR3's terms he'd have a decent karma pool indeed).

Basically, SR4 lets you trade some things off for being able to actually play that more experienced character. There were times, i admit, in SR3(while i still prefer it a bit more, but thats for other discussions), i had trouble picturing my 39 year old merc who has seen a hell of a lot in his time with his 1 karma pool, and some skills that were just as high as his 24 year old brother's. However, in SR4, said 24 year old brother might have same high skills, but lack that edge-that experience, that the older, more experienced, streetwise person has.

Long story short, the Edge system in SR4 is something i actually enjoy alot. I LIKE being able to make folks of differing experience levels. Ive met 17 year olds who were black belts(say 5(+2) unarmed(something or other), but they lack something that 50 year old master might have(in the form of a very high Karma Pool/Edge.)
James McMurray
QUOTE (Cain)
That's part of the other problem: High Edge characters unbalance the game. Low Edge characters are always behind the curve. If Mr. Lucky Faceman runs out after 4 sessions, how rapidly does everyone else run out?

I can see an argument for them running out at about the same rate because they spent their BP on a bunch of skills and/or other boosts instead of 2 edge points, so they don't need to spend edge as often.

If the game is such that everyone's making tests with huge penalties left and right, that goes out the window, but that would be, at least from my experience, a nonstandard game.
tisoz
QUOTE (sunnyside)
Edge is a character’s luck, the favor of the gods, that unexplainable factor that allows her to beat the odds.

According to this book quote, Mr. Lucky is not an acceptable character. Ms. Lucky would be acceptable though. wink.gif
Vic Faustus
Wow that was a lot to read through.

Just to add my two cents:

I've never had an issue with Edge. I really like the concept, because part of me misses Combat Pools from SR2 and so I think of Edge that way. My players all have about 3-4 edge and use it each game, usually because I run a tough game and they need that "edge" (pun intended) to get by. I also agree not to look at it as luck, but as the thing that makes the heroes heroes and separates the arch-villains from the namesless grunts.

That said, we've only had a longshot come up once and I only let them roll one die because I thought that was how it worked. They rolled a six anyway so it wouldn't have mattered either way. I'll have to see if that becomes a problem for me.

Also, a couple things regarding min-maxing builds,

Recently I ran Born to Die (see write-up in that thread) and after the Street Sam was paralyzed by Reduce Charisma the player spent all his karma that he had been stockpiling to raise all the 2's he had in mental stats to 3's and will be increasing them more as well. Word is getting around and the others will no doubt be joining that trend before I abuse it further.

Also, I love that the cheesiest flaws all give a point of noteriety. At this point one of my players (a troll adept) has 3 Street Cred but also 3 Noteriety, which means 2 awareness. Pretty soon Lone Star will come knocking, and he still doesn't get the kind of deals from fixers some of the other characters can get.

Cain
QUOTE

I can see an argument for them running out at about the same rate because they spent their BP on a bunch of skills and/or other boosts instead of 2 edge points, so they don't need to spend edge as often.

In practice, that doesn't happen. If one person's spending Edge, than odds are that everyone is as well. If you have secondary skills or no skills in a certain area, you just let the experts handle it. For example, even though Mr. Lucky has a functional Fast Talk skill, he leaves the heavy negotiation and delicate social interactions to the team face. He might need to blow an Edge to even out his Fast Talk skill wiht the Face, but he doesn't have to as often.

I think you guys missed the example I posted, so let me repeat. A troll heavy weapons specialist can reasonably be expected to be throwing 20 dice in his specialty. If he throws a full-auto burst, he'll be down to 2 dice. Even if he spends his Edge of 2, he'll only be at 4 dice: an expected result of 1.33 successes, rounded down to 1. Mr Lucky, with his Edge of 8, would have an expected result of 2.66 successes, twice as good as the specialist. We can therefore see how luck trumps skill on a reliable basis. And it'll happen as often as the troll fires in full-auto.
James McMurray
Why does a troll heavy weapons specialist have no recoil compensation? I didn't miss the example, I dismissed it as ludicrous.
Moon-Hawk
QUOTE (Cain @ Jul 12 2007, 01:45 PM)
A troll heavy weapons specialist can reasonably be expected to be throwing 20 dice in his specialty.  If he throws a full-auto burst, he'll be down to 2 dice.

