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Fatum
QUOTE (Elfenlied @ Dec 25 2012, 03:50 AM) *
2) please remove the clusterfoxtrott that are exotic skills.
If anything, exotics are okay. It's a rare distinct skill, it's under exotic category. Seems perfectly reasonable.

QUOTE (Elfenlied @ Dec 25 2012, 03:50 AM) *
3) Make the cost for higher-end 'ware scale better. Price*10 for Deltaware might be justifiable from a fluff perspective, but gameplay wise, it's ridiculous.
Delta seems to be scaling well for endgame, too. Yeah, you're getting that extra edge, but you're paying for that. There's no reason for it to be cheap.
ikarinokami
The game needs to be streamlined more. there are two many different machanism, and forces many a GM to exclude parts of the setting, hacking or technomanchers, or vehicle combat, because they are just too combersome, parts of the game world that are really important IMO.

they also need to conduct a playtest, ala paizo/pathfinder.
Draco18s
QUOTE (Tymeaus Jalynsfein @ Dec 24 2012, 04:02 PM) *
And yet, because of Grid Guide, you would have had absolutely no problems in Shadowrun. And since Grid Guide does exist in Shadowrun, very few people will actually have ANY training in Driving whatsoever. Why would they need it? *shrug*


And then look up the rules for dogbrains, please.

Your car only has 3 dice to drive itself.

(Hint: grid guide is magical, as it's rule says that It Just Works, apparently, as it provides precisely 0 dice of bonus)
Fatum
Ordinary day-to-day driving does not require tests to begin with.
Udoshi
Even WORSE than that, is Pilots NEED an autosoft to attempt a skill; they lack the programming and flail about blindly if they don't have the code for a task.

And, guess what?

No pilot comes with the Maneuver autosoft.

Your car can't even drive itself UNLESS you sink money into it.

(its fairly easy to houserule this, otherwise Drones kinda break)
Elfenlied
QUOTE (Fatum @ Dec 25 2012, 12:57 AM) *
If anything, exotics are okay. It's a rare distinct skill, it's under exotic category. Seems perfectly reasonable.


Exotic weapons usually do not provide enough gameplay benefits to warrant the -2 DP disadvatange (from lack of specialization). Exotic Melee weapons as a skill to cover all exotic melee weapons, with the option to specialize in a single one for the +2 bonus would be fine. Same for Exotic Range Weapons. And Garrotes and Monofilament Garrotes requiring two separate skills is anything but reasonable.

QUOTE (Fatum @ Dec 25 2012, 12:57 AM) *
Delta seems to be scaling well for endgame, too. Yeah, you're getting that extra edge, but you're paying for that. There's no reason for it to be cheap.


As long as Karma and Nuyen rewards are roughly in line with each other, the current higher-grade 'ware costs mean that mundanes fall off very hard when compared to awakened characters. I've never even seen Delta grade 'ware in my games outside of cybereyes, and unless a DM decides to seriously monty haul the rewards, it's really unlikely that it will ever appear. Meanwhile, our initiates are apparoaching two digits...
Fatum
QUOTE (Elfenlied @ Dec 25 2012, 04:39 AM) *
Exotic weapons usually do not provide enough gameplay benefits to warrant the -2 DP disadvatange (from lack of specialization). Exotic Melee weapons as a skill to cover all exotic melee weapons, with the option to specialize in a single one for the +2 bonus would be fine. Same for Exotic Range Weapons. And Garrotes and Monofilament Garrotes requiring two separate skills is anything but reasonable.
So you think that training in bolas, flamethrower and laser cannon usage should be covered by the same skill?

QUOTE (Elfenlied @ Dec 25 2012, 04:39 AM) *
As long as Karma and Nuyen rewards are roughly in line with each other, the current higher-grade 'ware costs mean that mundanes fall off very hard when compared to awakened characters. I've never even seen Delta grade 'ware in my games outside of cybereyes, and unless a DM decides to seriously monty haul the rewards, it's really unlikely that it will ever appear. Meanwhile, our initiates are apparoaching two digits...
If your players are swimming in Karma but can't afford new hardware I wouldn't call your reward system balanced...
Elfenlied
QUOTE (Fatum @ Dec 25 2012, 01:47 AM) *
So you think that training in bolas, flamethrower and laser cannon usage should be covered by the same skill?


