QUOTE (Wesley Street @ Oct 18 2008, 12:35 AM)

I've been asking for examples of these more-balanced RPGs but no one has provided me with one. Could you? I'm not trying to be snarky, I truly want to know because I want to check them out and see what they do differently from games I've played.
I'd also like to know how SR 1st through 3rd ed. were more balanced/quicker to play/better/easier than SR4, though that question isn't aimed specifically at you P.D..
Savage Worlds is easily the most balanced game I've ever played. White Wolf books tend to be poorly balanced, but some of their works (Mage: the Ascension, Exatled 2nd ed) are actually very balanced. D20 in settings without spellcasters is actually very balanced all around - the major problem D&D had was that while non-spellcaster classes got class abilities every level or two, spellcasters got exponentially more powerful class features multiple times per level.
The Fallout RPG (basically just the system the computer game used, reverse-engineered - you can find it online as a free downloadable I believe) is fairly balanced, though much like the original game, it's only really designed to handle up to about level 10-12 (though it's technically open-ended)
On a related note, I would
love to get my hands on a copy of SR3 to see what it's like.
QUOTE (Janice @ Oct 18 2008, 05:53 AM)

I think I'm about to open an obnoxious can of worms here, but D&D 4th Edition is fairly balanced. Like any RPG it has it's issues, but all the classes maintain usefulness in a party and you don't have issues like "the cleric is a better fighter than the fighter". It also receives timely errata, a rarity among RPGs.
D&D4th is pretty good from what I've seen so far, but it does lack the diversity that prior editions had. The fact that basically all the classes are exactly the same (even though their powers are noticably different) cuts down on the replayability.
QUOTE (Malachi @ Oct 18 2008, 06:32 AM)

The situations in your example both have pretty clear rules in the rulebook. Perhaps the layout of the rulebooks leave something to be desired. I suggest a GM Screen which contains quick reference charts to the most frequently needed information, and sticky-notes to mark the pages in your rulebook to reference the most commonly used actions. I can't think of a single game system that runs well when no one at the table is familiar with the rules.
If everyone in your group is new, including the GM, I suggest dividing up "rule knowledge" responsibilities. Tell the gun-oriented character that he should focus on the ranged combat/shooting rules and become very familiar with them. Tell the Hacker to focus on the Hacking rules and become familiar with them. In that way you can use each of the players in your group as a miniature "rules reference" onto themselves. This should help shorten the learning curve for all of you as the "rules specialists" can bring other up to speed quickly.
That's pretty much what we did. It's still a pain to get the rules down pat. I imagine it's a problem that will sort itself out with time, but as I mentioned before, the primary problem is that the books are not lain out in a way that facilitates that learning.
QUOTE (BullZeye @ Oct 19 2008, 10:31 PM)

It would need a 200 pages errata to get it working for me. The rest is good

The amount of typos, missing words/sentences/paragraphs is just too huge to even bother for me. There's quite many pages that say: read more on p.xx, but that page has nothing about the matter. There was even couple of places where it really said look from p.xx, without a page number

The game has some nice ideas and CP overall rocks, but... as is, it's just a biiiig no. As I got next to no chance to visit a rpg-shop around here, I gotta order the games online. So I did get CP v3 and SR4 at the same go so the "which to play" wasn't an issue after reading the books. But before reading, v3 did sound maybe bit more tempting...
You can find page XX in the Malkavian clan book for Vampire: the Masquerade. =P
QUOTE (DocTaotsu @ Oct 20 2008, 03:59 AM)

Fuck encumbrance rules, fuck them in their eyes.
Amen.
QUOTE (The Exiled V.2.0 @ Oct 20 2008, 08:44 AM)

*checks his CP2020 1st Ed boxed set*
In terms of professional quality artwork and such, yes. It was a...not cheaply made as in badly, but as in "just entering the market"?
There's a sheet of errata that came out too.
But nothing near as bad a CP203X. The concepts of the latter are primarily what made it unbelievably atrocious. He tried to segue it from cyberpunk into bio/nanopunk without creating anything but ridiculousness. You just can't roleplay the singularity; it's an unfathomable event so far beyond human experience it's not funny.
I beg to differ! Check out
Desden Codak, and read the 'Hob' storyline. You could
totally reoleplay the singularity. It would be awesome.
I agree it's not necessarily a good fit for SR/CP, but in a broader sense, a game where you live through the implications of the singularity would be sexy-awesome.
QUOTE (hobgoblin @ Oct 20 2008, 12:45 PM)

i think something similar showed up in a recent anime.basically a glove with a row of shells on the back of the fist. punch someone and a shell went of, point blank.
Exploding 'boxing gloves' are an old (if rarely used) but awesome trope. I think it gets used most often in Mecha stories.
Also: WEEP AT THE MIGHT OF MY EXPLODING FIST! HIYAAAA! *BOOM* [/obligatory]