But can a troll heavy weapons specialist reasonably be expected to be walking around without any recoil compensation?

edit: Curses, beaten again!
James McMurray
QUOTE (Moon-Hawk)
QUOTE (Cain @ Jul 12 2007, 01:45 PM)
A troll heavy weapons specialist can reasonably be expected to be throwing 20 dice in his specialty.  If he throws a full-auto burst, he'll be down to 2 dice.

But can a troll heavy weapons specialist reasonably be expected to be walking around without any recoil compensation?

Too slow, by at least a fraction of a minute! wink.gif
Rotbart van Dainig
QUOTE (Cain)
I think you guys missed the example I posted, so let me repeat.

No, there is just a disconnect on the 'reasonable' level.

We agree with you that the longshot rule is broken.
Let's remove it, and see ho Mr. Lucky goes full auto, then.
sunnyside
Yeah that particular example was off. For a number of reasons.

First the full auto thing. (though you could get modifiers other ways).

Next that their edge is only two. You could also have an example for a heavy weapons specialist with an agility of two. Both are bad ideas.

And third you're talking about the longshot rule, which nobody at any point in this thread has argued for. We've all houseruled it, haven't had it come up, or simply rely on our GM stares of doom to avoid dealing with it.

----------------------------------

Right now I think where we're at is roughly.

1. Fluff, lots of ideas on it. Take your pick. Some good stuff in this thread. More might come down the pipe.

2. Longshot. Everyone hates it. Options for houserules have been presented. Suggestions for a proper GM stare of doom would be for another thread I suppose.

3. Characters with low edge. Having a reaction of 2 isn't such a good idea in many cases. Neither is having edge 2. Complaining about how an edge 2 char compares with an edge 7 one is sort of like complaining about how your agi 2 char has a hard time compared to an agi 7 character.

4. "I have any skill" If a skill you don't have access to only comes up once or twice a session, and you don't need to roll really high, edge will prefectly cover for it. I don't think we've reached any kind of consensus about this.

5. Front loading. In some game systems removing the crazy cat lady down the street away from two dozen hungry felines so you can take her to the nursing home is a rough starting adventure. At least you might lose the wizard if four cats rush them at once. Earlier editions had a bit of this flavor through Karma and open ended skill growth. SR4 has removed both, and now it is possible to start off a character rolling as many die in their specialty as they will ever roll no matter how long you play them. Obviously edge plays into this. I don't think we have a consensus on this issue either.

6. Is a char with edge 8 broken? I think they are nowhere near broken when compared with an edge 6 character, who has 55 more BP to play with, and who pays less if they do have to burn edge. See issue #3 in regard to comparisons to chars with lower edge. I think some people still think those last two edge points are a whole world of difference, I just don't see it.

7. How often and how should edge be refreshed? A variety of opinions. Personally I think I probably avearge a renewal per 8 hours of gametime. Very roughly. The variability in RAW on this issues really lets GMs tune edge in their game. If you renew it every hour than edge is king, if never renew it, than it won't be a problem for long. Take your pick of options somewhere in between.

Are there other issues?
Cain
QUOTE
Why does a troll heavy weapons specialist have no recoil compensation?

Because any recoil comp the troll might have, Mr. Lucky could have as well. Recoil compensation just complicates the example. In any case, Mr. Lucky will still end up with more dice when he pops Edge when we're discussing full-auto.

QUOTE

And third you're talking about the longshot rule, which nobody at any point in this thread has argued for.

Actually, that example didn't involve longshots, at least on the part of the troll.

QUOTE
3. Characters with low edge. Having a reaction of 2 isn't such a good idea in many cases. Neither is having edge 2. Complaining about how an edge 2 char compares with an edge 7 one is sort of like complaining about how your agi 2 char has a hard time compared to an agi 7 character.

A Strength of 1 isn't such a hot idea either, but I see lots of builds with it. Fact is, some attributes are more valuable than others: Quickness is more important than Strength for a ranged combat character, for example. Edge just happens to be a lot more powerful than the regular attributes, at least at the high levels.

