QUOTE (Cain @ May 12 2009, 09:26 PM)
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No offense, but are you kidding?
To clarify, I wasn't trying to claim that SR4's system was unbreakable. The primary difference is that it forces you to make a lot more choices. In SR3, you can be awesome at everything you do coming right out of chargen, as in the top of your game, as in no reason to earn karma or cash except to grow your karma pool. In SR4, you can be over the top if you specialize, but if you do that, you're only going to have a narrow set of skills, you won't be nearly as uber. SR4 has fewer no-brainers, and resources overall are scarcer. You must choose between being a generalist and sucking, or specializing and being limited. In SR3, I routinely made generalist characters who had no weaknesses at all. That's simply not possible in SR4. That's why I think SR4 works better in terms of chargen.
QUOTE (Cain @ May 13 2009, 12:47 AM)
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Chargen is hardly more limited in SR4, simply because it is a points-based system, and a high number of points at that. Point-buy under SR3 was restricted to 123 points. With 400 points to play with, you actually have fewer limits; you can fiddle and tweak a great deal more. Basic game design principle: the more points you have, the less limited your character becomes.
I don't think this argument holds any water at all. Point buy in SR3 produced characters roughly equivalent to what you'd get with Priority system, just with more options. Comparing 123 points to 400 points is incredibly misleading, as IIRC, in SR3, attribute points cost 2 BP, and skill points cost 1 BP. A million yen, I remember for sure, cost only 30 BP -- that's 4x the money (without controlling for deflation, but I know the currency in SR4 deflated a lot less than 400%) for 60% as many points. I dunno if you're being deceptive to score rhetoric points, or what, but this argument is honestly a real head scratcher.
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Yes, but getting that dice pool of 20 was much more difficult. You rolled skill alone, plus whatever Combat Pool you had available. Gaining bonus dice was not as easy as it is in SR4, since attributes had only a soft link to skills. And while you could use Combat Pool, it was an expendable resource; meaning, you could run out easily.
I'll argue that SR3 was much more unpredictable, largely due to the floating TN mechanic. You could never quite know if it was better to have a large dice pool, or a smaller one with more TN modifiers. OTOH, the probability distribution for SR4 is ludicrously simple: Dice Pool / 3 = Expected Successes.
SR3 was not unpredictable, you had all the modifiers for combat in a nice little table, just like you do for SR4. If you manipulate the situation, making sure that you plan your attack when there's good visibility, you can easily grab yourself some TN2's and insta-kill everyone with a light pistol. I suppose if you blunder through everything without taking account of what your modifiers are likely to be, then it's wildly unpredictable. But the system itself is pretty transparent to someone who's paying attention.
SR4 isn't that unpredictable either -- again, you have all the modifiers known before-hand, and you can extrapolate likely successes based on your number of dice. Though to be sure, people's experience with the system makes it look very unpredictable. I've seen people roll 25 dice and get 2 hits, and the other night I rolled 5 edge dice and got 6 hits. The unpredictability of SR4 is based on the probability indpendence of dice. We say "3 dice = 1 hit" as a sort of short-hand to make educated guesses about what we're likely to roll. But actually, each die is a 1/3 chance to hit independent of any other die, which means that the actual incidence of hits is hard to predict. It's a lot easier to predict SR3 when you have a low TN, simply because every die is more likely to roll a 2+ than it is to roll a 5+.
I'm not sure what you mean by choosing between a high pool with more modifiers, or a lower pool with less modifiers. Since when did you have to make that kind of choice? You can lower your TN and have a high dice pool, they are not mutually exclusive... But even if they were, it's not some kind of unpredictable mathematical quandary. Just add up the theoretical probability. Do I want 9 dice with TN3, or 6 dice with TN2? Well, 9 * .66 = 5.94; 6 * .83 = 4.98. That's some easy math you can do with a calculator, and it very quickly and succinctly tells you what the optimal dice pool/TN balance would be, in theory.
EDIT: Fixed math, got it backwards :x
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That's good, and I'm glad you're having fun. But don't let the fact that you're having fun blind you to the fact that SR4 is an easily breakable system. Yes, SR3 is just as breakable, but that doesn't make SR4 into a perfect system by any stretch of the imagination.
What a good-looking straw man. Quote me the passage where someone claimed that SR4 was a perfect system. If you can find it, then I'll concede this point. But as far as I know, we're talking about which one we like best, not which one is perfect.