Brazila
Aug 28 2007, 10:51 AM
My group played sr 4 for a couple of runs here and there but are about to start our frst sr4 campaign, my question is what rules have been found to be totally broken or unusable? We are veteran SR players and will quckly find any holes, so I would love a heads up on them so we can work to start fixing them now. So far we have found edge is too good unless you cutback how often it refreshes and we are looking at letting people go above skills of 6/7, but paying a ton of karma to do so, so that if you choose to it is not for a mechanical edge, but more for people who want to be renown for their crazy skill in whatever it is. I like the suggestions on how to cut back on spirit edge abuse in Street Magic too. It also seems like called shots need some review. I am nost sure what the mods would be for shooting someone in the head, I know by the rules you can bypass armor by subtracting armor rating from your dice, or increase dmg in the same way. So if you shoot someone in the head do both apply?? If your already taking -4 dice for +4 dmg to shoot them in the head, why does their armor rating make that harder??? And if not then their armor would still apply by the rules right??
NightmareX
Aug 28 2007, 11:22 AM
The fact that a little old lady (Agility 1, no Pistols skill) is utterly incapable of killing someone with a Ruger Super Warhawk (6P/-2) in one shot, even if she has the barrel duct taped to their temple (by RAW).
The fact that a punk kid (Agility 2, Pistols 1) can kill the average teacher (Body 3) with a single shot to the head from a holdout (4P).
The fact that neither of these people can ever attempt shooting someone in the head (called shot -4 dice, +4 damage) since they don't have Edge.
The fact the a bunch of gangers with assault rifles (firing full auto) are still less of a threat statistically than they would be if they were each just firing a heavy pistol.
The fact that Edge is functionally just a set of "extra lives".
Attribute enhancement caps.
Skill caps.
Ol' Scratch
Aug 28 2007, 11:46 AM
QUOTE (NightmareX @ Aug 28 2007, 05:22 AM) |
The fact that a little old lady (Agility 1, no Pistols skill) is utterly incapable of killing someone with a Ruger Super Warhawk (6P/-2) in one shot, even if she has the barrel duct taped to their temple (by RAW). |
You mean the little old lady who's just shy of being a complete cripple is missing someone? God forbid. (Keep in mind I'm ignoring the retardedness of your last bit of the comment [hint: Aimed Shot], and nevermind the text on page 106 that states that it's up to a GM to determine the modifiers for special situations -- you know, like having a gun duct-taped to someone's skull.)
QUOTE |
The fact that a punk kid (Agility 2, Pistols 1) can kill the average teacher (Body 3) with a single shot to the head from a holdout (4P). |
First you're upset that a little old lady who can barely stand has trouble killing someone to being upset that a slightly underfit kid who's had training with a pistol can kill someone (nevermind that I don't see how you're getting the instant killwithout assuming Edge or Aimed Shot in this case). What exactly is your point, again? I'm extremely lost.
QUOTE |
The fact that neither of these people can ever attempt shooting someone in the head (called shot -4 dice, +4 damage) since they don't have Edge. |
Which orifice are you pulling this out of? All Humans have at least an Edge of 2 and all non-Humans have at least ann Edge of 1 by default. Feel free to look up any sample contacts to verify if you don't believe me.
QUOTE |
The fact the a bunch of gangers with assault rifles (firing full auto) are still less of a threat statistically than they would be if they were each just firing a heavy pistol. |
Suppressive fire is far more scary than a single shot from a pistol. Especially if you're house ruling (which you apparently are, for whatever bizarre reason) that no one but a Shadowrunner has Edge. Since, you know, the test to resist Suppressive Fire is Reaction + Edge with a threshold equal to the attacker's Agility + Firearms. And assuming an average ganger has an Agility of 3 and a Firearms skill of 2 (the Go-Ganger sample contact has Pistols 2, but we can assume they have it in Automatics instead if you're using that as your example), that's 5 dice to the defender's 3 dice, and they're defending against multiple attacks to boot.
QUOTE |
The fact that Edge is functionally just a set of "extra lives". |
That's one function of Edge (which I personally hate all around, but that's neither here nor there). But one that only Shadowrunners have in Your Little World for whatever odd reason.
QUOTE |
Attribute enhancement caps. |
Yeah. Your average person should easily be able to have Strength 30. Spot on. How stupid is it that everyone can't be a superhero capable of juggling tanks and destroying buildings at a whim? For serious.
Ditto. Nevermind that a Skill of 7 represents the legendary level of achievement for people (Babe Ruth, James Bond, Einstein, Tesla, etc.), and that hitting 9 or 10 is superhuman. Should be able to have Firearms 30 and really show those amateurs up, huh?
SR4 has a few problems, some quite large, but little of what you just spouted out are serious issues so much as 1) problems created due to either some weird house rules you're working under and/or lack of understanding of the game system and 2) forcing weird situations and purposely breaking the system in order to prove your point.