QUOTE
6. Is a char with edge 8 broken? I think they are nowhere near broken when compared with an edge 6 character, who has 55 more BP to play with, and who pays less if they do have to burn edge. See issue #3 in regard to comparisons to chars with lower edge. I think some people still think those last two edge points are a whole world of difference, I just don't see it.

That's a bit like saying there isn't much difference between Quickness 5 and Quickness 7. That costs 55 BP too; yet I don't see people saying the difference is insignificant.
Aku
ya know, dontcha think plopping edge into the "this counts towards attribute limits" might just fix alot of this? then it becomes ALOT harder to have a high edge score of any sort.
knasser
QUOTE (Aku @ Jul 12 2007, 11:17 PM)
ya know, dontcha think plopping edge into the "this counts towards attribute limits" might just  fix alot of this? then it becomes ALOT harder to have a high edge score of any sort.


That could result in characters with lower edge running around. But it could also result in characters with other lower attributes instead. A general pressure on attributes doesn't help unless there's a reason why the first attribute to give way would be Edge.

The thing is, Cain is right. Mr. Lucky is better from a mechanical point of view in usual games. And this jars with most of us because we want talent and training to matter more than luck. If you use Edge in the way that Cain has done, then it outshines other attributes so I feel the best way to deal with it is to not allow it on the same playing field as them. Set it at a low starting point and give it a fixed progression for all characters. That way all min-maxing is limited to the normal skills and attributes that we're all comfortable with being min-maxed.
Aku
true, but theres only so much min-maxing you can do with edge. The general consenus is "edge is able to replace too many skills".... Mr. Lucky is counting on natural ability, and luck, to get him by, as i understand it. You take the natural ability out, and leave just luck, and that should make him not so lucky, anymore...
sunnyside
I'm not saying edge is bad by the way. I consider it a "top shelf" stat. Up there with agility and magic or whatever is approprate to the character.

However I don't think someone with agi 7 or magic 6 is broken either.
Talia Invierno
QUOTE (Rotbart van Dainig)
QUOTE (Talia Invierno @ Jul 12 2007, 12:31 PM)
Nowhere in the RAW does it say that chemical detectors are capable of picking up hormonal factors.  At effectiveness levels, the concentrations involved for anything hormonal are another factor of 1000 smaller than anything chemical.

People do give off pheromones naturally also.  It's not at all like a chemical that's not supposed to be there.  Nothing in the RAW indicates any degree of chemsniffers being able to sort out one hormone from another of almost the same kind.

See p. 254. A difference in threshold is something substantially.

Per. p.254:
QUOTE
Pheromone scanners are sophisticated enough to tell the difference between a metahuman and an animal and can also pinpoint gender, but are otherwise not advanced enough to single out an individual.

If it can't distinguish an individual, it certainly can't pick out tailored hormones over regular hormones. Later in the same paragraph:
QUOTE
In order to pick up the scent, the scanner rolls its Device rating against a threshold of 3 (2 for characters with tailored pheromone bioware).

Note that this only says that such individuals are easier to "scent", not that tailored pheromones can be identified from non-tailored pheromones.

So while I should have specified being able to distinguish hormonal factors rather than simply detect: I stand by tailored pheromones not being detectable by standard chemsniffers by RAW.
QUOTE (Moon-Hawk)
QUOTE (Talia Invierno)
Using Glyph's image (which, again, I do like): why wouldn't chargen Awakened and technomancer PCs typically have as much "it" as mundanes?

Game balance, pure and simple.

Yes ... and we all know how much we like explanations which have no other logic than to maintain game balance wink.gif
QUOTE (Cain)
My experience has been that you go through 2-3 Edge per session. (Usually less, for me in a Missions game.) If the normal characters have an Edge of 2-3, they're going to be out by the end of the first session, and have nothing left for the other 3 parts of the run.

Somewhere (I think) in the "How often do you use Edge?" thread, it was mentioned that while the mundane PCs seemed to go through that much (and this answer was very consistent), the Awakened PCs would invariably burn through twice as much.

Not overlooked, but not commenting to the rest of the numerical examples and give-and-take: really, at this point I don't have anything to add that hasn't been said by someone already.
toturi
QUOTE (Talia Invierno)
Somewhere (I think) in the "How often do you use Edge?" thread, it was mentioned that while the mundane PCs seemed to go through that much (and this answer was very consistent), the Awakened PCs would invariably burn through twice as much.

