QUOTE (Cain @ Jun 10 2009, 01:40 AM)

Wrong. Things are broken when they are no fun. A full-auto grenade launcher, or a high-force manaball, by the rules, is an automatic "I win" button. Having to deal with massive intrusions of reality in a game is no fun at all, so chase combat needs to be fixed.
Right, things are broken when you make a subjective decision that they're no fun for you. So you can stop telling us that we're playing SR4 the wrong way by not rewriting the whole rulebook to "fix" it. If we have fun, then none of your fixes are necessary.
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Your proposed solutions: "Just nerf it" is also no fun, because it removes someone's enjoyment. An ideal situation would be one where everyone walks away satisfied, including the guy getting nerfed. You should never take something away without replacing it with something else.
You're misunderstanding. My suggestion is you can't nerf everything, because that creates a vicious cycle. My proposed solution is to leave the game intact. Just play, and don't torment yourself by obsessing over the ultimately illusory concept of game balance. In my experience, no combination of "broken" things so far has even come close to making a dent in my enjoyment of the game, so I see no read to fix anything of any real significance. Maybe it's just me, but when my character makes things go "boom," I bounce in my seat and clap my hands. Boom is fun! And it's the same when I'm the GM -- NPCs are unlimited in supply, and it's fun to see them go boom. When NPCs go boom, it's a grand old time, I really don't care whether the thing that blew them to hell was "balanced," because the process of endlessly balancing and rebalancing an entire game is too much effort for me to put forward (and that's assuming that "balance" is a real thing -- I doubt that anyone could ever fabricate a satisfactory, objective definition of "balanced" that could be applied consistently across the game -- AFAIK, nobody ever has).
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Just because something has a counter, doesn't mean the problem stops there. Sure, counterspelling can help against a manaball. But then, to counter that, the mages start raising their Sorcery dice pools. Before you know it, you're locked in a not-fun arms race, trying to justify higher levels of Counterspelling to deal with higher Sorcery dice pools. It's a neverending spiral, and definitely Not Fun.
I dunno, that sounds like "fighting" to me. You know, the thing where opponents want to kill each other, and are compelled to try and beat each other by being more powerful than each other. I'm not sure what your basis is for calling it "definitely Not Fun." But all I have to say is I disagree -- you might not think it's fun, but that really doesn't make it so for anyone else.
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There's a clear line that can be drawn, between things that are Fun and things that are Not Fun. For mfb, that line was so huge, he couldn't enjoy a game of SR4. For me, the line is further back: the concepts are okay, it's the executions that are Not Fun. There's even a group of people who say they like everything, and never examine it. That's okay, too; even if IMO they're missing out on a lot of fun.
Ok then, so we agree. It's up to each group to decide what's fun and what needs to be fixed. Your ordinary rhetoric, claiming that mechanics are deeply broken and
must be fixed belies this statement, but I'm glad to at least you pay lip service to the idea.