Crusher Bob
Aug 28 2007, 11:49 AM
Hmm, broken things we've seen so far:
Certain magical loops involving stacking spirits to bootstrap yourself to ultimate power. (See the Dragon Challenge thread for some samples).
High force spirits in general can be pretty bad, thankfully the drain on binding high force spirits is higher than most mages will want to risk.
The task spirit as a skillwire like substitute (task spirits have a single skill, need car mechanic? call a task spirit. Need a surgeon? call a task spirit)
High end ritual sorcery (especially since wards may not protect you from it) may also be broken (see dragon challenge tread and later spawns re: wards vs ritual sorcery)
Adept social monsters (mostly due to the stupid brokenness of kinestics) are able to get in excess of 20 dice in all social skills at once.
Agents. The matrix rules are not very clearly written leading to problems with robbing a Circuit City and filling all the stolen comm-links with agents, allowing you to take over any system in a few seconds flat. For systems that mostly stay within the rules, knasser has written up some pretty good sample systems.
Technomancers. Due to problems with build point scarcity, it is very hard to build a technomancer that cannot be beaten up by a girl scout. In addition, unless you are familiar with exactly how technomancers work (mostly by threading stealth and exploting sprites, apparently) it's possible to build a technomancer that can be beaten up by a girl scout and is still basically useless in the matrix.
Armored vehicles. As usual for SR, the rules don't handle anything heavier than a citymaster with any grace. If you plan to have tanks appear in your game, I'd recommend the fixes proposed in my 'hit locations and math thread' (see additional commentary in the 'SR4 stats for a MBT thread').
knasser
Aug 28 2007, 11:53 AM
Mmmmm. Do I smell gasoline?
Okay, my take on it, before the arguments break out:
The rules are very good and require minimal tweaking. Things that I have out and out changed are as follows:
1. Only one sprint action allowed per turn. I believe this was the intention and it leads to realistic results whereas the other leads to cartoon results. However, as written you can have multiple sprint actions, so I amended that.
2. The lifting rules are broken. They are written with the apparent intention that on a really good roll, you lift your maximum weight. The trouble is that your average results are way below this, meaning the amount that a character can lift swings absurdly from one second to the next. I use the following which produces very realistic results:
QUOTE |
30kg per point of Str overhead, plus 5kg per successs on Bod+Str 55kg per point of Str straight lift, plus 10kg per success on Bod+Str |
3. Edge. Edge is either an obvious problem or not according to the style of play you want. If you want something with less potential for Road Runner style escapes and a bit more grit and fear, use the following system. It works very, very well for me and parallels the old karma system.
QUOTE |
Edge can no longer be purchased, either at character creation or with karma. You get your base rating (2 for humans, 1 for metahumans) and it accumulates with karma as follows: Extra point after 10 karma, again after 20 more karma (i.e. at 30 karma total), again after 40 karma, again after 80 karma, etc., up until the maximums that no-one has yet reached. A point of edge burned to survive death is gone for good. The result of this has been a less super-heroey game and an intense, gritty feel. It provides an accumulating buffer for long-service characters, whilst starting characters off in the right, parsimonious, "this is dangerous" frame of mind that I want them to get into. It works very, very well. |
4. Blood Spirits. There's a loophole in the rules that allows them to recurse themselves up to infinite power. Very easily house-ruled, however.
5. Technomancers. If you use these (I don't), then they have a tendancy to be impossible to stop in their chosen area of specialisation (e.g. Stealth, Cyber Combat), whilst being crap at everything else.
6. Cyber tanks. This hasn't come up for me, but I could easily envisage a character putting together an armour-focused cyber character. What with the additional condition boxes and the stacking armour points, they could get pretty tough, pretty fast.
That's about it off the top of my head for actual problems. What might be more interesting is things that appear to be problems but turn out not to be.
Possession. There was a lot of fuss when that came out, but after some heavy debating (and actual play-time), turns out that in a lot of ways, Materialisation is actually a much better choice.
Magic. Resist the urge to fiddle. It actually works very well so long as the GM is playing things properly. This includes using visibility modifiers for spellcasting. Somebody round here had a useful list of things new GMs needed to consider about magic. If they're reading - please share!
Caps and skill and attribute levels. I originally intended to remove skill caps when I came to fourth edition. In retrospect, it would have been a terrible idea. If you're coming from a previous edition it is absolutely critical that you readjust your thinking about what the numbers mean. A six in a skill is an absolute world class level of ability. A professional in their field has a skill of 3. All those soldiers who are out fighting Desert Wars? They have 3's in their Automatics skill. 0 in a skill means the typical level of ability for getting by in society. As for attributes, the normal human score is 2, with a 3 for areas that you're particularly good at. This sort of perspective is really, really important for a good Shadowrun game and the caps held maintain this.