No, I think Bolas should be part of throwing weapons, and the latter two part of heavy weapons. If people insist on having special snowflake skills for non-mainstream weapons, a single EW skill would be preferable to the balkanization we have right now.

QUOTE (Fatum @ Dec 25 2012, 01:47 AM) *
If your players are swimming in Karma but can't afford new hardware I wouldn't call your reward system balanced...


We're running Missions S4 and official modules (Ghost Cartels, and now the Artefact series). The rewards are run by the book, so I assume it's the way the designer's intended it to be.
Bull
As Missions developer, here's my viewpoint (And the general CGL viewpoint).

Deltaware is not something runners are supposed to be able to easily get after a handful of runs. The fat that there are still only a couple dozen clinics in the world that can even install Delta backs that up. It's not something your neighborhood Street Doc is capable of installing.

Deltaware comes after YEARS of running. You'll notice that even in Street Legends, where many characters are 1000+ Karma characters, few have Deltaware.

Simply put, I don't ever expect to see someone sit down at an official Missions game with any Deltaware, and if they do I expect the GM to do a character audit. Maybe, if it's a really long running character, a couple pieces of Delta. Low end stuff. Eyes and ears, stuff that's somewhat cheap. Delta Wired Reflexes or Move By Wire? Not a chance.

Deltaware is up there with things like the jets and tanks. Tey're not really stuff your average Shadowrunner ever gets to play with.

Bull
Fatum
QUOTE (Elfenlied @ Dec 25 2012, 04:55 AM) *
No, I think Bolas should be part of throwing weapons, and the latter two part of heavy weapons. If people insist on having special snowflake skills for non-mainstream weapons, a single EW skill would be preferable to the balkanization we have right now.
Oh, so the same skill that also covers cannons, gauss guns and whatnot? I am sure operating them requires completely the same set of skills.

Thanks for the clarification, Bull.
Halinn
QUOTE (Fatum @ Dec 25 2012, 02:17 AM) *
Oh, so the same skill that also covers cannons, gauss guns and whatnot? I am sure operating them requires completely the same set of skills.

Thanks for the clarification, Bull.

I'm sure that playing guitars and building sculptures is the same. Shadowrun doesn't need to have overly specialized skills for things that are very rarely used in a game.
Fatum
Sure. That's why it has one skill for doing art and a bunch of skills for shooting stuff.
Elfenlied
QUOTE (Fatum @ Dec 25 2012, 02:17 AM) *
Oh, so the same skill that also covers cannons, gauss guns and whatnot? I am sure operating them requires completely the same set of skills.


The skill already covers machine guns, cannons and grenade launchers, so it's not that hard to justify laser cannons or flamethrowers. Unless, of course, you prefer to not see those weapons in your game.
Draco18s
QUOTE (Fatum @ Dec 24 2012, 07:37 PM) *
Ordinary day-to-day driving does not require tests to begin with.


QUOTE
VEHICLE TEST THRESHOLD TABLE

Situation Threshold
Easy
Ground Example: merging, passing, sudden stop 1


Does it now?
Fatum
QUOTE
The gamemaster should not require a player to make a test when the action is something that the character should be expected to do without difficulty. For example, if a character is driving downtown to buy soymilk and NERPS, no test is necessary.
Draco18s
PC != NPC

And if "merging" doesn't require a test, wouldn't that be "Threshold -"?

Also, is it something that a person can be "reasonably capable of doing" when the person only has 2 dice for the test?
Mantis
What I'd like to see is the new version make a transition similar to 3rd ed from 2nd ed rather than the transition from 1st ed to 2nd. That way I can keep using my 4th ed splat books and just roll the new matrix rules (please, please make it actually fun and useful this time) into the game. Basically that transition made it possible for old players to learn the new rules easily and made 3rd more of a streamlined 2nd ed rather than total shakeup the change from 1st to 2nd was.
Fatum
QUOTE (Draco18s @ Dec 25 2012, 09:00 PM) *
And if "merging" doesn't require a test, wouldn't that be "Threshold -"?
Please read the second sentence of the quote.

