QUOTE (Demonseed Elite @ Jan 20 2013, 01:08 PM)

For the most part, I like SR4's Attribute + Skill rolls and fixed TN. It's a much simpler resolution system and I like simple for resolution. The variable TNs had some strengths, but they were a pain to keep track of and had built-in weirdness.
In general principle, I agree; it's a nice, easily understood system overall.
QUOTE
I do agree with Epicedion's comments on another thread about how the current SR4 Attribute + Skill system doesn't internally balance Attributes versus Skills very well and consequently causes some imbalance when it comes to self-improvement, a big theme in Shadowrun. Attributes weigh too heavily into resolution and some Attributes are much easier to improve than others.
My knee-jerk reaction to that is to contemplate just doubling the dice contribution of skills. That is to say, 3 ranks fo skill means 6 dice in the DP.
This has a follow-on effect, IMO also a benefit, of de-emphasising purely equipment/gear based benefits.
Currently, for example, if you have Agility 3, Pistols 3, you get 6 dice. Raising either Agility or Pistols gives you 1 more dice, and Agility costs a bit mroe - but also benefits asmany as six or eight other skills. Or you could just get a Reflex Recorder, for +1 die to the entire Firearms group (3 skills).
Doubling the skill dice changes the whole calculus of improvement; now, sure, Agility 4 will mean +1 die to a half-dozen skills. Bit Pistols 4 will mean +2 dice to that ONE skill. So you can either generalise, or you can specialise.
It's certainly not a perfect solution as-is; it will almost certainly raise new questiosn which would need answers. But it would still, nonetheless, shift emphasis back to
skill, rather than Attribute.
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On the topic of hermeticism vs. shamanism and general tradition mechanics, I know there's a lot of controversy on that, but I like the SR4 system. Seeing as how I'm partially responsible for the changes, that's probably a given. But I think there's some misinterpretation of the decisions behind the changes. I am and always have been a big support of diversity among traditions, not only in fluff, but mechanically. But I felt the better way to accomplish that was to have all traditions start on the same mechanical ruleset and then allow GMs to customize from there, through magical groups, geasa, spirit mentors, etc.
The problem here is twofold.
On the one hand, it just never really happens. It's more work than most GMs are willing to put into something that really only benefits one or two players, in all but a handful of edge cases. It's always easier if you have "off the shelf" components to work with.
On the other hand, it's also not how SR4 really works.
Any mage can have
any mentor - there's no limit, a Hermetic can have "Oak" just as readily as a Shaman, or a Druid. Noone is required to take any Geasa, nor to join any magical groups, either. So rules-wise, there is
nothing in support of true variation between the traditions.
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The original hermeticism versus shamanism division worked okay back in early SR when those were your only options, but it didn't support the vast variety of traditions that exist in the entire Sixth World. And since they were fundamentally different, you either had to pigeon-hole other traditions into one of the two (which didn't make the historically-accurate side of me very happy) or you had to introduce entirely new mechanics, like the Third Edition Voudoun system.
Baby and the bathwater, v2.0
Why not design a system by which you can
point-build a Tradition? Decide what the baseline Sorcery and Conjury is, then come up with a mixed bag of Qualities (even, built-in Geasa, for example) to each. Use that system to build the setups for the Traditions offered in the core rules .... and with-hold the system itself for the Magic-specific supplement. TELL people it'll be published in that book, even. (That has two effects. One it drives more sales of teh magic supplement. But two, flipside, it keeps the Core book stuff from getting over-complicated for newcomers.)
Now, when you want to introduce a completely new Tradition? You simply pick up that point-build system, and build it. If it needs somethign that isn't there ... make new Qualities for that tradition, price them carefully, and include them in whatever book the Tradition is part of. (Espeially, that Magic supplement).
...
And in the interest of unified systems?
Do the same kind of thing for Technomancer Streams.If you're feeling especially ambitious, also do the same general thing for various Adept "ways".
...
People who want to delve into the "build your own" will be very happy, because they'll have something they can point to and reasonably claim that their personalised Tradition isn't
extremely unbalanced. Those who
don't want to, can ..... just ignore it, and use the pre-packaged ones. Win-win for everyone.