As regards things like called shots to the head. Shadowrun has a certain level of abstraction. If you make a called shot to the head and you don't get enough successes to kill the victim, then you didn't manage to get them between the eyes, it grazed through their temple or across their jaw or somesuch. Don't put the result before the attempt and conclude that the rolls aren't realistic. Put it the other way around. There are plenty of dice pool modifiers a GM can apply if they wish to (+40 Victim Unconcious, +20 gun pressed against temple ought to do it
).
knasser
Aug 28 2007, 11:55 AM
QUOTE (knasser) |
Mmmmm. Do I smell gasoline? |
Whoops. Too late. Where did all those posts come from?
Eleazar
Aug 28 2007, 12:25 PM
QUOTE (knasser) |
Magic. Resist the urge to fiddle. It actually works very well so long as the GM is playing things properly. This includes using visibility modifiers for spellcasting. Somebody round here had a useful list of things new GMs needed to consider about magic. If they're reading - please share! |
Yes, if whoever shared this could, that would be awesome. Kudos to Brazila for starting this thread. I will try and think of some things as the work day goes on. I know I have experienced some oddities, but just can't think of the specifics.
Buster
Aug 28 2007, 12:32 PM
Talia's "Dragon Challenge" and my "Mr. Magoo Challenge" spawned all kinds of threads about rules questions. Those challenges are good stuff, but tens of pages long.
The ritual magic of doom problem was resolved by Synner (one of the game developers) saying that Wards are volumes of protection rather than walls. If you think of wards as polarized aspected background counts, it resolves all their confusion. Ritual magic is still very powerful though, but wards keep them in check.
To fix the blood spirit problem, just cap their maximum force to double their original force. It sort of says that in the rules, but call it a houserule if you want, it'll save you tons of headaches.
The possession spirit loophole is resolved by knowing where to look in the books. Possession in general could give you lots of headaches if you don't know where to look.
I compiled the possession related questions and answers (with page number references) in my Possession FAQ here:
http://forums.dumpshock.com/index.php?showtopic=18486AR, VR, and sim modules spawn all kinds of questions, so I compiled an FAQ on those too:
http://forums.dumpshock.com/index.php?showtopic=18512And of course the official FAQ is back online here:
http://www.shadowrun4.com/resources/faq.shtmlAnd here's the official errata:
http://www.shadowrun4.com/wordpress/?p=157
Ol' Scratch
Aug 28 2007, 12:39 PM
QUOTE |
The ritual magic of doom problem was resolved by Synner (one of the game developers) saying that Wards are volumes of protection rather than walls. If you think of wards as polarized aspected background counts, it resolves all their confusion. Ritual magic is still very powerful though, but wards keep them in check. |
No they don't, which is why there was debate about the entire thing. Wards were a meaningless obstacle to the ritual spellcasting abuse, which is why a few people (myself included) were trying to put focus on the actual rules for ritual spellcasting as opposed to ignoring it and instead beefing up wards which offered as much protection against ritual spellcasting as a piece of paper does against a bullet.
"Everything's okay, we broke how wards work (but always intended them to work this way, HONEST!) so now everything is fine! Erm, so what if an extra 6-12 dice is meaningless against a 100-dice magical bomb? Ignore the man behind the curtain! Wards help! Everything is okay!"
hobgoblin
Aug 28 2007, 12:40 PM
QUOTE (knasser) |
Mmmmm. Do I smell gasoline? |
nah, its just the dragon in the corner eating chilli...
Buster
Aug 28 2007, 12:42 PM
Some people don't like hackers being nothing more than scriptkiddies. The rules say that all matrix tests are actually Skill + Program, not Skill + Logic. Here are a couple of good houserules for that:
Matrix tests are Logic + Skill limited to raw hits (not net hits) of the Program rating. (just like magic spells)
OR
Matrix tests are Logic + Skill and there are no program ratings. If the user does not have the correct program on their commlink, they take the standard -4 penalty for not having the right tools.
Blade
Aug 28 2007, 12:46 PM
The Matrix. If you read the rules, it's all perfectly clear and simple. Once you try to play it, you realize it's missing a lot of information.
You don't really need to houserule anything, but at least to state how some of the things work. If you don't go too deep, you can play it with just the basic rules. But if you have a hacker PC who wants more than that, the best thing to do is to come up with your own interpretation (or to get it from someone else: Serbitar and knasser both have interesting Matrix guidebooks).
Buster
Aug 28 2007, 12:48 PM
QUOTE (Doctor Funkenstein) |
No they don't, which is why there was debate about the entire thing. Wards were a meaningless obstacle to the ritual spellcasting abuse, which is why a few people (myself included) were trying to put focus on the actual rules for ritual spellcasting as opposed to ignoring it and instead beefing up wards which offered as much protection against ritual spellcasting as a piece of paper does against a bullet.
