QUOTE (Kerenshara)
I never said they should avoid going above a certain level. What I said (or implied) was that there is no subjective NEED to push a character that far. The rules have hard caps in them, aside from the "optional" limits. As long as the character isn't "breaking" the rules, I have no problem with the actual taking of stats and/or skills to those heights. I am concerned when doing so is merely an attempt to further push the limits of the system, not to do with any particular character motivation or need. Getting to Longarms RTG 6 takes a lot of time, dedication, practice and rounds downrange. Are you the team's dedicated sniper? Is that your focus? Than why shouldn't you be satisfied with being "Expert" with the weapon? It's one more die, and even with the caps, you're already within the "max 20" cap leaving a Stat and Skill both at 5. Now, please bear in mind, when I talk about Stats (in any discussion like this) I am referring to the ones that are completely natural. Augmentations, be they magical or technilogical, are, to my opinion, simply more modifiers. And as I pointed out in the long post above: with the Hits <= Skill x2, you still can get "Extreme" results (5+ Hits) with RTG 3 Skill. Add a Stat augmented to a 7, and you can hit the 20 DP cap with no problems.
Heh.
QUOTE (Totentanz)
The important thing to remember about characters is that they will seek to become better with time. Will they know their dice pool? No, but any Runner worth his dark sunglasses has shot enough bullets to know a smartlink makes his life easier, and spending time at the range is necessary for existence. When you make Prime Runners to use against the PC's I'd bet my Power Focus you look at their DP's. In the real world, people who aren't good enough at their profession or avocation get better or quit. In SR, runners get better by any method they can, or they die.
I think my post actually answers yours fairly well here. First you say you aren't arguing for avoiding a cap. Then you say there is no subjective need. Finally, you imply they should avoid it. My post, on the other hand, supplies that subjective need. Note I don't say every character should push themselves to 6 everywhere, I'm just saying that if people want something, they can get it.
QUOTE (Kerenshara)
I'd like to turn your proposition on its head. Instead of a GM who stops whining about characters with too many dice, why don't we have a group of players who push their GM to come up with more creative challenges that require the PLAYERS to think and respond, rather than just throwing double-handfulls of dice? If the GM sets a tone where the 20 DP cap is not only a limit, but also an unusual limit reached by the top professionals in their fields, then they won't be as incentivised to buil such extensive Dice Pools in the first place, and we won't have the vicious spiral to begin with.
You haven't turned anything on its head. You are putting the onus on the GM to be creative, as was I. If the group is happy with their uber DP's and multiple specialties at 6, who are you and I to tell them otherwise? However, I do find it amusing you think it's the player's responsibility to make the GM run a good game.
QUOTE (Kerenshara)
Your argument here unfortunately boils down to "I can make a badhoop mother-slotter, so the GM just needs to deal with me!". Omae, I don't mean to sound confrontational, but doesn't that sounds just a tad immature to you? If you don't think so, take another look at your assertions. If neither you nor your GM set out to break the system, doesn't the whole argument just go away? We're here to play a game together, not to beat each other.
Oh, and as a side note: GM's are SUPPOSED to lose. What makes their job fun and challenging, is keeping the margin of failure to as thin a line as they can. If the players lose, that's it. Roll up new toons, folks. But if the players blow the GM out of the water, it lacks the satisfaction of pulling off a brilliant last-minute victory from the jaws of defeat with a brilliant use of a point of EDGe and a load of creativity and chutzpah. The secret is, nobody is as satisfied with that ending as the GM themselves.
Oh, and as a side note: GM's are SUPPOSED to lose. What makes their job fun and challenging, is keeping the margin of failure to as thin a line as they can. If the players lose, that's it. Roll up new toons, folks. But if the players blow the GM out of the water, it lacks the satisfaction of pulling off a brilliant last-minute victory from the jaws of defeat with a brilliant use of a point of EDGe and a load of creativity and chutzpah. The secret is, nobody is as satisfied with that ending as the GM themselves.
Here, unfortunately, we have a problem. That wasn't my argument, and you twisting it doesn't help. I don't think it's immature for me to argue differently than you. I was responding to the general sentiment that somehow players are at fault for wanting their characters to be good. You seem to have taken that personally.
Finally, we agree again. GM's exist to help weave a good story and challenge the players. Nothing I said conflicted with that, and yet you seem to think I did. But, why can't the players blow the GM out of the water once in a while? Are they supposed to be like 5 year-olds wrestling their dad? Their only victory is at his sufferance? When I GM, if my players come up with a brilliant plot that kills my BBEG and circumvents the nasty obstacles, I just say bravo. I always have another BBEG.
QUOTE (Kerenshara)
Is it any less pointless than proving that you can build a character and engineer a situation to break the rules system? That's what I have seen over and over again in these threads: ways to break the system. Can we do it? Absolutely. Can we prove it afterwards? Without a doubt. Do we deprive ourselves of some of the flavor and sense of the immersion in the word we play in as a consequence? Unfortunately, yes. If you and I as players make a point to keep ourselves "reasaonable" and not push the outer edges of the rules, the GM won't feel compelled to follow suit to "keep up", and there is still plenty of room to frow and develop as a character.
So, we both agree then that the game writers intent shouldn't be interpreted as an objective measure of appropriate play, and that players and GM's should have a cooperative relationship that results in a good game. Great.
My arguments from my previous post were, in order.
1: People in the real world try to get better at things they do. Runners, by dint of experience, will do the same. My argument is players are RP'ing by trying to get better. I never once said they should sacrifice their character development for stat development. If the hacker who hates guns collects a bunch of karma and wants to go full gun bunny out of nowhere, I'll be right there with you kicking the drek out of him.
2: Players shouldn't be limited by some arbitrary limitation if the rules allow for it. We come down on different sides here, but I don't see why you were so flippant about my argument. If the group in question enjoys playing games where characters develop into having 6's in multiple specialties, let them. It's their game. Your example of a SEAL is perfect. After running the shadow for 15 years, you bet plenty of characters will look like that, or better, depending on their style. The group should decide balance and style. Not you, I, or anyone else. If they want to generate 100 BP lame-ass people and roleplay running a Stuffer Shack, great. Conversely, if they want to generate 1000 BP characters O' Doom, they should be allowed to do that. All your pretty analysis doesn't change that.
3: People shouldn't attempt to interpret the will of the designers of the game from rules, or anything else for that matter. My reason for this is two-fold. First, it's silly, because people can twist the interpretation any way they want. Second, IT DOESN'T MATTER! I just get tired of someone coming on forums like these and saying, "You're playing the game wrong because the writers said blah!" It's drek.
What I really find funny here, is your arguments on your own character. I have read several posts now where you talk about your character developing her own magical style, and how you made roleplaying choices, not power choices, yadda yadda. When other people accuse you of cherry-picking spirits, you deny it. That's cool, I think your idea is great. But, other people are saddling you with the "munchkin" tag or in some cases saying you are playing the game wrong. "Only GM's should make Traditions." Of course, it's your game. Why should a group of runners who all rock Longarms 6 be any different?