Awakened and Technomancers should not burn through Edge as much as mundanes as long as they fulfill the same roles within the team. I'd say the Awakened would need to use more than 2/3 of what mundanes require.
Glyph
On why technomaners and mages tend to have lower Edge - part of the reason is that, in an open build system, you only have so many points, and technomancers and mages are both expensive. They need to buy a special attribute (Magic or Resonance), then buy a wide variety of skills simply to perform their basic functions, and then buy either spells (for mages) or complex forms (for technomancers). I have no experience putting together technomancers (they don't interest me that much), but I will tell you that, despite those limitations, you can still make a decent mage with an Edge of 5 or 6.

Note that other specialists have the same problem - faces, riggers, covert ops specialists - anyone who has a lot of functions will tend to have less Edge.

A combat-oriented character, on the other hand, needs a primary combat skill of 6 with a specialization, and generally a secondary combat skill of 4 with a specialization (although some may go beyond this minimum) - the other skills they "need" are generally common to all runners (in fact, even the combat skills themselves are common to most runners, just not at that level). They do tend to be costly on attributes and either resources (for sammies) or magic (for adepts). But it is still a lot easier to have a high Edge attribute without major sacrifice in other areas.


So how would you justify it, flavor-wise? Going with my favored interpretation of Edge as focus, determination, confidence, etc., I would say that someone who has lots and lots of skills has generally spent more time learning those skills than in using those skills in intense, stressful, real-life situations. They may be hardened or even ruthless, but they don't have that gunslinger's grace under pressure and knack for knowing just how to use his ability for maximum effect.


Now, on the question of "flexibility" of characters with high Edge, no doubt about it. But Elfenrir was comparing Mr. Lucky to someone with a piddling 2 Edge, when most combat specialists would have a 6 Edge. And they would be the ones with more flexibility, since they could get by with their raw combat skills, and only use Edge to re-roll failures when they really need it, leaving more Edge to use for non-combat skills. And since going from 6 to 8 Edge costs that 55 build points, I kind of doubt that the specialist will be the one who is less well-rounded in other areas.


By the way, Cain... going from 5 Agility to 7 Agility only costs 4 build points (for the muscle toner). nyahnyah.gif
Cain
QUOTE
true, but theres only so much min-maxing you can do with edge. The general consenus is "edge is able to replace too many skills".... Mr. Lucky is counting on natural ability, and luck, to get him by, as i understand it. You take the natural ability out, and leave just luck, and that should make him not so lucky, anymore...

Everyone relies on natural ability. I've yet to see a character who didn't rely on natural ability + skill in his prime areas. You can't take the natural ability out. In that regard, Mr. Lucky is no different than any other character. Which is rather the point: Mr. Lucky isn't any weaker than any other comparable character, he's just more powerful whenever Edge gets involved.

QUOTE
I'm not saying edge is bad by the way. I consider it a "top shelf" stat. Up there with agility and magic or whatever is approprate to the character.

However I don't think someone with agi 7 or magic 6 is broken either.

Which may explain our differences. However, I take it that you concede that the difference between a Quickness of 5 and a Quickness of 7 is significant? That's the answer to your question-- why we see those last two dice as significant.

In addition, the difference between 6 dice and 8 dice is an avegrage of one extra success if you roll, or the ability to *buy* two successes if you're just showing off. The ability to buy an extra success is really important to some people, and mathematically can get very significant.

For example, let's assume Sam the Sam and Mr. Lucky have both been reduced to 1 die for a task. Sam has an Edge of 6, so when he spends a point, he ends up with 7 dice to roll. That averages out to 2.33 successes, rounded down to two. Failing that, he could simply buy 1 success. Mr, Lucky could buy two successes, or roll and get an expected 3.0 successes. There's a potential difference of 2 successes here.

QUOTE
Now, on the question of "flexibility" of characters with high Edge, no doubt about it. But Elfenrir was comparing Mr. Lucky to someone with a piddling 2 Edge, when most combat specialists would have a 6 Edge. And they would be the ones with more flexibility, since they could get by with their raw combat skills, and only use Edge to re-roll failures when they really need it, leaving more Edge to use for non-combat skills. And since going from 6 to 8 Edge costs that 55 build points, I kind of doubt that the specialist will be the one who is less well-rounded in other areas.