"Everything's okay, we broke how wards work (but always intended them to work this way, HONEST!) so now everything is fine! Erm, so what if an extra 6-12 dice is meaningless against a 100-dice magical bomb? Ignore the man behind the curtain! Wards help! Everything is okay!" |
I thought the debate was resolved by remembering that all spells (including ritual magic spells) are limited to raw hits (not net hits) of the force of the spell. That way even if you throw a million dice at the ritual magic test, you still aren't going to get more than <force> raw hits, which isn't too hard to resist down to zero net hits, especially if you're hiding in a ward (and what bigwig doesn't have a ward around his office and home?).
Ol' Scratch
Aug 28 2007, 12:51 PM
QUOTE (Buster) |
I thought the debate was resolved by remembering that all spells (including ritual magic spells) are limited to raw hits (not net hits) of the force of the spell. That way even if you throw a million dice at the ritual magic test, you still aren't going to get more than <force> raw hits, which isn't too hard to resist down to zero net hits, especially if you're hiding in a ward (and what bigwig doesn't have a ward around his office and home?). |
Nope. Edge gets around that for magic (and only magic for some bizarre, twisted reason). Not even a permanent burning of Edge, just a single, common use of it.
Buster
Aug 28 2007, 12:52 PM
QUOTE (Blade) |
You don't really need to houserule anything, but at least to state how some of the things work. If you don't go too deep, you can play it with just the basic rules. But if you have a hacker PC who wants more than that, the best thing to do is to come up with your own interpretation (or to get it from someone else: Serbitar and knasser both have interesting Matrix guidebooks). |
Do you have the links to those guidebooks?
Knasser also created a compilation of standard matrix nodes that was tremendously useful for GMs. I lost the bookmark though.
NightmareX
Aug 28 2007, 12:56 PM
QUOTE (knasser) |
You mean the little old lady who's just shy of being a complete cripple is missing someone? God forbid. (Keep in mind I'm ignoring the retardedness of your last bit of the comment [hint: Aimed Shot] |
A large caliber round going through one's head generally has a good chance of killing a person regardless of who fired it. Note I'm not talking about hitting the target, but instead how much damage is done. Granny can do a max of 7 boxes with her Warhawk. Ever. Period. She cannot aim because she has no skill rating (page 137). The average schmuck has a CM of 10 boxes. Do the math. This was my point, the "retardedness" was a little thing called exaggeration for effect (ie not serious).
I don't know what put a burr in your britches today Knasser, but I don't appreciate it. I have no issue with you, and I'd like to keep it that way ok?
QUOTE |
First you're upset that a little old lady who can barely stand has trouble killing someone to being upset that a slightly underfit kid who's had training with a pistol can kill someone (nevermind that I don't see how you're getting the instant killwithout assuming Edge or Aimed Shot in this case). What exactly is your point, again? I'm extremely lost. |
That "can" was a typo, it was meant to be "can't". That should clear that up.
QUOTE |
Which orifice are you pulling this out of? All Humans have at least an Edge of 2 and all non-Humans have at least ann Edge of 1 by default. Feel free to look up any sample contacts to verify if you don't believe me.
Especially if you're house ruling (which you apparently are, for whatever bizarre reason) that no one but a Shadowrunner has Edge. |
Did I say that? According to RAW, only "important" NPCs (which would logically include contacts) have Edge, grunts have group Edge, and everyone else (aka average schmuck on the street) is out in the cold. If this isn't correct, please let me know. Perhaps I missed something - personally I hope I have.
QUOTE |
That's one function of Edge (which I personally hate all around, but that's neither here nor there). But one that only Shadowrunners have in Your Little World for whatever odd reason. |
That's how the players use it, that's why I said "functional" [shrug] Me, I mainly GM.
QUOTE |
Yeah. Your average person should easily be able to have Strength 30. Spot on. How stupid is it that everyone can't be a superhero capable of juggling tanks and destroying buildings at a whim? For serious. |
Again, did I say that? Me, I like natural atts maxed at 1.5 racial max (but paying a buttload of karma to get there), with no limit for enhancements (cyber, adept powers, etc) save Increase spells and the Attribute boost power (which are I cap at double natural or double racial, whichever is lower).
QUOTE |
Ditto. Nevermind that a Skill of 7 represents the legendary level of achievement for people (Babe Ruth, James Bond, Einstein, Tesla, etc.), and that hitting 9 or 10 is superhuman. Should be able to have Firearms 30 and really show those amateurs up, huh? |
Umm, nooooo - when the game says that 7 is the absolute maximum and then gives examples that include numbers like 10, it becomes clear that the 7 max is just "for the little people". Which is bullshit. I'm not saying it shouldn't cost hundreds of karma to get there or take a damn long time - it should - but it should be mechanically possible.
QUOTE |
2) forcing weird situations and purposely breaking the system in order to prove your point. |
Oh, you mean like alot of the arguments we've seen recently?
