QUOTE (knasser @ Mar 14 2009, 05:42 PM)
Regards the New rating system, I think you have a very good point (unless it's Malicant's) about the effect on Metahumans. We can both see the effect it has on Metahuman attribute building - that needs no arguing. What hasn't been questioned is the immediate assumption that this is a bad thing or an unfair penalty. I agree with you and I like your solution, but if we're going to argue from first principles we need to explore the value judgements that have been assumed.
The system is mine. I have questioned the assumption that it is a bad thing &/or unfair penalty. I spent over a week going over the system, before initially posting it months ago. The Karma Generation system I use (of which this is taken from) has undergone some changes sense I initially composed it, but the attribute advancement has remained the same throughout.
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Why is it bad that metahumans don't get discounted upgrades? From a mechanical viewpoint, increasing your attribute has the same value regardless of race. If we accept the notion of a non-linear purchasing system for Attributes, that it should cost more to upgrade from 4 to 5 than it did to first get to 4 from 3, then why should this approach suddenly become invalid because we have attached a particular name to a character sheet? Someone paid 30 BP to be a troll. What does that mean? Does it mean that they have a inherent right to pay less in the future than someone else would for the same gains? Or does it merely mean they get a slightly discounted package of attribute bonuses at the start? From a mechanical point of view, I don't see an argument for why we should say metahumans should have a special system. In fact you could even argue that they're already coming out ahead by their choice and adding this just adds to that.
The points payed to play a metatype reflect the advantages of that metatype. You should not be required to pay
additional costs to continue playing that race, which is what the current system does. I do not agree that the values payed for a metatype (RAW) properly reflect the benefits of that type, but that is a discussion for another time/thread. The point is, that is what the costs are intended for, and do succeed at to a reasonable degree.
From the mechanical point, increasing a rating by 1 has the same effect, regardless of what it is being raised from. I like the scaling cost of attribute advancement, but that is purely for flavor reasons. Mechanically, there is no reason not to have linear costs for advancement to reflect the linear benefits of that advancement.
Under the assumption that scaling costs are the proper way to go about it (that I agree with), the scale should be based on the minimum & maximum values of what you are playing, not the actual value. To do otherwise is to inflate the costs to absurdity with high-base attributes.
For a brief touch on my arguments against the Runners Companion karma generation system, which does have some relevance to this, you need to charge for the metatype advantages
separately from the advancement system, so simply reducing/removing the metatype cost is not a solution to the inflated advancement costs. The cost of playing the metatype is not "included" in the obsurd advancement prices because the advancement prices are not required - you can still play a Troll and receive the +4 Body; you are not required to raise it any higher at the inflated cost, & still have all the advantages of a 5 Body.
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So while I'm in favour of the rise to x5 for Attributes (I'm of the opinion that so long as the relative costs between the options are correct, you can adjust progression upwards easily by adding more karma), I think the deduction of metahuman modifications before cost calculation is a good thing. It might allow some fiddling at the low end with people working out whether they're best off buying with BP or saving with karma, but nothing serious.
Glad to see you (mostly) agree.
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Short answer: +1 to drain values and deduct metahuman mods. Sounds good to me, Glyph. Thoughts on the +1 drain?
While it is one solution, and better than the current, I dislike it for a similar, if different, reason from the solution they took in
SR4A. As an extreme example (simply to get my point across), let us assume you can kill anything you can see, automatically, without a test. This is obviously overpowering. The solution, then, is to reduce its power - not reduce how often you can do it. Even if the frequency is restricted to once a month, or even longer, the ability itself is still to powerful.
The Drain system is there to limit how often a spell may be cast - more powerful spells have greater limitations & danger associated with them. While this is effective (to a point), it does not directly affect the power of a spell, & thus cannot always be used as a balancing factor for overpowered spellcasting. I believe the Direct spells are the latter case, & increasing the Drain will not make them any less effective - only less frequent (and even then, not by much).