QUOTE (The Monk @ Aug 27 2009, 07:33 AM)
If there is one thing I ask of all my players its to be organized. Shadowrun is so full of accounting and recording. How many bullets do I have in my clip, how many clips do I have? How many patches do I have, how much charge do I have, how much longer can my drone operate. Wound modifiers from last game, it goes on and on.
If you can't keep track of two numbers, you're lost.
"Don't worry - he's been stabbed and shot quite a lot already - I'm sure one more knife won't hurt!"
QUOTE (McAllister @ Aug 27 2009, 07:58 AM)
I've been following this, and I'm having trouble keeping track of who disagrees with whom about which aspect of what rules. I propose we take a moment to summarize. If you agree, please provide the following.
1. A working name for a given system of extended test rules.
2. A step-by-step evaluation of how to make an extended test using those rules.
3. Your personal opinion of the advantages and disadvantages of using those rules.
And for the love of all things six-sided and covered in pips, let's try to give different suggested systems differentiable but consistent names? I'm so confused...
I've continued through to refer to my system as the Sum of Net Hits system, or as "the system I present". However, sure, I'll take it.
Sum of Net HitsYou have a running total and a Minimum Threshold (named so to distinguish from the Threshold in the normal Extended Test system), an Interval, and a Length (i.e. once your total reaches this value, you've completed the task). You roll a Success Test against the Minimum Threshold and add the Net Hits (i.e. Hits above the Minimum Threshold) to your running total then you may make another test after the Interval has passed. Once you've reached or exceded the Length with your running total the task is complete.Easy to determine what tasks you can reasonably complete using the DP/3 rule of thumbSimilarities to existing tests in SR4 such as casting a spell against Object Resistance (where Net Hits determine the strength of the effect), or shooting people (which adds Net Hits to damage)Smaller numbers (easier to remember and add)ConsNot compatible with existing published thresholds
EDIT: Update!
V1.1
- Sum of Net Hits
- You have a running total and a Progress Threshold (named so to distinguish from the Threshold in the normal Extended Test system), an Interval, and a Success Threshold (i.e. once your total reaches this value, you've completed the task). You roll a Success Test against the Progress Threshold and add the Net Hits (i.e. Hits above the Progress Threshold) to your running total. Then you may make another test after the Interval has passed. Once you've reached or exceded the Success Threshold with your running total the task is complete.
- Easy to determine what tasks you can reasonably complete using the DP/3 rule of thumb
- Similarities to existing tests in SR4 such as casting a spell against Object Resistance (where Net Hits determine the strength of the effect), or shooting people (which adds Net Hits to damage)
- Smaller numbers (easier to remember and add)
Cons- Not compatible with existing published thresholds
- Gotcha: meeting the Progress Threshold does not make any progress
- Gotcha: extra dice can significantly increase progress rate when DP is near ProgressThreshold*3
QUOTE (Tymeaus Jalynsfein @ Aug 28 2009, 03:01 AM)
First... I dont write modifiers down... I strructure my activities such that I start with a basic pool... say 12... Then i begin to roll... Note the first value... next roll I add next value (i do not ssum tehm on page, as I am reliably competent at math in the head), the number fo rolls is the negative modifier for the next roll... easy peasy... no false economy there as far as I am concerned and it takes all of 3 seconds to tally and perform, each and every time...
Yes... And Yes... Which is why I have copies of my character sheets on Computer files, on teh off chance that Murphy does indeed strike... If I lose he character Sheet AND the Computer file, then the character has a fatal accident and I just tend to make a new character anyway... Null Perspiration...
Definition of "implicit": "implied though not directly expressed; inherent in the nature of something". Things that you store implicitly are also stored. Just because you don't have a field labeled something does not mean it isn't stored. Counting does not magically make information disappear.
The 3 seconds you take to calculate these values is more than the half a second it takes to read 2 numbers. It's more than the quarter of a second it takes to read 1 number.
Not every player is you, so I don't see why I should care how reliable you are, anyway. I could be the Oracle of Delphi and it wouldn't matter one iota that I could predict every dice roll - dice are still a good randomisation method in 99.99999998333...% of the circumstances. The
plural of anecdote is not data, the singular sure as hell isn't either.