Buster
Aug 28 2007, 12:57 PM
QUOTE (Doctor Funkenstein) |
QUOTE (Buster @ Aug 28 2007, 06:48 AM) | I thought the debate was resolved by remembering that all spells (including ritual magic spells) are limited to raw hits (not net hits) of the force of the spell. That way even if you throw a million dice at the ritual magic test, you still aren't going to get more than <force> raw hits, which isn't too hard to resist down to zero net hits, especially if you're hiding in a ward (and what bigwig doesn't have a ward around his office and home?). |
Nope. Edge gets around that for magic (and only magic for some bizarre, twisted reason). Not even a permanent burning of Edge, just a single, common use of it.
|
Oh that's right, the fix to that is to say that only the hits scored by the actual Edge dice (and the exploding 6's from those Edge dice) count in surpassing the force limit of spells. That way you only have a maximum of 8 extra dice from Edge (not counting the exploding 6's from those 8 dice) which means you are probably only going to get 2 or 3 hits passed the force of the spell. Which nicely limits both ritual sorcery and Aid Sorcery (from bound spirits).
Vic Faustus
Aug 28 2007, 12:57 PM
QUOTE (Buster) |
Matrix tests are Logic + Skill limited to raw hits (not net hits) of the Program rating. (just like magic spells) |
I really like this. Not that I ever had a problem running the game as written, but this makes more sense to me. I think I'm going to use it.
Cthulhudreams
Aug 28 2007, 01:03 PM
Str and body being seperate stats in a world with guns sucks
carrying capacities as written are weird - 6 is supposed to be a horse
Ol' Scratch
Aug 28 2007, 01:04 PM
QUOTE (NightmareX) |
I don't know what put a burr in your britches today Knasser, but I don't appreciate it. I have no issue with you, and I'd like to keep it that way ok? |
Considering you think I'm knasser (even going so far as changing the quote) speaks far more of your mental state than it does anyone else's.
Blade
Aug 28 2007, 01:06 PM
QUOTE (Buster) |
Do you have the links to those guidebooks?
Knasser also created a compilation of standard matrix nodes that was tremendously useful for GMs. I lost the bookmark though. |
Both can be found in their signatures.
knasser's website with his Matrix's history and example matrix sites
Serbitar's shadowrun supplements including his Matrix guide.
knasser
Aug 28 2007, 01:07 PM
I've been namechecked three times now,
, so here is the direct link to my Matrix sample sites.
Link. It's not quite complete because example five ballooned into something more dramatic that I'm still finishing off. There's quite a bit of fourth edition material in the Shadowrun section of my site (link is the first one in my sig) including some sample characters at various levels of power.
There have also been some very interesting threads here in the past couple of months about how the Matrix works. It would be well worth just browsing back through the last six or seven pages of the Fourth Edition pages and look for any threads with 3+ pages. They tend to be the big debates where a lot of stuff gets thrashed out.
I have something else to add to the list of broken, now, however. The Cleansing metamagic. As written it makes an absolute mockery of background counts and aspected domains depriving GM's of any atmospheric or tactical use of these things. I haven't bothered to come up with a fix for it as yet, I just haven't got any characters with it in the game. If it becomes necessary, I'll modify it.
Also, skimmer feet or whatever they're called in Augmentation. They aren't broken... they're just really, really silly.
Hope this is all useful.
-Khadim.
NightmareX
Aug 28 2007, 01:30 PM
QUOTE (Doctor Funkenstein) |
Considering you think I'm knasser (even going so far as changing the quote) speaks far more of your mental state than it does anyone else's. |
Well excuse the hell outta me. For some dumb reason I thought it was knasser, probably cause I saw his name at the top of the last post while I was typing and copy pasted from the quote box to respond. I'm human, I fuck up, big deal.
Glad to know you're so goddamn perfect though your royal highness.
(PS - Sorry knasser
)
DireRadiant
Aug 28 2007, 01:31 PM
As with any mechanics the extreme ends of the dice curves lead to strange results. This does not happen very often.
(How often are your players going to be rolling two dice to shoot granny with the duct taped gun?)
augurer
Aug 28 2007, 01:33 PM
QUOTE (knasser) |
2. The lifting rules are broken. They are written with the apparent intention that on a really good roll, you lift your maximum weight. The trouble is that your average results are way below this, meaning the amount that a character can lift swings absurdly from one second to the next. I use the following which produces very realistic results:
30kg per point of Str overhead, plus 5kg per successs on Bod+Str 55kg per point of Str straight lift, plus 10kg per success on Bod+Str
|
That would put the "average man" at lifting 100 kg overhead. That seems like a lot of weight for the "average" man to be lifting overhead. From what I've seen and read, average overhead lifts should be about 50-60% of a man's weight, not 100%. 100% is plausible for weights, which are designed to be lifted, but I don't think the rules are meant to simulate lifting objects of ideal dimensions/proportions.