Only challenging problems or attempts made under stressful conditions should require a test. Day to day driving does not require Drive Ground Vehicle, jogging around your walled community does not require Running, playing orkrock on your commlink does not require Computer, etc.
Draco18s
Either:

a) all normal people driving do not need rolls to avoid crashing in traffic (ergo no traffic accidents occur, ever, unless there are criminals avoiding the cops)
or
b) all normal people driving DO need rolls to avoid crashing in traffic (ergo the rules stipulate that 43% of all drivers will fail that roll when merging onto the freeway)

Both cannot be true, unless:

c) the rules are complete crap and need to be fixed
Fatum
When a situation that requires a roll not to crash arises, average people fail it 43% of the time. Which is perfectly reasonable.
Sengir
QUOTE (Fatum @ Dec 25 2012, 12:57 AM) *
Delta seems to be scaling well for endgame, too. Yeah, you're getting that extra edge, but you're paying for that. There's no reason for it to be cheap.

Full ACK, at least as far as prices are concerned. Availability sadly does not scale at all, which should be fixed...along with several other items where fluff says "cutting edge and far away form mass production" but the Availability says it is easier to get than a piece of cyber with analogous function. Nanotech, I'm looking at you.


And since you are discussing vehicles: It would be nice if Sprites could actually control drones. By RAW they can neither use Command nor jump into drones, because they have no Vehicle Skills and most of those tests can't be defaulted on. Yes, they have the Autosoft CF which is probably intended to act as those Vehicle Skills, but by RAW it doesn't.
Draco18s
QUOTE (Fatum @ Dec 25 2012, 02:50 PM) *
When a situation that requires a roll not to crash arises, average people fail it 43% of the time. Which is perfectly reasonable.


o..O you have real world statistics on that somewhere?

Because I'm not even sure 43% of drunks crash their cars on a yearly basis.
Fatum
What makes you think potentially dangerous situations arise twice a year with GridGuide and all that good jazz?
ravensmuse
QUOTE (Draco18s @ Dec 25 2012, 01:52 PM) *
Either:

a) all normal people driving do not need rolls to avoid crashing in traffic (ergo no traffic accidents occur, ever, unless there are criminals avoiding the cops)
or
b) all normal people driving DO need rolls to avoid crashing in traffic (ergo the rules stipulate that 43% of all drivers will fail that roll when merging onto the freeway)

Both cannot be true, unless:

c) the rules are complete crap and need to be fixed

D) who gives a fsk if the roll in question isn't relevant to the story at hand?

Throw all the hypotheticals you want, but this is a freaking game, and I have better things to do than worry if Joe Corper will or won't crash his car - unless he's somehow on the same highway as my runners.
All4BigGuns
QUOTE (ravensmuse @ Dec 25 2012, 10:42 PM) *
Throw all the hypotheticals you want, but this is a freaking game, and I have better things to do than worry if Joe Corper will or won't crash his car - unless he's somehow on the same highway as my runners.


This.

Anything else is micromanagement at the expense of enjoyment of the game at hand.
Elfenlied
If they would just fulfill one wish for 5E, it would be this:
Do not cater to Grognards


Instead, please streamline the game and get rid of overcomplicated niche rulesets.
ravensmuse
I never did get around to writing up a 5e Wishlist, so I'll attempt to do so now.

1. Simplify, Simplify. The whole nature of the mechanic for the player. Shadowrun 4e is a really simple dice system - att + skill vs target number of sucesses. If you need to do more, you do an extended test. If you're opposing someone, you're trying to beat their number of successes. Very, very simple. However, instead of just saying, "roll an X check", you have things like the Chase rules, which come up with multiple paragraphs describing a simple opposed test. Why? Simplify, simplify.

2. Tell me ten things about this setting. Break the Sixth World down to it's component parts. I first saw this on an an Italian roleplaying board I hung out on; they did this order to describe the different fantasy settings of D&D. Dungeons and Dragons 4e used it as well to describe their Points of Light setting. It's an incredibly useful way of showcasing just how different the Sixth World is from our own real world, and allows people to make Shadowrun "their's." Which is a good thing!

3. Tell Players What They're Doing. Shadowrun is a great game that is terrible at actually describing what it expects a player to do. Sure, you can kind of muddle it out of the written work, but I've had to explain to players that they're not the army, that despite their cyber they're not the toughest folks around, and acting like it will only get them killed. Shadowrun really needs to spell out what it is, in plain text, within the first chapter.

4. Put Changelings in the corebook. Eh. Personal wish.

5. Reorganize the Skills. Blech, the skill groups suck because they have the weirdest shit in them or are missing other key elements of the skill, there's too many broad skills, and too many narrow skills (the argument about three skills for guns while one for artistry in general). This needs looking at.

