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JonathanC
QUOTE (Talia Invierno @ Jul 10 2007, 07:11 PM)
QUOTE (JonathanC)
A single point of karma to spend on improvements is absolutely NOTHING in comparison to a point of karma pool. I think it's laughable to consider that a fair trade.

And this alone tells me that we have very different views of the long-term game. For us, every extra or saved karma point was huge: from Bad Karma to mnemonic enhancers to steroids. Apples and oranges: we won't find a common point.

I will point out that an IQ of 100 in a human child means a very different thing than an IQ of 100 in an adult who has finished their education -- and neither translates into how successful they end up being in life, or even into applied intelligence.

This isn't a matter of opinion, it's simple math. One single point of earned karma doesn't do anything. It doesn't do anything at all. Period. Nothing.

One point of karma pool can do a number of things, including saving the character's life.
Talia Invierno
Actually, I think it opens a Knowledge skill. With a level 3 mnemonic enhancer, that was suddenly four extra dice that could be rolled (SR3) as a complementary skill.

But (sigh) one point of karma every twenty does add up. Our games don't stop at 20 karma.

QUOTE (sunnyside)
Just something in passing, perhapse to explain why someone now has problems with SR4s system. I think that was done on page 1.

True, sunnyside -- but there seems to be disagreement over the statements on p.1. And since I don't hold my opinions to be the only possible interpretation, well ...?

Edit: but sunnyside is right in this -- can we turn the discussion a bit more toward the Edge side of the debate?
mfb
QUOTE (Talia Invierno)
The current understanding of Edge is very nearly not experiential at all.

i don't believe that to be true. the ability to purchase Edge to the desired level is, or can be, the ability to purchase experience. if you build a fifty-year-old street sam who's been running his entire life, you can give him a high Edge to represent that experience. it's true that Edge does not accrue based directly on in-game experiences, the way karma did, but that doesn't mean it can't be looked at as experience.

and while one point of karma per twenty does add up, it doesn't add up nearly as much as doubling your karma pool. the cost of most gains in SR1-3 makes getting 1kp per 10 karma a steal.
sunnyside
Ok there are two angles to have issues with edge.

1. Fluff.

2. Mechanical.

To me edge is essentially a form of magic that mundanes can use, and is somewhat "tangable" (dragons can mess with it for example, in previous editions I think you could gamble with it on the metaplanes, in earthdawn people almost understood it at a numerical level). However now people use it but don't understand it. Hence it tends to be a little capricious (a youngster may have plenty, someone in their midlife may not have developed it any more).

Therefore I have no fluff issues.


Mechanically I use longshot with my NPCs, but I don't like that it ceases to be affected by modifiers. The situation of a super longshot hasn't come up and I'm still discussing a houserule for it with my players. Personally I hope it doesn't really come up.

nyahnyah.gif

Otherwise I find the mechanics work well with at least edge up to five. I think it adds to the game instead of detracting. I haven't had a true Mr. Lucky, but I think they have to give up so much on the quest for edge 8 or 9 that I'm not overly worried about them being "broken" compared to an edge 5 person. I'd be more worried about them being totally one dimensional, or heavily min/maxed, but that's a general problem not an edge specific problem. I don't anticipate trouble with an Indiana Jones char.
mfb
i really, really don't like the Edge-as-magic thing. i mean, maybe some individual almost-Awakened characters might have magicalish Edge effects, purely as fluff, but as a general rule, oh hell no Edge ain't magic. Edge (and karma) can be affected by any number of things--random chance, experience, whatever--but in and of itself, Edge is an intangible, and ought to be no more potent in SR than it is today. that is, you shouldn't be able to accomplish anything with Edge in SR that you couldn't accomplish in a modern-era game that uses the SR rules.
knasser

Hmmm. Just noticed this thread. I've posted about this elsewhere, but the first thing I did when I came to the edge rules, was to fix the rate it could be gained at. Humans start with two points, metahuman's one. At ten points of karma, you get another point of edge - free! Then after the next twenty points of karma, you get a second, so humans have three and meta's two. You can see where this is going... another forty points, and you get your next one and so on.

Someone here described it as the worst houserule ever because it returns things to the way they used to be. Which is the point. Starting characters are vulnerable and they have to survive on their wits. The game has a gritty feel and it's important to set the tone at the start of a campaign. After someone has been playing a few games, it's nice that their character gets a bit of insurance to prevent losing them to bad luck or happenstance. It's only when a character is very much established however, that they get that Legend Effect.

