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I would argue, however, that the difficulty scaling is not all that different. Because you always get your full dice, full pool, and karma pool in SR3, difficulty scaling can also be rendered fairly meaningless. Let's say you take a shot at long range in the dark, for a TN12. Then you roll your 8 dice, plus 8 combat pool, getting you on average 2-3 6's, for about a 50% chance to roll another 6 on one of those dice. And let's not forget that SR3 karma is infinite -- Edge might be super cool, but SR3's karma pool lets you reroll over and over and over and over... So for an experienced character anyway, there's almost no TN that will never be hit. In fact, it's easier to make things impossible in SR4 than SR3 -- if something is TN 25, someone with a large dice pool and large karma pool can still do it. In SR4, you go down to 0 dice, then you're done. There's Edge of course, but that's one roll, no exploding 6's, no second chances, with a hard cap of 8 for (for Lucky humans). Karma pool by contrast has no hard cap, so while you won't be able to do the impossible out of chargen, you will some day.
i'm not including edge/karma use because those are specifically intended to allow odds-defying feats. as for impossibility... i want to have my cake and eat it too. i want things to be "impossible" without actually being
impossible, for two reasons: one, that feels like a better model for realism, to me; two, i hate limits. i hate, as a player or a GM, to be told "you can't even attempt this". i prefer a game system that encourages trying (not to mention wider ranges of power) to one that defines a certain range of possibilities and doesn't let you stray from it.
it's a matter of mathematical superiority
in pursuit of a certain style of game. i'll freely admit, SR4 is better for certain styles of game. but in general, those styles of game aren't the ones i'm most interested in, and they're not the ones that i wanted SR to primarily support.
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I think his point was to show simply that he doesn't like the linear difficulty scale in SR4, not to argue the specifics of one example. His point is valid -- even if you're reduced down to 3 dice, you will on average succeed at your task. Of course, there's also a really high risk of glitch.
that's a pretty accurate description of my point. to expand a bit, taking a 1km shot in the dark--that's pretty hard. in the real world, it doesn't matter if you're a pretty good shot or a great shot--a 1km shot in the dark is pretty dang close to impossible. with a variable TN, you can reflect this reality: unless you pump your skill+combat pool up into the 50s or higher, you're not going to
reliably be able to make that shot. higher-skill characters have a higher chance of getting
lucky, but until they reach extremes that even immortal elves are unlikely to see, they can't
rely on being able to make that shot. in order to reliably make that shot, you need night vision and a scope. skill and circumstance are not equal--circumstance can stack against even the best shooter in the world such that they can't reliably make a given shot.
with a fixed TN, though, you can very much
rely on being able to make that shot if you're good enough, in the same way that you can rely on being able to make that shot if you have night vision and a scope. it makes skill and circumstance equal.
and threshold doesn't really help with this. despite what has been said here, threshold penalties
are linear in nature--they can translate pretty directly to dice penalties, in that you need 3-4 positive dice (skill or circumstance) to reliably overcome 1 point of threshold. at best, threshold can be used to simply shove the problem out of SR4's range by effectively reducing dice to the point where success is literally impossible because of the hard caps on attribute and skill. with a variable TN, the value of extra dice is relative--there's no set number of extra dice you need to reliably overcome a +1 TN penalty. that is to say, in general, you need more than twice as many dice to reliably overcome a +2 TN penalty as you do to reliably overcome a +1 TN penalty.