6. Simplify the combat chapter. Seriously. We don't need multiple charts for modifiers.

7. Use the att+skill against Program Rating variant rule. Why is hacking the only ruleset in this book that ignores its own system?

8. Get Rid of the Gear Porn. Seriously. You can just do, "Heavy Pistol, DMG 5, AP /-1 or as modified by maker". Or the like. Why pages upon pages of stuff?

9. Get Rid of Extraneous +1 Cyber. Again, see my thoughts on gear.

10. Lots more GM guidelines. I'll be expanding on this when I'm not running for the door.
Draco18s
QUOTE (Fatum @ Dec 25 2012, 10:54 PM) *
What makes you think potentially dangerous situations arise twice a year with GridGuide and all that good jazz?


You forgot that bit about GridGuide only having three dice, didn't you?

Also, "twice a year?" Where'd you get "twice a year?" I was giving benefit of the doubt so that the statistics might come back as at least marginally close. I was increasing the number of trials to get a larger pool of failures to compare with.

QUOTE (ravensmuse @ Dec 25 2012, 11:42 PM) *
D) who gives a fsk if the roll in question isn't relevant to the story at hand?


It's called "suspension of disbelief." It boggles my mind that the rules that use a 0-6 scale of training assumes that a "0" is enough skill to grant you a basic operator's license and that a 2 qualifies as "years of specialized training." The statistics don't even start working out in your favor until you hit 4!
nezumi
EITHER:

1) Bring back enough mechanical support for greater granularity, dynamicism, and player choice, and properly respect laws of physics in fields where physics apply (like wireless technology). (It doesn't have to be SR3, but SR3 offers things SR4 lost, and I lost interest as a consequence. A new mechanic that does this would be fine.)

OR

2) Accept the mechanics don't support tactical gaming, so make them as simple as possible and focus on character- and plot-driven games (like with Tech Noir and Eclipse Phase).

SR4 is not enough of either to make it a worthwhile expentirue of my time or money.

ALSO:

Get more style. SR1 is beautiful in part because it had so much style. SR3 began to lose it, but at least it had the ties back to the earlier editions. Maybe I just haven't gotten over the cover of the core book yet, but SR4 still strikes me as goofy, cartoony, one-dimensional, and amateurish (from a STYLE perspective). I've never seen a character or concept from the SR4 books which inspired me (well, excepting the monofilament chainsaw).
Fatum
QUOTE (Elfenlied @ Dec 26 2012, 09:48 AM) *
Do not cater to Grognards

Instead, please streamline the game and get rid of overcomplicated niche rulesets.
"Disregard the opinions of the core fanbase and cater to the people who're happier playing MMOs to get a massive failure like D&D4E was, yaaaay!"


QUOTE (ravensmuse @ Dec 26 2012, 04:20 PM) *
instead of just saying, "roll an X check", you have things like the Chase rules, which come up with multiple paragraphs describing a simple opposed test. Why? Simplify, simplify.
While I agree that some mechanics (like vehicle rules in general, for example; not just the catastrophic Chase subsystem) can use a lot of work, Shadowrun has always been about going into at least some detail. Simplification is good until it's turning the game into a roll-to-win.

QUOTE (ravensmuse @ Dec 26 2012, 04:20 PM) *
I've had to explain to players that they're not the army, that despite their cyber they're not the toughest folks around, and acting like it will only get them killed. Shadowrun really needs to spell out what it is, in plain text, within the first chapter.
That's in the introductory chapter of the core book?

QUOTE (ravensmuse @ Dec 26 2012, 04:20 PM) *
Simplify the combat chapter. Seriously. We don't need multiple charts for modifiers.
Do you think that different firearms should have the same range penalties? Or that the darkness and smoke should affect thermal and low-light in exactly the same way? Where do you see the room for simplification without oversimplification?

QUOTE (ravensmuse @ Dec 26 2012, 04:20 PM) *
8. Get Rid of the Gear Porn. Seriously. You can just do, "Heavy Pistol, DMG 5, AP /-1 or as modified by maker". Or the like. Why pages upon pages of stuff?
Nope. Just nope. Gear should differ in significant ways, and if you're going to have 10 different heavy pistols they should differ in more than just the default upgrades that you can get separately later on anyway, yes. However, having bunches of different cool gear is a large part of the game's allure, and frankly, the willingness of the humankind to spend dozens of hours just to see a single stat number increase has been demonstrated by Blizzard more than once.