For me, it plays out perfectly and it even stops the infinite Get Out Of Jail Free card that makes characters indestructable when they burn a point of edge to avoid death and then re-buy the Edge next session. If a character cheats death in my game, you can be sure it's going to cost them.

The progression might not suit everyone as the upper limit takes quite some getting to. So you can use the same system and adjust it, but I actually think that the balance is just right. The system is also extremely simple.

It certainly turns edge back into a fallback tactic, rather than allowing it to be the mainstay of a character. I'm happy for a player to design a character that is an expert shot or a master of dark arts, etc. I don't like the character concept to be "I just bumble along and everything works out."

-Khadim.
Ophis
My solution to the Longshot issue is to count any voluntary modifiers (ie called shots) against the edge rolled. This should stop people putting their dicepool sub zero by calling to avoid armour and then longshotting to get a some dice to roll.
sunnyside
Ok so mfb and knasser would you say that you actually have a fluff problem with edge in SR4 not a mechanical one? i.e. it isn't that you think edge is broken or doesn't play well.

It is that, whatever it is that edge in SR4 represents, it does NOT represent experience. And what you want is something that DOES represent experience in some way. So you don't like it, and therefore houserule it.

Cain
Ophis: Even that wouldn't be effective in many cases. Let me give you a modified version of mfb's example, which I've posted before:
QUOTE
The team's van is barreling up to the waterfront, only to discover their target's speedboat is already a klick out to sea, dodging its way at full speed through the Seattle waterfront traffic. The troll sam shouts: "Drek! I can't get a bead!" So, Mr. Lucky grabs the HMG from the troll, which he can barely lift, and takes a shot.

The conditions are bad: Extreme Range (-3), Partial light (-2), With Glare (-1) and Heavy rain (-4, this is Seattle, after all). Mr . Lucky is in a moving vehicle (-3) as is his target; the GM assigns an additional -3 to reflect the boat's speed and pitching. The target has total cover (-6), and since Mr. Lucky only has the vaugest idea what he's shooting at, he gets the -6 Blind fire penalty. To make, matters worse, MR. Lucky has two Serious wounds, for 9 boxes on both monitors (-6). He's never even picked up an HMG before (-1), but the thing is already set to full auto; so he goes for a narrow burst (-9, doubled to -18 because it's a heavy weapon and the gas-vent system is fouled due to an earlier critical fumble).

Mr. Lucky is at -53 to hit. He could try to aim, but since there's no point, he simply hauls the thing into the general direction and fires. He has a negative dice pool, so he spends a point of Edge, giving him 8 dice to roll. He could simply *buy* two successes with that; if he were to roll, he'd average 2.66 successes, rounded up to 3. Since his target is an average wageslave, he only has his Reaction of 3 to defend with, which will average one success-- not enough. And since Mr. Lucky called for a Narrow Burst, there's simply no way the target can soak.

On the one hand, this is a valid lucky shot. On the other hand, this is incredibly broken, an exploit running all the way down to the heart of the core mechanic. Not only can Mr. Lucky outshine a specialist in his specialty, he can do it eight times a game.


There aren't any voluntary modifiers here. And this highlights some of the multiple problems with Mr. Lucky. First is the longshot test issue. Second, and more serious IMO, is the fact that he stole the spotlight from the troll heavy weapons specialist. Third is the fact that after a certain point, skill ceases to matter in favor of straight luck. Fourth is the total breaking of suspension-of-disbelief that occurs when Mr. Lucky's Edge shoots him past cinematic and well into over-the-top. (The Citymaster example is probably the worst case of this, but people start to whinge whenever I bring it up, so I'll leave it out for now.)

I like the thought of Luck as a purchasable stat, but the front-loading issue makes Edge unworkable. I'd suggest a modified version, where Metahumans start with one, Humans two; and from there, it can be bought up like any other stat. For the longshot test issue, I'd say that you should abandon fixed TN's: when the dice pool goes negative, they still get one exploding die, but the TN increases by one for every negative die.
mfb
QUOTE (sunnyside)
Ok so mfb and knasser would you say that you actually have a fluff problem with edge in SR4 not a mechanical one? i.e. it isn't that you think edge is broken or doesn't play well.

