QUOTE (Cain @ Apr 16 2009, 10:40 PM)

You gain a tangible benefit in the form of a Critical Success.
When all you need is one... big deal...
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You forgot Conjuring, which is a big-time opposed test. Yes, one net "succeeds", but there is a tangible benefit to having more successes. In social combat, the more net successes the better you do, such as when you're negotiating. More successes = more money. Those were the first two that popped up; I'm sure there's plenty of other opposed tests where the more successes you roll, the better you do.
So, that means extra successes help in most social, magical, and combat tests. I think that covers most of the tests you make in a game.
Again... you may be right in that more can provide som ebenefit, BUT YOU STILL ONLY NEED QA SIBGLE SUCCESS to SUCCEED... Yes, More successes oon spirits means a few more services, negotiation success may indeed benefit you (as could intimidation)... However, the examples you give still by default only need a sngle net TO SUCCEED...
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Generally, I am the GM. I don't play the arms race game, either. I assume you are also the GM, which is why you complain about the arms race?
NO, I am not the GM (though I could be If I so chose to do so), I complain about the arms race of dice pools because it quickly becomes BORING for those who either Don't want to play the arms race (Me) or those who do not desire the Arms Race (Some others I know, who would NEVER even consider such a thing because it does not fit with the way that the rules are written)... Note that I said Don't... we are all capable of maximizing a character to ridiculous levels, as you have so obviously demonstrated, however, it is my contention that it is not necessary if you keep the guidelines of the Skill Level Descriptions and the fluff of the Game World as written by RAW... Can you Obtain obscene dice pools ... SURE... Should You... NO...
Just my opinion, but one I generally stick to...
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That's a player problem, not a character-building one. It's the player who will focus on the numbers, and ignore the personality. This would happen no matter what you put on the character sheet. Some players will always do certain things, regardless of what they're playing or how munched-out they are.
Yes, Some players do this regardless of the circumstances, but I would submit that it is your duty as a GM (or senior player) to help develop these players into players that would not do such things... not everyone is a skilled roleplayer right out of the box...
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Really? Quote me.
You will not find a single quote from me saying you cannot have an effective character with a dice pool of less than 20+. I did say that the point of "coolness" comes with a dice pool of 16-20, where you can simply buy critical successes. As you pointed out, if you're only outscoring the opposition by one or two successes, there's not much difference... but if you're outscoring him by four or more, your stuff is noticeably better.
Here is your quote: Emphasis is Mine...
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Sure, if playing deliberately-gimped characters is your style, then go for it! Fun is where you find it.But if you want to play characters that feel effective at what they do, you're going to want to min/max. In fact, min/maxing is a good thing, since it means your character has interesting highs and lows. In SR4, the point of effectiveness is around 16-20 dice, or roughly the ability to buy a critical success without rolling. Not only can you pull off routine things easily, you do so with *flair*.
I submit that this is not accurate... and greatly implies that if you are not playing characters with exceedingly high dice pools that you are a freak... and is, frankly, very insulting to those who believe that min/maxing for crazy dice pools is a violation of the spirit of the game...
There is a fine line when discussing min/maxing characters... Some of that is encouraged in character creation (one stat at 6, one skill at 6 (or two at 5))... however, when that is taken that to the whole different level that you seem to espouse, it becomes somewhat ludicrous (for example, the so called Pornomancer that I have heard about on these forums)...
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Not in SR4. In a game like Wushu, you have a great deal of shared narrative control. In a game like SR4 (and, to counter the charges of SR4-bashing, GURPS and D&D), the player has minimal control over the narrative. That's just the way the game is written. In SR4, the only time the player takes a starring narrative role is when he scores a Critical Success, allowing him to distinguish his actions from the ordinary.
I submit that this is also wrong... if you are not contributing to the "narrative" then you are missing out on strong character development opportunities. Yes, it is true that the G< copntrols the story arc, but it is the characters that control the character arcs (or it should be) which is where the collaboration comes in... If you, as a GM, do not allow this, than i think that we have found the problem with our discussion... in our campaign, we are encouraged to develop our characters through the narrative (nboth ours and the GM's)... Is this not the case in your game?
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In the case of our program, Fastjack's program could come with a smaller memory requirement, a slicker interface, smoother operations, and a flashier icon. Mr. Incompetent's would just be plain vanilla.
Counter to your examples:
1. Memory requirement is irrelevant, no points there...
2. Interface may be more interesting, but it has not mechanical effect so... No points there.. You want a better interface that means something, program a better program (higher rating or additional options)
3. Smoother operations... see Above... Same Response...
4. Flashier Icon... See Above... Same Response...
5. Plain Vanilla functions JUST like Critical Success boy... No MECHANICAL Difference...
Counter example... I always describe my programs (that I write) as haveing various "tweaks" tot eh way it looks, however, I never expect for my software to have mechanical benefits... and the descriptive text for the programs that I write in game are just that, descriptive... You will always know what my programs look like in the matrix, regardless of the program variation. that is how it works... BUT, Descriptive text is a result of the roleplaying aspects of the character, not a mechanic of how many successes that I achieved over the rewuired minimum number fo successes to succeed. If i even asked for "additional" effects (cosmetic or not), that I did not include in the program at coding, the GM would look at me and wonder exactly why I was trying to gamne the system... You want in game benefits in your software, then program them into the software (through options or rating increases). Description of the outcome is how you gain the "flair" that you are talking about...
Just because you wish to describe your results as Plain Vanilla for success does nto mean that everyone does so as well... Success is Success after all...