QUOTE (ravensmuse @ Dec 26 2012, 04:20 PM) *
9. Get Rid of Extraneous +1 Cyber. Again, see my thoughts on gear.
Why not, exactly? You're exchanging money and essence for attribute and skill bonuses. What is wrong about it? Especially minding that there are all kinds of ware that do much more than just grant you a bonus to this or that?


QUOTE (Draco18s @ Dec 26 2012, 05:46 PM) *
You forgot that bit about GridGuide only having three dice, didn't you?
How much dice it has is irrelevant. It prevents potentially dangerous situations on the road, and nobody has to roll those.

QUOTE (Draco18s @ Dec 26 2012, 05:46 PM) *
Also, "twice a year?" Where'd you get "twice a year?"
For a civilian to crash yearly with a 43% probability to crash at each potentially dangerous situation, how many potentially dangerous situations should arise on the road per year?

My point is, again: civilians don't do anything risky, and they're not under stress like the runners are. They don't have to roll for their day-to-day tasks at all, just like the core states it. When they do have to roll (which is very rarely), yeah, they have a significant chance to fail, and that's normal.


QUOTE (nezumi @ Dec 26 2012, 07:29 PM) *
Accept the mechanics don't support tactical gaming, so make them as simple as possible and focus on character- and plot-driven games (like with Tech Noir and Eclipse Phase).
Minding that Eclipse Phase is basically Shadowrun: the d100, plus it uses certain additional basic mechanics like testing skill x2 or x3, I just don't see how it's "as simple as possible and focuses on character- and plot-driven games".
Draco18s
QUOTE (Fatum @ Dec 26 2012, 10:51 AM) *
For a civilian to crash yearly with a 43% probability to crash at each potentially dangerous situation, how many potentially dangerous situations should arise on the road per year?


That isn't what I said.

A single roll of 2 dice with a threshold of 1 is a 43% chance of failure.

I asked for REAL WORLD statistics that would come close to matching that. I.e. how untrained/drunk would someone need to be to have a 43% chance of crashing their car if they drove that way for a year.

(i.e. how often does a single vehicle check come up for the average citizen in ShadowRun? If the answer is "never" then the rules are poorly written.)
Fatum
You seem to misunderstand the premise. A civilian has 43% to fail a vehicle test. A RL driver has a fair chance to crash in an actual dangerous situation - which is when a SR civilian's rolling his test. Whatever road accident rate is, you can presume that about one accident of potential two is avoided, and thus deduct how often a vehicle test is required of an average SR civilian.
Draco18s
QUOTE (Fatum @ Dec 26 2012, 11:59 AM) *
You seem to misunderstand the premise. A civilian has 43% to fail a vehicle test. A RL driver has a fair chance to crash in an actual dangerous situation - which is when a SR civilian's rolling his test. Whatever road accident rate is, you can presume that about one accident of potential two is avoided, and thus deduct how often a vehicle test is required of an average SR civilian.


So the average citizen sees 1 dangerous situation every 52,650,009 miles. Or about once every 3181 years.

I respectfully disagree.

(That was calculated using the fatal crash statistics for 6 years, subtracted out the impaired driving related incidents, assumed it was the 43% failed tests, divided by 6 to get a "per year" average, then divided that into the number of miles driven by the 252 million registered vehicles in the US: 3 trillion miles to get the average distance between crashes for an average individual; dividing by the average distance driven by an individual driver to get the average distance in time between events for a single individual).

Now if we assume a 10% chance of failure, the time-between-events is reduced to approximately 123 years, which is not unreasonable (that is, on average, people will experience about 0.89 lethal crashes in their lifetime*). THAT is a starting point for an average person.

*That is, "in a crash where one or more people dies." They needn't be one of the fatalities. By car insurance industry estimates, you will file a claim for a collision (not necessarily fatal) about once every 17.9 years. There are about 10 million accidents of all kinds each year, from parking lot scrapes to multi-car pileups, according to the National Safety Council; in 2009, just three of every 1,000 of those accidents involved fatalities.

Extrapolating backwards, 0.3% of crashes are fatal, which increases our initial assumption by a fair amount: 81,671 collissions per year from fender benders to fatalities (ignoring drunk driving) over the original 24,501. Which still leaves us at 1 accident per 15,795,080 miles driven (at a 43% failure rate).
bannockburn
To what lengths you go to be right on the internet. It boggles the mind.
Stahlseele
QUOTE (bannockburn @ Dec 26 2012, 06:32 PM) *
To what lengths you go to be right on the internet. It boggles the mind.