It is that, whatever it is that edge in SR4 represents, it does NOT represent experience. And what you want is something that DOES represent experience in some way. So you don't like it, and therefore houserule it.

i disagree that Edge can't be looked at as experience in the same way that karma could be looked at as experience. karma only represents the experience you gain in-game--but why couldn't you have a character who's had a lot of pre-game experience? such a character would be a prime candidate for having a high Edge.

that said? karma and Edge do not represent experience. they represent something that accrues with experience, yes, but they are not a reliable gauge of how experienced a character is for two reasons: one, they both accrue at varying rates (so that two people with the same amount of Edge/karma might have vastly different levels of experience); and two, they can both be permanently spent (so that a vastly-experienced character might have very low Edge/karma). that's why i have no problem with characters being allowed to buy Edge at chargen.
James McMurray
Jeez, you go away for a year and when you come back Cain is still bitching and moaning about the same things! LOL

Easy fix: don't be a dumbass when making a longshot test.

Harder fix: Invent house rules to ensure that PCs cannot be dumbasses when making longshot tests
mfb
so, wait, people running their own games at home are allowed to modify the rules to suit their style of play? STOP THE PRESSES
Cain
QUOTE (James McMurray)


Harder fix: Invent house rules to ensure that PCs cannot be dumbasses when making longshot tests

Yip-pee. Do you actually have something useful to add, like suggestions for house rules, or are you just interested in trying to start a flamewar again? (And failing. cool.gif)
James McMurray
Sure: House Rule: GM tells players being dumbasses to STFU.

No, I don't have a rule that covers every possible longshot abuse and doesn't involve banning long shots. The problem with trying to invent such a rule is based in the persistence of dumbasses. Either the player wants to be a dumbass, and will find a way; or he doesn't, and you don't need a rule.

In the face of persistent dumbassery I would ban longshot tests. It's simple and it gets the job done, despite being a grenade aimed at a mosquito.
Cain
QUOTE
Sure: House Rule: GM tells players being dumbasses to STFU.

I'm a GM. You're a player. STFU. nyahnyah.gif

QUOTE
No, I don't have a rule that covers every possible longshot abuse and doesn't involve banning long shots.

Then please leave the discussion to those of us who *do* have solutions. This whole thread is dedicated to discussing fixes to Edge; please contribute meaningfully or leave.

[Edit} It's worth pointing out that the Edge issues we're discussing involve more than Longshot tests. We're also discussing the role Edge should play in representing experience vs. excessive front-loading, the issue of luck trumping skill, and the fact that hige Edge characters can trump other characters in their specialties, especially when it counts. These are valid issues that deserve more than a dumb: "Make up a house rule!" comment.
Talia Invierno
Yay, old adversaries. Thanks for keeping it almost civilised cool.gif
QUOTE (sunnyside)
Ok so mfb and knasser would you say that you actually have a fluff problem with edge in SR4 not a mechanical one?  i.e. it isn't that you think edge is broken or doesn't play well.

It is that, whatever it is that edge in SR4 represents, it does NOT represent experience.  And what you want is something that DOES represent experience in some way.  So you don't like it, and therefore houserule it.

Solid way of wording it. As it happens I haven't houseruled it yet. I don't know whether or not I will. I do find it problematical, for much the reason you just mentioned.

Except "fluff" rather than "mechanical"? Last I heard, translating experience into karma (and everything else) does fall under game mechanics.

QUOTE (mfb)
why couldn't you have a character who's had a lot of pre-game experience? such a character would be a prime candidate for having a high Edge.

This reminds me of the old argument why SR was broken at the core: purchase a permanent high lifestyle with chargen funds. Game over.

(You can't do it any longer with the High lifestyle -- but you can still do it with Low. Considering that many PCs choose to start at Street ...?)
Cain
QUOTE
Except "fluff" rather than "mechanical"?

I think what he means is, you seem to have more trouble with what Edge represents. As a counterpoint, I have more issues with what Edge does, mechanically. I don't care so much as to what it means to have a high Edge.
eidolon
This has been a good thread so far. Please check year old grievances at the door, and discuss the matters at hand with civility. Knock off the baiting before it moves beyond a smiley. Thank you, have a nice day.
James McMurray
QUOTE
Then please leave the discussion to those of us who *do* have solutions.  This whole thread is dedicated to discussing fixes to Edge; please contribute meaningfully or leave.


I gave a fix. It won't work for people that insist on being dumbasses, but it works for every person whose ever been at my table.

QUOTE
It's worth pointing out that the Edge issues we're discussing involve more than Longshot tests.  We're also discussing the role Edge should play in representing experience vs. excessive front-loading, the issue of luck trumping skill, and the fact that hige Edge characters can trump other characters in their specialties, especially when it counts.  These are valid issues that deserve more than a dumb: "Make up a house rule!" comment.


