QUOTE (Muspellsheimr @ Feb 12 2010, 08:20 AM)
The only reason to intentionally withhold higher availability equipment is if you are running a street/ganger level game - in which case you should also be limiting maximum Connection rating, a reasonably large number of other things, and beginning with 300 BP.
For the first part of your post, I'd like to remind you that Magiker's post was not a statement of RAW, thus it's kinda pointless to write "no your wrong, this is how the rules are".
And withholding some equipment and doing a street level game are two different things - there is a difference between basically letting the runners have anything in all the books and making them fight in a pit for their first Beretta light pistol. In my game for example, the PCs are assumed to be runner wannabees - possibly ex-gangers of a superior kind (like the ganger archetype in the book), but more often normal citizens with special skills wanting do do something else - a corporate matrix security consultant, a troll ex-militairy etc. These guys certainly won't have access to the same kind of gear an established Shadowrunner team would have, and I dared say even established experienced teams will have difficulty getting hold of certain items.
Yes, if it exist in the world then it is theoretically possible to get it, but some items are simply so SOTA or experimental/dangerous that only the top dogs of the corporate or national world are going to get hold of them. RL example are nukes, heavy ordnance, heavily armed and armored vehicles and maybe even some infantry weapons. But basically, whatever a successful and powerful gang can get hold of, so can the runners.
QUOTE (Muspellsheimr @ Feb 12 2010, 08:20 AM)
I fail to see what the actual problem is with the current availability rules. They are not the best, granted, but actually do perform their job remarkably well. If anything, my single complaint would be failure to take into account equipment a contact has "On Hand".
The main problem is the availability test in itself which is extended, which by oldRAW meant that you could never fail to get it. Even if you used the limited dice rolls optional rule (which I did), it was very easy to get hold of anything. PCs that can get 10 HITS on a single dice roll simply cannot fail extended tests. Also, the negotation skill does not seem to fit very much, and has very little to do with knowing the right people and places to get illicit goods. Also, the "on hand" thing you mentioned is lacking. Often the PCs were asking for what contact X can get right now, which there are really no rules for.
QUOTE (Muspellsheimr @ Feb 12 2010, 08:20 AM)
This would be just fine, except those rules are fucking retarded for a variety of reasons discussed elsewhere. I advise instead limiting the maximum number of rolls to Attribute + Skill, with no degradation. Attribute-Only tests (such as the Search Power), do not fall under this limit [Note: Defaulting is not Attribute-Only, it is Attribute + Skill, with a skill rating of 0]. Using any limiting rules for Extended Tests of course requires adjusting the Climbing rules - instead of an Extended Test with a Threshold based on the distance traveled x modifier, it is a Success Test with a distance traveled equal to Hits ÷ modifier.
I actually love those rules from SR4a. Suddenly extended tests have become challenging again, even a decently good negotatior (without magic or cyber boosts), with say, 9 dice in negotation, will have difficulty getting items with a higher availability than 12. I still don't like the negotation skill use at all though, or the lack of roleplay and use of contacts this indicates.
BTW any links of these "discussed elsewhere" points? I don't want to sidetrack this suprisingly constructive discussion, but I like to know opinions on the SR4a rules in general. Even hacking becomes a real challenge now
And yes, Climbing skill rules is bollocks already, and surely will not work with limited dicepools at all - but why let one or two cases ruin a generally wonderful rule? Why should distance affect the climbing skill test at all - does it really matter if you rappel down 5 meters or 30 meters? Instead I'd like general threshold based on slope of climb, modified by climbing gear, if any. And strict enforcement of fatigue rules
QUOTE (Muspellsheimr @ Feb 12 2010, 08:20 AM)
Which is why Availability Tests use Negotiation. This is honestly the only part of the availability rules I do not like apart from "On Hand" [above]. It should use a Data Search to locate the gear, & Negotiation to aquire it. Unfortuantly, this falls apart with Data Search being limited to matrix searching and not in-person intel gathering. None of the social skills fit particularly well for in-person searching, but Negotiation does make the most sense, which is probably why they use it.
Most sense.. only because none of the others make sense either. There really isn't any gossip skill, rumingmongering etc. Etiquette might actually be more fitting, it's about fitting in, getting people to open up and talk about things, and generally trust you. With the right etiquette skill, you might even be able to meet someone you never met and get him to tell you how to get drugs, guns whatever. As long as you talk the talk and walk the walk.
Data search is also fitting, but only for getting programs and products online - alot of which might not be for sale. Or can you get illegalguns@mafia.org? Or streetdrugs@pushers-international.com?
QUOTE (Muspellsheimr @ Feb 12 2010, 08:20 AM)
No. Decide what categories of gear a contact can acquire based on their archtype. For example, a Street Doctor can acquire drugs, augmentation, & medical equipment. It doesn't matter who the contact is, it matters what they are. Note that Fixers are not good at acquiring gear - they are good at locating people who can acquire gear, & getting them to do so. From a player standpoint, this is essentially identical, but it may become relevant.
No? I don't really see how this contradicts what he said. He said case-by-case, but that doesen't rule out archetypes such as street docs. However, there are limited archetypes and no set rules on what a certain archetype can get. Delta bioware from a low connection street doc who's main job is to patch up people and sell drugs? Nope. From a illicit doctor running a black clinic? More likely. I don't see how slaving to a set method will improve gameplay at all. Adding character and details to contacts makes for a more immpersive gaming world anyway.
QUOTE (Muspellsheimr @ Feb 12 2010, 08:20 AM)
And that is fine, as long as it is also unavailable to anyone else [except possibly the producers]. New prototype weapon or cutting-edge nanocyber implant? Sure, they can't get it. Anything actually available in the game world is also available to the players, assuming they have sufficient funds and contacts or skills.
Why would it have to be unavailable to anyone else? Having it being unavailable to most criminals and civillians should be enough. Of course if any ganger or mafioso is sporting around Mitsubishi missile launchers while the runners have no chance of getting hold of one, then something is wrong. If said missile launcher always self destruct after the user's death, you know the GM is shafting you big time.
Notice he said "for now." Those heavy weapons might be available at a later time when the runners have gotten more contracts and street cred. This is to reinforce the notion that the runners can gradually improve their equipment as they make the nuyen, but it's easier to get several different kinds of "low-level" items than one big expensive "high-level" item. Sorry to use D&D or WoW terminology, but it actually makes sense that a ganger can get a SMG, 2 pistols and a stun baton without being able to get a machinegun with the same cost as the total of those items. Thus nuyen alone is not a good limit on items.