Ol' Scratch
Aug 28 2007, 01:42 PM
When it comes to those rules, I just ignore them completely and go with common sense. Weights were taking out of the game in any meaningful way anyway, so why bother coming up with some convoluted system that's just going to break one way or the other (especially since Attribute scores don't represent a linear progression in ability).
Cthulhudreams
Aug 28 2007, 01:47 PM
QUOTE (Doctor Funkenstein) |
When it comes to those rules, I just ignore them completely and go with common sense. Weights were taking out of the game in any meaningful way anyway, so why bother coming up with some convoluted system that's just going to break one way or the other (especially since Attribute scores don't represent a linear progression in ability). |
which is why you need to fold str into body!
knasser
Aug 28 2007, 01:50 PM
QUOTE (NightmareX) |
(PS - Sorry knasser )
|
I said where who say what?
(Suspect Doc. Funk. is more likely to be offended than I am) QUOTE (augerer) |
QUOTE (knasser) | 30kg per point of Str overhead, plus 5kg per successs on Bod+Str 55kg per point of Str straight lift, plus 10kg per success on Bod+Str
|
That would put the "average man" at lifting 100 kg overhead. That seems like a lot of weight for the "average" man to be lifting overhead. From what I've seen and read, average overhead lifts should be about 50-60% of a man's weight, not 100%.
|
Not sure I agree with your calculation, but please correct me if I've misunderstood. I'm taking the average man to be a 2 in both Body and Strength. That's four dice and a likely one successes. That typically means about 35kg or 75lbs weight straight overhead. I don't remember exactly how much I could shoulder press over my head before I started weight training (it was a long time ago), but I think it was around the 65lb - 70lb mark. I was moderately fit but quite skinny at the time. Also, that was a shoulder press, not a full from the ground lift with momentum. At any rate, the range for an average man ends up between 30 and 50kg. That's more swing than I would like, but the 50kg is truly a superhuman save-the-baby, effort on their part so I guess the hundred pounds is allowable. They're not doing repeated sets of these. I'm not sure how much the average man weighs (and it will be different between the US and Europe). Perhaps about 65kg - 70kg? The 50-60% of a man's weight figure I haven't heard before but it would vary enormously depending on the fitness and body type of the man involved.
knasser
Aug 28 2007, 01:51 PM
QUOTE (Doctor Funkenstein @ Aug 28 2007, 01:42 PM) |
When it comes to those rules, I just ignore them completely and go with common sense. Weights were taking out of the game in any meaningful way anyway, so why bother coming up with some convoluted system that's just going to break one way or the other (especially since Attribute scores don't represent a linear progression in ability). |
Convoluted?
QUOTE |
30kg per point of Str overhead, plus 5kg per successs on Bod+Str 55kg per point of Str straight lift, plus 10kg per success on Bod+Str |
-K.
eidolon
Aug 28 2007, 02:09 PM
Keep it civil. Thanks.
Serbitar
Aug 28 2007, 02:09 PM
Average attribute is 3 not 2.
NightmareX
Aug 28 2007, 02:22 PM
QUOTE (knasser) |
(Suspect Doc. Funk. is more likely to be offended than I am) |
Meh, like his opinion matters?
QUOTE (eidolon) |
Keep it civil. Thanks. |
With all due respect, civil went out the window tween me and Funky a couple hours ago Eidolon. Not that I intend to continue it (not counting the above).
QUOTE (Serbitar) |
Average attribute is 3 not 2. |
I thought it was 2 in 4th? Can you give a reference?
Ol' Scratch
Aug 28 2007, 02:28 PM
QUOTE (Cthulhudreams) |
which is why you need to fold str into body! |
Oh, I agree. I always disliked Strength being a separate attribute from Body/Constitution/Stamina/etc. in Shadowrun and most other roleplaying games. Just one of those things D&D put out that's gotten stuck in the genre. I'd much rather see a division between size and health than health and strength.
Dashifen
Aug 28 2007, 02:35 PM
QUOTE (NightmareX) |
QUOTE (Serbitar) | Average attribute is 3 not 2. |
I thought it was 2 in 4th? Can you give a reference?
|
Human Attribute Ratings table, p. 62, SR4.
Serbitar
Aug 28 2007, 02:35 PM
Ah, thanks. Too slow.
knasser
Aug 28 2007, 02:42 PM
QUOTE (Serbitar) |
Average attribute is 3 not 2. |
That doesn't make sense. The average person is not half as strong as the world's strongest man. In fact, they're not even close. Very few people reach their potential in any area. The attribute scales, like the skill scales, require greater room at the top than at the low end.
If you peg the most common attribute as three it wont correspond to what we see in the real world. It might be the mid-point of the scale, but it's not what makes sense as the most common. It also has a positive effect on the player's perceptions of their character's abilities.