I've never had a problem with those, which is why I didn't speak to them. If I ever need to fix them, I'll happily relay my fix to the rest of the community when another "ZOMG!!! Edge SUXXORZ!!!" thread pops up.
Talia Invierno
I do believe that's the first time I've ever been moved into that social group!

Thanks, Cain, for the explanation.
toturi
Or you can look at Edge as Edge, not Karma Pool, not only as luck, but Edge. I do not see what is the issue with beign able to start with a high Edge out of chargen. Humans are not faster, stronger, or tougher than any of the meta-races, but they have an Edge that helps them to keep up with the others. The positive quality Lucky enhances that Edge -fluffwise, it is how people view people with very high Edge. I do not have an issue with luck trumping skill or high Edge characters trumping other characters in their specialities when it counts. In fact, that's the way I think it should be. Otherwise, they won't be Lucky! What they shouldn't be doing is trumping specialists in their fields everyday. There is no cyberware or bioware or magic that can enhance Edge.
sunnyside
Well, I think of it as magic but basically I'm with torturi.

I have no issue with "front loading" edge any more than any other high stat. At least up to edge 5 I've had no problems whatsoever with it and find it enhances the story.

I don't have a problem with the trumping thing either. Especially since a specialist could use their own edge. Since the specialist should be rolling more die in the first place they should come out the same if not better. after the edge. If their dice pool isn't that much higher to start with they aren't much of a specialist comparatively are they?

I guess it could stink if they just had an edge of 1. But if you minimize a stat expect trouble when that stat becomes relevant. It's like whining when your str 1 char gets engulfed.

Also if you find yourself having troubles you may be refreshing edge too often.
Glyph
I think one of the biggest differences between SR3 and SR4 is that the power level is a lot more truncated - it's a lot closer to the top power level. Edge instead of Karma Pool is merely one more way of expressing that.

I'll admit I'm of mixed feelings on that. Part of me thinks the power curve is too narrow, and wants to use things like Frank's house rules on skills to make more of a spread between a starting character and an experienced one.

Another part of me likes how the playing field is leveled, and the big boys and prime runners can't simply crush everyone else, but have to struggle and use their cunning and resources to stay on top of the food chain.

I don't think Edge is broken, although it's possible that some GMs may need to house rule longshot rules. One possibility: you can make a long shot if your dice pool is zero or less, but only so much less - minus six, for example - for the long shot to be possible. That would get rid of the most egregious abuses.

If the GM's problem is that he or she thinks Edge should be earned with experience, rather than picked at char-gen, then I think Knasser's house rule from earlier would be the best one to use. It's elegantly simple and easy to use.
Cain
QUOTE
I don't have a problem with the trumping thing either. Especially since a specialist could use their own edge. Since the specialist should be rolling more die in the first place they should come out the same if not better. after the edge. If their dice pool isn't that much higher to start with they aren't much of a specialist comparatively are they?

As Glyph pointed out, the compressing of the power curve means that the difference between the specialist and the generalist has been truncated. So, there may *not* be that huge of a difference in dice to begin with. What's bugging me the most is that high edge hyperspecialists are the way to go in SR4; there's no real sacrifice in other areas to push a single stat super-high, and have a high Edge.
Talia Invierno
QUOTE (Glyph)
If the GM's problem is that he or she thinks Edge should be earned with experience, rather than picked at char-gen, then I think Knasser's house rule from earlier would be the best one to use. It's elegantly simple and easy to use.

It is, isn't it? Sorry I hadn't acknowledged it earlier.
mfb
QUOTE (Talia Invierno)
This reminds me of the old argument why SR was broken at the core: purchase a permanent high lifestyle with chargen funds. Game over.

(You can't do it any longer with the High lifestyle -- but you can still do it with Low. Considering that many PCs choose to start at Street ...?)

i'm not sure what the two arguments have to do with each other. buying 8 edge does not take away any reason for shadowrunning--it's just an advantage you can purchase, like wired reflexes or a magic rating.
Talia Invierno
Do you always quote replies while omitting what was replied to?
QUOTE (mfb)
why couldn't you have a character who's had a lot of pre-game experience? such a character would be a prime candidate for having a high Edge.