Once again, that doesn't happen in theory or in practice. Mr. Lucky has all his bases covered, either through his carefully-selected skills or skillwires. Honestly, it's cheaper and smarter to buy a lot of low-use skills via skillwires than it is to learn the skill.

But, hey, I'll toss it open to you. Create a character with an Edge of 6 who's significantly more well-rounded than Mr. Lucky. You might give him a few more skills, but I bet you can't give him many more skill *areas* than he has currently. (The current writeup lacks any Technical skills, which is fine since he's not a decker or a techie. That's about the only area he doesn't have covered, and I left that out on purpose. nyahnyah.gif)
Glyph
I was talking about Elfenrir's version of Mr. Lucky, actually - your version doesn't really apply to my example, because he has an Edge of 8 and a high pistols skill. But how could you lower his Edge to 6 and not be able to make him more well-rounded? That's 55 points to spend on skills (or you could spend 46 on skills, and 9 added to resources to get 5 rating: 3 activesofts).
ElFenrir
And 55 points is a LOT to spread around. A full maxed skill group of 4 with 15 points to spare(thats a skill of 3 with a specialization). It's the maxed amount of Resources with 5 BP to spare. It's 5 more attribute points with 5 to spare. It's 2 skills at 5(+2), with 11 more points to spare. It's significant points.

To raise the edge for 8, it's 10(to 3)+10(4)+10(5)+10(6)+10(7)+25(cool.gif. 75 points all told. That's between 1/4-1/5 of your starting build points. If someone is going to spend that many build points on one stat, IMO, they should indeed get something for it. (Not to mention the 20 BP Lucky edge. Which is paid for one way or another.)

I can see people's concern about the lowed Edge characters getting left in the dust. However, if a campaign is of ''normal'' difficulty, than NO one really needs to blow Edge often. IMO, it only unbalances if it's allowed to unbalance it. If a GM keeps throwing horrible situations at the PCs, damn well they are going to spend Edge to get out of it. I knew characters in old SR with large karma pools that always ended up with some gone at one point or another.

It's like the character with the PAC in their basement, locked up. When it comes out, boy does it make a big bang, and more than levels the playing field. But if it's only really able to come out now and again, even though it's THERE, it's not so bad, is it?

Keep in mind, nothing is stopping this high Edge person from spending it whenver they want for the said ''james bond'' effect...but then they might indeed be short by the time that ''tough spot'' comes around. Just like nothing is stopping the PC with the PAC from bringing it out on the quiet extraction run, but that might result in things going wrong and them losing said PAC.

[And that was probably a bad comparison(a GM can rule PAC character can't GET to it if they dont want them too, but can't force a player NOT to spend edge, unless they ''lure'' them into using it up a bit beforehand) but twas a hard night last night and it's a bit early now. nyahnyah.gif]

Of course, they could be dealt with in one way that isn't necessarily picking on them, but something ''realistic'' in game. Someone in the SR world who is extremely successful in something does indeed gain public awareness, and with that, becomes ''one to beat''. In real life, if there's, say, a sports star who NEVER fails, in some extraordinary way, they're all over the news, they're famous. Mr. Lucky might end up with a rep that he just doesn't fail, or rarely does, and thus could start getting challenges from folks. And im not saying use this as punishment(every day would be excessive), but once in awhile, it could spice things up.
Rotbart van Dainig
QUOTE (Talia Invierno)
If it can't distinguish an individual, it certainly can't pick out tailored hormones over regular hormones.

That's wrong. One is configuration, the ohter quantity. The RAW never says that those sensors aren't able to measure quanitity, just that they aren't able to distinguish configuration (though someone with the sniffer-implant is, with per Perception rules) - and per RAW, it is a great difference, worth a threshold step.
odinson
QUOTE (Cain)
QUOTE
Why does a troll heavy weapons specialist have no recoil compensation?

Because any recoil comp the troll might have, Mr. Lucky could have as well. Recoil compensation just complicates the example. In any case, Mr. Lucky will still end up with more dice when he pops Edge when we're discussing full-auto.