I know the book gave 3 as an average, but this is very misguided. It makes very much more sense at 2.
NightmareX
Aug 28 2007, 02:42 PM
Thanks Dash. Guess it woulda helped if I would have done more than skim the Game Concepts chapter when SR4 came out
Crusher Bob
Aug 28 2007, 02:44 PM
The silhouette system (san later SilCORE) had a pretty neat way to do it. They had stats for how big you were (Build) and how physically fit you were (Fitness). So the huge couch potato might have BLD +2 but FIT -2.
NightmareX
Aug 28 2007, 02:47 PM
QUOTE (knasser) |
The attribute scales, like the skill scales, require greater room at the top than at the low end. |
Hence my dislike of skill and att caps as a general concept.
Ol' Scratch
Aug 28 2007, 02:47 PM
QUOTE (Crusher Bob) |
The silhouette system (san later SilCORE) had a pretty neat way to do it. They had stats for how big you were (Build) and how physically fit you were (Fitness). So the huge couch potato might have BLD +2 but FIT -2. |
Yup, that's the kind of system I dig. Would have helped balance Trolls and most of the other metahumans a bit better, too. Heck, even something similar to D&D's relatively new Size rating would have been a nice addition if/when Strength were eliminated as a solo attribute.
Fortune
Aug 28 2007, 02:51 PM
QUOTE (Serbitar) |
Average attribute is 3 not 2. |
Things work better if the average is 2.
Ol' Scratch
Aug 28 2007, 02:51 PM
QUOTE (knasser @ Aug 28 2007, 08:42 AM) |
That doesn't make sense. The average person is not half as strong as the world's strongest man. In fact, they're not even close. Very few people reach their potential in any area. The attribute scales, like the skill scales, require greater room at the top than at the low end.
If you peg the most common attribute as three it wont correspond to what we see in the real world. It might be the mid-point of the scale, but it's not what makes sense as the most common. It also has a positive effect on the player's perceptions of their character's abilities. |
That's what I was saying earlier. They don't scale linearly. They're also not used linearly (you rarely ever roll just one Attribute or one Skill by itself; it's Attribute + Skill in most cases). Even modifiers aren't linear; +2 to a character with a dice pool of 2 is far more potent than a +2 modifier to a character with a dice pool of 20.
Which is why any attempt to work a linear system for carrying/lifting gear is doomed to failure on one side or the other.
QUOTE |
I know the book gave 3 as an average, but this is very misguided. It makes very much more sense at 2. |
It should be. I'm guessing the scales were made before they really settled on the whole "4 is the new 6" ideology.
knasser
Aug 28 2007, 02:57 PM
QUOTE (Doctor Funkenstein) |
Which is why any attempt to work a linear system for carrying/lifting gear is doomed to failure on one side or the other. |
Granted. The most accurate lifting rules would be progression chart of some kind, with perhaps just a sliver of dice rolling on top for tension. You are right. But I feel that the rules I came up with are simple and vastly more accurate than the published ones. If people are using 3 as the average strength and body, then it might need some tweaking and it will become inherently more innaccurate the closer "average" gets to "maximum" in its attempts to preserve real world correlation (which is the point you are making about linear attributes). Still, a quick and reasonable fix that works for me and with an average attribute of 2 corresponds surprisingly well to the real world.
hyzmarca
Aug 28 2007, 03:00 PM
QUOTE (knasser) |
QUOTE (Serbitar @ Aug 28 2007, 02:09 PM) | Average attribute is 3 not 2. |
That doesn't make sense. The average person is not half as strong as the world's strongest man. In fact, they're not even close. Very few people reach their potential in any area. The attribute scales, like the skill scales, require greater room at the top than at the low end.
If you peg the most common attribute as three it wont correspond to what we see in the real world. It might be the mid-point of the scale, but it's not what makes sense as the most common. It also has a positive effect on the player's perceptions of their character's abilities.
I know the book gave 3 as an average, but this is very misguided. It makes very much more sense at 2.
|
An average attribute of 2 won't correspond to the real world, either. Since a person with attributes of 2 is really to wimpy to some things that an average person can do, 3 isn't wholly inappropriate.
knasser
Aug 28 2007, 03:15 PM
QUOTE (hyzmarca @ Aug 28 2007, 03:00 PM) |
An average attribute of 2 won't correspond to the real world, either. Since a person with attributes of 2 is really to wimpy to some things that an average person can do, 3 isn't wholly inappropriate. |
Can you give an example? I actually use 2 as my baseline and people who have a reason / profession that would emphasize certain attributes usually get 3's in those (e.g. office workers with 3's in logic, cops with 3's in strength) but I can't think of anything in the rules that would actually prevent an average person from doing average things, if their strength or body was 2.
Kyoto Kid
Aug 28 2007, 03:23 PM
...I concur with Crusher Bob on all of the magic points, particularly:
...the use of spirits to augment a mage to Uber proportions (had a bad experiences with this as a GM).