If the PC had had so much experience pre-game -- what's the point of gaining any in-game?
mfb
i don't know of any runners who run to gain experience. most runners i see run to make money. if gaining experience is a character's main goal, then yes, statting them up with maxed Edge might not make much sense.
Crusher Bob
QUOTE (Talia Invierno @ Jul 11 2007, 12:50 PM)
If the PC had had so much experience pre-game -- what's the point of gaining any in-game?

?

Because there are many stories that don't use the farmboy as the PC? If Beowulf a valid character concept? Sam from Ronin? McCauley from Heat? Batou for Ghost in the Shell?

All of these characters have plenty of experience, but there are plenty to good stories left to be told about them. Besides, Bildungsroman irritates plenty of people, they've seen it too much already.
Talia Invierno
This begs for a spin-off thread. But for now: what does money represent to the runners you see?

Editing to include the Beowulfs, Sams, McCauleys, and Batous of the gaming world into the second question:

Would your group still play if you took away karma improvement entirely? and left only money, or whatever their primary motivation is, in the equation?
Critias
QUOTE (JonathanC @ Jul 10 2007, 01:58 PM)
Likewise, the increased racial maximums aren't that big of a deal, and yes, all metahumans have some kind of stat penalty.

What stat penalty do Elves get, in any edition of the game? Because I've played my share -- shit, I've played my share, and your share, and his share, and her share -- from SR1 on, and I can tell you right now they don't have one. +1 Quickness, +2 Charisma, Low Light vision. Once upon a time they got an allergy (like all the other metas), but that's it. No Body penalty, no Strength penalty, nothing like that.

And I still can't help but point out that on one hand you continue to insist stat bonuses are no big deal because a human can catch up really easily with cyberware, bioware, or magic -- but then you go on to harp about the poor metas and their stat penalties like they're the end of the world. Which is it? Are attributes so easily picked up in the Sixth World that the net gain +3 all Metas get is no big deal (despite them having access to all that same magic and technology to then push those already boosted attributes even higher)? Or are attributes so hard to come by all the poor metahumans (even Elves, who don't have any stat penalties) are automatically crippled by their penalties, regardless of everything else?

You can't have it both ways.
Cain
Someone asked me for a Mr. Lucky the Mage. Here's what I came up with. Let's assume he's a tradition with Intuition as the main attribute. This was done using Daegann's 1.1, so if there's any mistakes, let me know.

Body: 3
Quickness: 3
Reaction: 4
Str: 1
Cha: 3
Int: 4
Logic: 2
Will: 4

Edge: 8
Magic: 4

Edges/Flaws:
Lucky
Apt: Spellcasting
Magician
Sensitive System*
SINner (normal)*
Incompetence x 3*

*(Yes, I know some people are going to deride these choices as munchkinous. They're just easy examples, so get over it.)

Skills:
Summoning (Your choice) 3
Binding 3
Counterspelling 3
Spellcasting (Your choice) 7
Pistols (Semi auto) 3
Con (Fast Talk) 2
Infiltration (Urban) 2

4 spells of choice
25,000 nuyen.gif in gear (5 BP)
One 2/2 contact.

As you can see, while he's light in certain areas, he's far from helpless outside of his specialty. For things outside his specialty, he can either blow edge or (more likely) rely on a specialized teammate to cover him. For example, he isn't a front-line combatant, but he's not meant to be; that's the role of the sammies and combat adepts.
Da9iel
My proposed longshot house rule is that a character adds edge to his or her pool as normal and may choose to roll negative dice pool modifiers as a virtual opponent. In the Mr. Lucky vs the 1 km out boat example mentioned earlier, Mr. Lucky rolls Edge (8 ) + Agility (2? 3?) -1 (defaulting) for 9 or 10 dice. He expects 3 or so hits, but with exploding sixes he could theoretically get any number of hits. The GM rolls the 53 dice penalty and expects around 18 hits but could theoretically get 0 or 1 or 2. Chances are very high that the GM's hits will reduce Mr. Lucky's hits to well below zero, but it is no longer absolute. It creates a situation something akin to SR1-3 where a Target Number of 30something was possible but certainly not probable. It also means that Mr. Heavy Weapons is more likely to succeed even with his edge of only 1 or 2.