QUOTE

And third you're talking about the longshot rule, which nobody at any point in this thread has argued for.

Actually, that example didn't involve longshots, at least on the part of the troll.

So the troll heavy weapon specialist with a total of 9 points RC would roll 20 dice and Mr. Lucky would roll 8 + agility -1, assuming he didn't have the skill. How does Mr. lucky get more dice?
Talia Invierno
QUOTE (toturi)
QUOTE (Talia Invierno)
Somewhere (I think) in the "How often do you use Edge?" thread, it was mentioned that while the mundane PCs seemed to go through that much (and this answer was very consistent), the Awakened PCs would invariably burn through twice as much.

Awakened and Technomancers should not burn through Edge as much as mundanes as long as they fulfill the same roles within the team. I'd say the Awakened would need to use more than 2/3 of what mundanes require.

From the wording I'm guessing you're basing your statement not on personal experience, but on how you think it should work. The only actual examples we've been told on-board suggest otherwise. Now it could well be that those examples are statistical aberrations, but until I hear any counter-examples, I see no reason to classify them so.

There is at least one logical reason why spellcasters specifically might burn through Edge more quickly than mundanes: in that spellcasters always risk taking damage (drain) from their own weapons (spells). This is not the case with mundanes.
QUOTE (Glyph)
So how would you justify it, flavor-wise? Going with my favored interpretation of Edge as focus, determination, confidence, etc., I would say that someone who has lots and lots of skills has generally spent more time learning those skills than in using those skills in intense, stressful, real-life situations. They may be hardened or even ruthless, but they don't have that gunslinger's grace under pressure and knack for knowing just how to use his ability for maximum effect.

Glyph -- this statement strongly implies that life itself isn't a learning situation, and that combat doesn't sharpen learning ability for those who are able to survive its steep learning curve.
QUOTE
Note that other specialists have the same problem - faces, riggers, covert ops specialists - anyone who has a lot of functions will tend to have less Edge.

And thus my original question would apply to them also. In fact, it applies even more strongly in that by the rules as written, any broader skill base at high-functioning levels at chargen must necessarily be inversely proportional to Edge. Unless you do make that assumption that skills are primarily learned through abstract learning rather than from intense real life situations, this doesn't make sense.
QUOTE (Rotbart van Dainig)
QUOTE (Talia Invierno)
If it can't distinguish an individual, it certainly can't pick out tailored hormones over regular hormones.

That's wrong. One is configuration, the ohter quantity.

Actually, both are primarily configuration (hence "distinguish"). Wrt threshold, both might be taking quantity into account, or perhaps tailored pheromones are just easier to detect (all other things such as molar concentration being the same). The text tells us only that the threshold is lower, not why. Nowhere in the description of tailored pheromones does it imply that the person releases greater quantities of pheromones than normal.
Rotbart van Dainig
QUOTE (Talia Invierno)
Wrt threshold, both might be taking quantity into account, or perhaps tailored pheromones are just easier to detect (all other things such as molar concentration being the same).

If something is easier to detect than something else, then there's a mesurable difference, indeed. wink.gif
sunnyside
I think some people are still missing that this is a longshot example. Lucky gets his dice from that. Then he arbitrarily reduces the gunners dice pool by whatever since it doesn't matter. Ideally lucky should also throw in bypass armor and +4 damage called shots.

That's why everybody dislikes the current longshot rules.

Any situation where lucky isn't longshotting the heavy gunner comes out ahead, even with a lame edge of 2.
Ryu
There are two applications of high edge that I would have problems with, long shot tests being the first. The second is close-to-none skill + edge. In both cases you have for one instance more dice than many trained specialists on a normal test. Even those situations might often be acceptable due to luck being a real-world factor. Shooting comes to mind - reliability is a matter of experience, but that one exact hit might come from a newbie.

Concerning other usages of edge than skill replacement: You need damage control if your GM is prepared to have your character suffer. Here mages (summoning, or even worse binding) and riggers (expensive equipment) need more than others (combat). And those are better off than technomancers who run into a hacker trap...


So would I allow high-edge characters? Yes, if the player does not intend to replace skills with it. A character is defined by his skills more than by his attributes, IMO. I´m not going to limit edge usage by houserules, so intent is king.
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