...Ritual Sorcery (particularly with a sympathetic link) having really no checks & balances
...Uber powered Social Adepts, and even Worse, Social/Control Mystic Adepts.
...Technomancers.
...to this I'll add:
...game power scaling (the "6 becomes a 4 rule") not taken into account with regard to the cost of Physical Adept powers. In fact the costs for a couple powers actually increased compared to 3rd ed.
...reiterating, yes Kinesics is very broken, as is Critical Strike (an Adept with MA of 6 & Strength 3 can have a 8 DV punch for 1.5 PP).
...the Karma cost of improving an Adept compared to even a Mage. A Mage can still learn spells without having to initiate & has foci & spirits to further augment himself. An adept Has to Initiate and increase her MA in order to improve. The only alternative is to go the way of the burnout, in which case you may just as well build a chromed to the teeth Sammy. Furthermore, Metamagic techniques open to Adepts (outside of masking) are far less useful than those for Mages.
...combat mana spells being even more powerful against mundanes.
..."flexible" spell force (e.g. spells no longer needed to be learned at a specific force rating).
...Spell drain being easier to deal with (rarely had a Mage break more than a sweat unless they really pushed it)
...Overcasting being more appealing than in previous editions.
Blade
Aug 28 2007, 03:26 PM
Actually, the word "average" doesn't mean much when it comes down to attributes: average for the world's population? Average for adults? Average for office workers? Average for...
I tend to see it that way:
2 = Underdeveloped: Strength attribute of someone who's healthy but doesn't do much physical training ("skinny guy"), logic attribute of someone who isn't dumb but doesn't like to think too much, etc.
3 = Standard: Strength attribute of someone who's healthy and does physical work/training from time to time. Logic of someone who tries to think and use his brains.
4 = Developped: Strength attribute of someone who's healthy and does regular physical work/training ("tough guy"), logic attribute of someone who does a lot of cerebral work.
All these attributes can be seen everywhere everyday. Even if 2 is "below average" it doesn't mean it's uncommon (it might even be the most common for Strength in today's society...), same goes for 4.
Redjack
Aug 28 2007, 03:30 PM
THIS IS A MODERATOR POST.
There is some great conversation here and this thread is growing fast, however intermixed with those great posts (and now quite a ways up the thread) there are several posts that are crossing the line to personal snipes/flames/attacks. Feel free to debate/argue idea, but do not attack the poster.
Also, do NOT respond to personally insulting posts, report them to a mod.
knasser
Aug 28 2007, 04:00 PM
QUOTE (Blade @ Aug 28 2007, 03:26 PM) |
All these attributes can be seen everywhere everyday. Even if 2 is "below average" it doesn't mean it's uncommon (it might even be the most common for Strength in today's society...), same goes for 4. |
This is what I'm talking about. We're actually in agreement in the above quoted paragraph. Average is not a mathematical term. It can actually equate to the mean, median or modal value of a data set.
Mean is the mid-point of a range. Disregarding the Exceptional Attribute quality, which we probably shouldn't be considering, the mean strength of a human is 3.5. If people are using the mid-point of the range to describe the average attribute, then they're actually saying that the typical human has a strength of 3 or 4.
Median is the average value of a dataset and Mode is the most common value. Median is where we get statistics such as most people having 2.4 children. I have been talking about the Mode. I.e. that most people would have strength 2. The median value would probably be 3 in that most people have the average attribute but some people improve themselves beyond it (whereas far fewer manage to make themselves worse).
So it occurs to me that all parties can be satisfied. The most common attribute score can be 2, which makes sense, whilst the BBB that says "the average is 3" can be referring to the median value which is a perfectly valid interpretation and in fact, would be the most common interpretation given how most people consider averages to be calculated (add all together and divide by the number of numbers).
Ta dah! Sensible AND RAW compliant!
I'm quite proud of that.
hyzmarca
Aug 28 2007, 04:37 PM
QUOTE (knasser) |
QUOTE (hyzmarca @ Aug 28 2007, 03:00 PM) | An average attribute of 2 won't correspond to the real world, either. Since a person with attributes of 2 is really to wimpy to some things that an average person can do, 3 isn't wholly inappropriate. |
Can you give an example? I actually use 2 as my baseline and people who have a reason / profession that would emphasize certain attributes usually get 3's in those (e.g. office workers with 3's in logic, cops with 3's in strength) but I can't think of anything in the rules that would actually prevent an average person from doing average things, if their strength or body was 2.
|
Wearing NIJ IIIA equivalent armor, for example. As came up in the explosives thread, a body 2 agility 2 cannot wear an armored jacket and move at the same time. He'll be paralyzed due to having his agility reduced to 0. However, an armored jacket provides just enough ballistic protection to stop a heavy pistol shot to the center mass (single success), no more.