[edit]Hit enter too early[/edit]
mfb
QUOTE (Talia Invierno)
Would your group still play if you took away karma improvement entirely? and left only money, or whatever their primary motivation is, in the equation?

i'm not sure what you mean by karma improvement. do you mean spending karma to improve attributes and skills? if you took that away, my players might leave, but their characters probably wouldn't, since that's a abstraction of how things work in the real world. if you mean gaining karma pool, or Edge, then again--my players might take issue, but the characters have no in-game knowledge of karma/Edge.
Glyph
Cain:
He adds up to 400 points, but you are only allowed up to 35 points' worth of positive qualities (you have 45).

To me, this character, like my elven gunslinger number-crunching exercise, illustrates how it is generally a poor tactic to hard-max anything at character creation. Yeah, he has an 8 Edge. But he could have a still-very-respectable 6 Edge for 55 Build points less (20 for the quality and 35 to go from 6 to 8 ).

That's a lot! With that many build points, you could - get a mentor spirit, soft-max Magic, Intuition, and Willpower, buy and bond a Force: 2 power focus, and increase summoning and counterspelling to 4 - to give only one example.
Cain
QUOTE
Cain:
He adds up to 400 points, but you are only allowed up to 35 points' worth of positive qualities (you have 45).

Mea Culpa. Okay, so drop Apt: Spellcasting and reuse those points to do some of what you suggested: Raise magic to the soft cap, and buy/bond a focus.

The point is, however, that Mr. Lucky Mage is still more than capable of duking it out magically, without invoking Edge. When he does, he's a magical terror.
knasser
QUOTE (sunnyside)
Ok so mfb and knasser would you say that you actually have a fluff problem with edge in SR4 not a mechanical one? i.e. it isn't that you think edge is broken or doesn't play well.

It is that, whatever it is that edge in SR4 represents, it does NOT represent experience. And what you want is something that DOES represent experience in some way. So you don't like it, and therefore houserule it.


Hmmmmm. It depends a little on your definition of fluff. Fluff I take to be in-game background and justifications. With Edge, my dislike is of how it affects the feel of the game, rather than any perception of how the world of 2070 works. Characters who make up for a lack of skill with luck don't contribute to realism for me. Furthermore, I don't like the wild variability between player characters that happens when it's a purchasable attribute. If Edge is a certain movie cool factor, then I want to smear it equally across the characters. Not have one Roger Moore and one Danial Craig.

I'm not looking for something to represent experience, and definitely not in the D&D leveling-up sense of the word. If the question your asking is do I think Edge in RAW is unbalanced, then no (although Cain does show how it can be broken, I've seen no player actually abuse that). I do dislike the way it affects the perception of my game world. I also don't see Edge as having a quantifiable justification in fluff, as some sort of mystic attribute. It's just a product of ability and will which cannot therefore be a substitute for other stats. So the progression system I came up with works perfectly for the effect that I want.

Does that all make sense? It is one of my three houserules. It's also incredibly simple to use, requiring the GM to write down how much karma he has given out at the end of each game.
Rotbart van Dainig
QUOTE (Glyph)
To me, this character, like my elven gunslinger number-crunching exercise, illustrates how it is generally a poor tactic to hard-max anything at character creation.

With the exception of hard-maxing the single 7 in a skill - due to the doubling cost rule, it costs the ridiculous amount of 32 Karma to go from 6 to 7 - and 8 BP if done so at chargen.
eidolon
QUOTE (Talia Invierno @ Jul 10 2007, 11:22 PM)
This begs for a spin-off thread.

Consider it spun off. That sounds like a damn interesting discussion.
James McMurray
QUOTE (Da9iel)
My proposed longshot house rule is that a character adds edge to his or her pool as normal and may choose to roll negative dice pool modifiers as a virtual opponent.

I like it. It adds more dice rolling, which I'm normally against, but it should come up so infrequently that tossing a few more dice isn't a big deal.
Moon-Hawk
QUOTE (Da9iel @ Jul 11 2007, 12:46 AM)
My proposed longshot house rule is that a character adds edge to his or her pool as normal and may choose to roll negative dice pool modifiers as a virtual opponent. In the Mr. Lucky vs the 1 km out boat example mentioned earlier, Mr. Lucky rolls Edge (8 ) + Agility (2? 3?) -1 (defaulting) for 9 or 10 dice. He expects 3 or so hits, but with exploding sixes he could theoretically get any number of hits. The GM rolls the 53 dice penalty and expects around 18 hits but could theoretically get 0 or 1 or 2. Chances are very high that the GM's hits will reduce Mr. Lucky's hits to well below zero, but it is no longer absolute. It creates a situation something akin to SR1-3 where a Target Number of 30something was possible but certainly not probable. It also means that Mr. Heavy Weapons is more likely to succeed even with his edge of only 1 or 2.

