QUOTE (Cain @ Feb 28 2010, 03:41 AM)
I think I'm reading your posts correctly. You agree that there is a disconnect between actual effectiveness, skill levels, and reality. The difference is that you seem to like this, while others here disagree. Again, this is fine-- I'm not going to call the gaming police on you! But that doesn't mean the disconnect does not exist, nor that it isn't a real problem for those of us who play slightly differently than you do. Here on Dumpshock, we try to help other players, who will likely have a different play style than we ourselves do. This also is fine. If you're here to help other people, then one shouldn't act superior about one's own likes and dislikes.
As far as the mild advantage of 6 dice goes, that depends on how large the skill pools in question actually are. The larger the pool, the smaller the differences become. What's more, the higher they get, the more variability occurs; so it becomes increasingly more likely that the unskilled/low-skilled person can exceed the more skilled individual. Some optional rules actually make this problem worse: a pornomancer both with and without the relevant social skill will still have the same 20 dice, for example.
Yep, No gaming Police knocking at the door...
The game delves into the ideas of Transhumanism. As such, it is perfectly allowable for the characters of low skills to augment themselves to challenge the higher skilled individuals, as otherwise they could not actually compete. In this regard, why would you want to stifle that approach? Yes, it may suck for the guy who spent 20 years developing his skill to the epitome of human endeavor for the shlub off the street to circumvent that with judicious applications of augmentation. But, that is the way it is in this dystopian future. Now, the Corps will be somewhat to blame for this, as it takews a great deal of effort and money to acquire those abilities legitimately. So, they provide the augmentations for their workforce so that they do not have to expend ludicrous amounts of money to take the requisite time to train their workforce enmass. It is so much easier to install a skillwire system and chip their skills.
Now... there are those individuals that truly need that level of innate skill, as only with the true skill can you innovate, and for those special cases, they will dedicate the time and resources to ensure that they remain competitive. But here is where the issue becomes a problem for the gaming group. Joe Blow Average has the same effective dice pool as Mr. University... I do not see an issue with this, however, as Mr. University is pulling down their 6-7 Digit wage while Joe Blow is lucky to be making 75,000 Nuyen a Year (and probably much less)... and Joe Blow's creative contributions in his chipped skills will likely be ignored in place of Mr. University's. Why? Becasue it is hard to be creative with a rote skill.
In game, this may not have any consequences, unles they are enforced by the GM. Honestly, that is an issue for each table. In my opinion, I believe that it is not truly an issue if the fully augmented character can approach, or even surpass, the abilities of the character that purely relies upon skill. The disconnect that we have been talking about only occurs when a table thinks that that is an issue. I guess my question would be.... Why is that an actual Issue?
The contention (as I see it) is that because the character's have identical dice pools, even though they do not have identical skill levels creates a situation that allows the lesser skilled to compete with the greaeter skilled. Sure, they can acquire as many successes, or potentially more, depending upon size of dice pools. But what is the real problem? all things being equal, eventually the character that relies upon his skill ability WILL surpass the dice pools of the one with lesser skill, at which point, he will obtain greater success. Additionally, the individual with the higher Skill Level will consistently create more robust "whatevers" than the one without... And then we get into Extended rolls, where the one with higher skills will produce more output, of higher quality, in a quicker time than the one without. As a result, the group (Company, shop, whatever) who has the guy with higher skill will continually stay on a higher level of "cutting edge" than the one without, due to the ability to more quickly adjust and tweak output.
Now, this may not actually matter at your table, where you do not measure such things... But I think that you maybe should consider it. Higher Quality, More Robust, and More Timely "whatevers" tend to make one more successful (whether you are a shadowrunning team, a criminal organization, or a AAA Megacorporate Entity). This is the baseline of the world that we are gaming in. It is so, because that is the way that they set it up. Now, you're right, not everyone looks at it that way; and a lot of people think that it is unfair for the Skill 1 individual to even have a chance to challenge the Skill 7 Monkey out there. But, with the cheap availability of Knowledge and Data, as well as the relative inexpense of Augmentations, that is the reality of the world.
As a side, Yes we are definitely here to help those that are in search of it. And I do try to do so when it is requested. However, I often see posts that pursue a question to a problem that one has, and yet it is apparent from the post that someone is either Misreading (and is therefore asking for clarification) or Misunderstanding (in which case they are asking for clarification). Now, both are easy to correct, and often times the RAW will suffice to correct the situation, one way or the other. In Fact, I prefer the RAW solutions to ones that tend to make a situation even more convuluted. I tend to take a lot of heat for adhering to the RAW over something that seems so obvious. However, it has been my experience that once you transcend RAW for Houserules, the Houserules become more and more prevalent. and as someone else said here a weak or so ago, that is a very slippery slope. Minor changes tend to lead to major changes...
The fact of the matter is that a 9 point spread for Skill Level Proficiency (Unaware to Skill 7) is perfectly adequate for the system. I trhink that it becomes an issue when you start to experience those characters that can become entirely ludicrous in Dice Pools (Pornomancer, Assault Climber, Pramedic from Hell characters, I am looking at you). The easiest fix is to not let those types of characters become that ludicrous (Typically the purview of the GM in most games). In my opinion, the reason individuals create those types of characters (I will say this in general, you may differ), is because they are afraid of "Losing" the game. No body likes to be unsuccessful in what they do. I get that. But you are trying to create a story between the GM and the Players, and that takes collaboration. It is difficult to do. It is even harder to do when characters never fail.
Now, Characters that never fail are, to me at least, somewhat boring. Read any good novel, or watch any good movie, and you will see triumphs and failures. the most interesting characters are those that get hurt (Physically or Emotionally) and are imperfect. they have flaws and hangups. They do not always succeed at the things that they attempt. You have to admit, why else would you want to have a Dice Pool of 45+ for the Pornomancer than to always crush your opponents in social discourse.
Sorry for the wall of text answer, but I am somewhat passionate about this particular subject. you can play a character with "relevant" skill levels and still compete in the system. it is only when you start down the road of excessive dice pools that it truly becomes an issue. yes, it is very easy to create a character that has Dice pools of 20+ in a skill, let alone a couple of skills. Perhaps you should take more control and start showing that that is not truly necessary to be effective. When Dice Pools becomes an Arms Race, everybody loses...
Keep the Faith