QUOTE (Adarael @ Jan 20 2011, 04:45 PM)

In terms of the disappearing advantages, though, it's seems less easy to hard-cap your attributes, because even though you can spend karma on them, the caps are so much higher that you're effectively going to top out via ware limits earlier. Admittedly, we didn't have any trolls, but we had an Elf and an Otaku, and even though they were monstrously adept in their respective areas of expertise, the skill level disparity between them and my mage and the physad weren't too big; simple ware had boosted most of our attributes to where we'd never push past them with the skills they were linked to - Why does my mage need a Pistols above 6, or the Physad need a Magical Threats skill above 6?
Well, for the Pistols you get several advantages—you can throw the same number of dice while spending less Combat Pool, or if you're going all-out you can dig deeper into the Combat Pool. It's not a mandate for a Mage like it would be for a physical combat character, but it can be handy. That said, the basic point of "you won't always want to bump linked skills past human levels" stands.
QUOTE
While attribues were valuable, I never felt they were *as* valuable in 3rd as they are in 4th, since they don't directly contribute to diepools except as how they interact with Combat, Hacking, and Magic pool. Body and Strength are outliers here, because they DO directly factor into stuff that comes up every game, though strength to a lesser degree than Body. But the functional difference between the Otaku's Intelligence of 11 and my Mage's Int of 9 wasn't particularly large. Or at the very least, it never *felt* particularly large. And I think a lot of adjudicating imbalance comes down to feelings of disparity rather than actual disparity.
The Otaku situation I think is atypical, because low Quickness offsets most of the gains of the big Intelligence. For a character that isn't an Otaku (EA:Int, say), that's two dice on Perception, a point of Combat Pool, two-thirds of a point of Hacking Pool or Spell Pool, and a full point of Reaction right there—not a towering insurmountable advantage, but a clear and visible one. But I see your point about it not feeling like a big disparity in a lot of cases.
QUOTE
Generally it was a "pool refreshes after every 'story'", to use a White Wolf term. Usually this equates to one run, but in the case of, say, Brainscan, it didn't refresh for a *large* chuck of the main action.
Mm. Yeah, that's pretty much how I play it, but I guess that pushes the question over to how long and involved a typical run is?
QUOTE
In terms of TN and diepool, yes - it's really hard to hit a TN 20 task, but functionally it's rare to get TNs above 9 outside hacking and extemely odd B&E situations.
Depends on the GM and the player loadouts; for a character with a Smartlinked (-2) Heavy Pistol firing a shot at a second target (+2) at Long Range (21-40 meters, base TN 6) from 50% Cover (+2) in minimal light they're going to need to be packing Low-Light with Eye-Lights to stay below TN 10. Or if you think that's an unusual scenario, move the range to Short (now the target's within 5 meters!) and make the lighting perfect (+0), but put the target behind 50% cover (+4).
Outside of combat, there are high-rating keypads with anti-tamper systems. Detecting monowire obstacles starts at TN 8, but that's before the mods for being obscured by brush or for being distracted or for lighting conditions. Noticing a very small object is a +6 TN mod, before visibility modifiers. Object Resistance for highly-processed objects
starts at 10. Signature for spyblimps is often 10 or above. First Aid for Deadly Wounds is base TN 10, as is the autostabilization test. A number of Availability tests will have TNs over 10, even for highly-optimized Faces. Scaling a 3-meter brick wall without climbing gear. For a non-Face (Good Reputation 2, no other social TN mods), trying to fast-talk a reasonably smart opponent (Int 5) who is Suspicious (+2) into doing something that could be Disastrous to them (like let them go, or allow them into the secure facility, or whatever).
That's not to mention what can happen when autofire and AP rounds start getting mixed.
I think part of the reason you often don't see those numbers is (aside from the fact that I've noticed that combat lighting conditions and ranges are often implicitly assumed to be very favourable—nasty habit of mine, that) that until you have a big karma pool most things with TNs that high are simply not worth attempting. In many cases, there's a cost for trying and failing (whether setting off an alarm or otherwise tipping one's hand, or the opportunity cost of a difficult attack when there's something else that could be done), so it never even gets attempted.
QUOTE
It was less about re-rolling one critical test multiple times, and more like, "I can re-roll 40 tests this run at least one time." It tended to screw with the results of basic tests a little, to the point where if we were merely *annoyed* with something we would toss a karma pool down the hole, because hey, I still have 32 left. That was the sort of feeling the GM wanted to avoid.
To some extent this is what I like, because it means that players can trade some of a finite resource in exchange for even more consistency, which allows more complex plans to be put together successfully because there's more ability to prevent a single freak piece of bad luck midway through sinking the plan. However, maybe the point here is that more GM guidance is necessary—if you generally
weren't encountering TNs in the >9 range, you'd never need to maintain a reserve of KP to ensure that those tests went successfully when they needed to, so you'd need really absurd times between KP refreshes in order to drain the pool.
QUOTE
The "skydiving without a parachute" example was a bit of hyperbole, I admit.

But here's an example: the elf was in the back of a van. Some dudes opened the back of the van, and she dropped two of the dudes. The remaining dudes - about six of them, if memory served - opened up with fully automatic gunfire on her with die pools of about 8. She dodged all six of them, and then killed all six of them. She burned some karma pool, make no mistake, but she only burned (I THINK) 5 of it, pretty much one per dodge roll except for one. Which means that in the combat equivalent of a pants-shitting-oh-fuck situation that would have totally annihilated a merely "competent" runner unless if they spent 50% of their karma pool, she only exhausted about 15% of her total karma pool for the run.
The question is, is being 4 times as experienced as the competent runner (400 karma vs 100 karma) a valid reason to have that task use up so much less of their available pool?
We're talking five points permanently burned here, and an unknown additional amount probably spent. That's a very high cost, and this only for one confrontation, so the spent KP is also a real cost.
More to the point, though, I think it
is a valid reason—that's basically the idea behind Karma Pool, that with enough experience you can simply get into situations that less-skilled runners could not survive, and still be able to get back out of them. You still can't kill demigods, but you can plan to do something difficult and actually have a way to know you'll succeed—and because it has a cost, becoming more experienced means you can do this more times per run instead of meaning that you can do it an infinite number of times at a higher difficulty level.
~J