[edit]Hit enter too early[/edit]

Hey, that's a really good idea.
Personally, I haven't had any problems with longshot abuse (yet), but this does fix the issues.
I have no objections, and only one concern: I'd have to look at the numbers, but my only concern would be whether there's an odd hiccup in probability when you go from a pool of X with a penalty of X-1 (and thus are rolling 1 die) to a penalty of X so now you're rolling X vs X. As the penalty approaches and crosses that threshold, does the probability do something drastically weird, or is it acceptably continuous?
Thinking.....
Well, we're using rule-of-six, so our expected # of successes decreases to 0.4 as we drop the pool to only 1 die. Then as you add another -1 penalty we're looking at an opposed test between DP of X and X. Well, intuitively, there's a 50:50 chance it could go either way, but that's really not the case. Since, in the event of a tie, the characters hits would be reduced to 0, it seems that ties would be considered failures, dropping the success rate (as defined by achieving 1 or more net hits) below0.5. Exactly how much below will depend on the size of the DP, but I'd say that decreasing from 0.4 to a number that is less than 0.5 is close enough to continuous, but nit-pickers could get hung up on this point if they really wanted to. It's not as bad as the glitching with even vs odd DP problem, anyway.

Well done.

edit: Ooh, James, ya beat me! Hopefully I still had something to contribute. wink.gif
Dashifen
QUOTE (James McMurray)
QUOTE (Da9iel @ Jul 11 2007, 12:46 AM)
My proposed longshot house rule is that a character adds edge to his or her pool as normal and may choose to roll negative dice pool modifiers as a virtual opponent.

I like it. It adds more dice rolling, which I'm normally against, but it should come up so infrequently that tossing a few more dice isn't a big deal.

The GM could just buy hits. The Mr. Lucky might still be able to beat 2-4 hits with a Long Shot test allowing for the concept of luck, and I don't know that I've realistically seen many penalties beyond -16 in a game.
James McMurray
QUOTE (Dashifen)
The GM could just buy hits. The Mr. Lucky might still be able to beat 2-4 hits with a Long Shot test allowing for the concept of luck, and I don't know that I've realistically seen many penalties beyond -16 in a game.

True. Or the counter-roll could be replaced with an increase to the threshold of 1 per 3 penalty (or portion thereof). The averages remain the same but the extra die roll and comparison is removed.

I don't think I've ever seen a longshot test caused by massive penalties. They're usually caused by a low starting dice pool and some minor penalties. Generally when the penalties get so monstrous that skilled types need longshots, the players begin seriously rethinking their current plan.
sunnyside
As Glyph pointed out I don't think Cains mage is broken (though munchy in a range of areas).

As was pointed out it costs 55 BP for those last two points of edge. So an equivalent mage could, say, hardmax magic,aptitude up spellcasting, get a mentor spirit, and still have points for a better foci than you.

This means that when they roll their edge of 6 in their specialty(and with four spells you can expect things to fall in their specialty) they will probably beat you by 3 die. Also their spell would have a higher base damage value, or the attribute they're boosting could be higher etc.

And I think most people would agree that a char with such a limited spell selection and no astral combat/assensing would be rather rough, so they'd be inclined to ease up on the specialty a little and spread out.

My strong feeling at this point is that much of the hate for "Mr. Lucky" is either that they're otherwise munchy or that the other players are going with too low edge values.

Cain
QUOTE
My strong feeling at this point is that much of the hate for "Mr. Lucky" is either that they're otherwise munchy or that the other players are going with too low edge values

Having played Mr. Lucky in the strict environment of Shadowrun Missions, I can tell you that he's no more munched out than any other Dumpshock character. The problem is close to your second point: everyone else has a relatively low Edge value, which leaves them in the dust.

It isn't that Mr. Lucky is hyperspecialized, just about every effective build is. It's the fact that he's hyperspecialized *and* has such a disgusting Edge that causes problems. Any of the book solutions to restricting edge ends up punishing the other players far more than Mr. Lucky.

An Edge 8 character dramatically alters the power level of a game, simply because he can pop 8 bonus dice just about anytime he likes. Suddenly, he's expert in every field outside his specialty, and a terror within it. Even the threat of that can cause mumbles among the other players. In short, Mr. Lucky can break a game just by existing.

As far as the mage build goes, that was what I came up with after two hours on Daegann's. I'm noo expert on mage builds, so I challenge the Dumpshockers here to do better. You can create any mage build you like, so long as they have an Edge of 8 (7 if metahuman). Let's see what everyone else can come up with.
James McMurray
Anyone got a link to the original Mr. Lucky stats? I may play him in our upcoming campaign as a second string runner just to see what he's like, although our refresh rate of once per mission and choice not to abuse longshot rules won't let him completely stretch his muscles.
JonathanC
QUOTE (Critias)
QUOTE (JonathanC @ Jul 10 2007, 01:58 PM)
Likewise, the increased racial maximums aren't that big of a deal, and yes, all metahumans have some kind of stat penalty.

What stat penalty do Elves get, in any edition of the game? Because I've played my share -- shit, I've played my share, and your share, and his share, and her share -- from SR1 on, and I can tell you right now they don't have one. +1 Quickness, +2 Charisma, Low Light vision. Once upon a time they got an allergy (like all the other metas), but that's it. No Body penalty, no Strength penalty, nothing like that.

And I still can't help but point out that on one hand you continue to insist stat bonuses are no big deal because a human can catch up really easily with cyberware, bioware, or magic -- but then you go on to harp about the poor metas and their stat penalties like they're the end of the world. Which is it? Are attributes so easily picked up in the Sixth World that the net gain +3 all Metas get is no big deal (despite them having access to all that same magic and technology to then push those already boosted attributes even higher)? Or are attributes so hard to come by all the poor metahumans (even Elves, who don't have any stat penalties) are automatically crippled by their penalties, regardless of everything else?

You can't have it both ways.

At the start of play, having penalties to both stats AND karma pool is crippling, and certainly not worth a few extra attribute points.
mfb
QUOTE (JonathanC)
At the start of play, having penalties to both stats AND karma pool is crippling, and certainly not worth a few extra attribute points.

dude, elves still don't have a stat penalty. also, your phrasing of that statement was pretty unclear. i think what you meant to say is that having penalties to both stats AND karma pool is crippling, and certainly not compensated for by a few extra attribute points.
Critias
QUOTE (JonathanC)
QUOTE (Critias @ Jul 11 2007, 05:24 AM)
QUOTE (JonathanC @ Jul 10 2007, 01:58 PM)
Likewise, the increased racial maximums aren't that big of a deal, and yes, all metahumans have some kind of stat penalty.

What stat penalty do Elves get, in any edition of the game? Because I've played my share -- shit, I've played my share, and your share, and his share, and her share -- from SR1 on, and I can tell you right now they don't have one. +1 Quickness, +2 Charisma, Low Light vision. Once upon a time they got an allergy (like all the other metas), but that's it. No Body penalty, no Strength penalty, nothing like that.

And I still can't help but point out that on one hand you continue to insist stat bonuses are no big deal because a human can catch up really easily with cyberware, bioware, or magic -- but then you go on to harp about the poor metas and their stat penalties like they're the end of the world. Which is it? Are attributes so easily picked up in the Sixth World that the net gain +3 all Metas get is no big deal (despite them having access to all that same magic and technology to then push those already boosted attributes even higher)? Or are attributes so hard to come by all the poor metahumans (even Elves, who don't have any stat penalties) are automatically crippled by their penalties, regardless of everything else?

You can't have it both ways.

At the start of play, having penalties to both stats AND karma pool is crippling, and certainly not worth a few extra attribute points.

And yet somehow I have dozens of 50+ karma metahumans that haven't disagree with you as to what the word "crippling" must mean.

I, once again, feel you're grossly overstating the case.
JonathanC
QUOTE (mfb)
QUOTE (JonathanC)
At the start of play, having penalties to both stats AND karma pool is crippling, and certainly not worth a few extra attribute points.

dude, elves still don't have a stat penalty. also, your phrasing of that statement was pretty unclear. i think what you meant to say is that having penalties to both stats AND karma pool is crippling, and certainly not compensated for by a few extra attribute points.

Yes, you're correct. And my mistake about Elves. I think I was mixing up 4th (where they have penalties to their stat limits) and 3rd. In any case, I always thought metahumans were a bit of a rip-off in 3rd edition with the way karma worked. Humans already receive the benefit of being "normal"...outside of entering one of the Tirs (and Tir Tairngire would probably just deport you, not lynch mob you to death) or the Ork Undeground (and you could overcome that just by being nice), humans don't have to worry about racism at all. An ork could get killed just walking down the street in the wrong neighborhood.
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