You DO remember where you are posting, right?
Fatum
QUOTE (Draco18s @ Dec 26 2012, 09:31 PM) *
So the average citizen sees 1 dangerous situation every 52,650,009 miles. Or about once every 3181 years.
They have GridGuide, and it makes it so.
Iduno
QUOTE (Draco18s @ Dec 23 2012, 03:06 AM) *
In any case, the matrix rules really need a good redo. Forget everything that exists in 4E and start over from the ground up: what's the goal, how long should it take, what are the relevant dice pools.


I would agree with reimproving the rules, but starting over isn't going to help. A lot of the problems with the matrix rules is that we get a new set each edition, so they've never been around long enough to get the bugs worked out. Start with the matrix from the core book (Unwired added a lot of complications with every program being trackable and new programs that needed more programs to counter them). streamline the rules so a hacking attempt takes about the same number of rolls as combat, then add complications for more options, then make sure nothing broke the system. I'd like to see cyberdecks that are bulkier and heavier than commlinks, but more powerful and customizable.

Someone mentioned not having equipment that did everything cyberware does but cheaper and with no essence cost (like contacts instead of cybereyes). Make them have some drawback, maybe the bonus can only be used once per round or takes an action because wireless is slower than wired directly into your brain.

I also liked the suggestion to stretch out the skills and stats a bit, at least at the lower end. A person with average skills and stats should be able to succeed at simple tasks (just tough enough to require a roll).

Make sure to compare RAI and RAW when copy-pasting things from previous editions.
Tymeaus Jalynsfein
QUOTE (Draco18s @ Dec 26 2012, 10:31 AM) *
So the average citizen sees 1 dangerous situation every 52,650,009 miles. Or about once every 3181 years.

I respectfully disagree.

(That was calculated using the fatal crash statistics for 6 years, subtracted out the impaired driving related incidents, assumed it was the 43% failed tests, divided by 6 to get a "per year" average, then divided that into the number of miles driven by the 252 million registered vehicles in the US: 3 trillion miles to get the average distance between crashes for an average individual; dividing by the average distance driven by an individual driver to get the average distance in time between events for a single individual).

Now if we assume a 10% chance of failure, the time-between-events is reduced to approximately 123 years, which is not unreasonable (that is, on average, people will experience about 0.89 lethal crashes in their lifetime*). THAT is a starting point for an average person.

*That is, "in a crash where one or more people dies." They needn't be one of the fatalities. By car insurance industry estimates, you will file a claim for a collision (not necessarily fatal) about once every 17.9 years.


Wow... Lets see... 1 Accident, 35 Years of Driving, No Injuries whatsoever. *shrug*
Draco18s
QUOTE (Fatum @ Dec 26 2012, 12:39 PM) *
They have GridGuide, and it makes it so.


Hooray, all hail the magical gridguide!

No. I still don't believe that gridguide is that perfect.

QUOTE (Tymeaus Jalynsfein @ Dec 26 2012, 12:45 PM) *
Wow... Lets see... 1 Accident, 35 Years of Driving, No Injuries whatsoever. *shrug*


You're beating the odds. Good for you.
(Of course, that means, that you're insurance company loves you)
Or perhaps, you're nearing in on having your second (your driving time works out to 1.95 accidents on average, so you aren't winning by a whole lot yet).
Tymeaus Jalynsfein
QUOTE (Draco18s @ Dec 26 2012, 10:46 AM) *
Hooray, all hail the magical gridguide!

No. I still don't believe that gridguide is that perfect.


You may believe it is so. That does not MAKE it so. *shrug*
ShadowJackal
QUOTE (Fatum @ Dec 26 2012, 04:51 PM) *
Nope. Just nope. Gear should differ in significant ways, and if you're going to have 10 different heavy pistols they should differ in more than just the default upgrades that you can get separately later on anyway, yes. However, having bunches of different cool gear is a large part of the game's allure, and frankly, the willingness of the humankind to spend dozens of hours just to see a single stat number increase has been demonstrated by Blizzard more than once.


But the issue is that gear doesn't vary in a large sense. You don't get much of a significant advantage from anything and the ratio between gear, power, accuracy and difficulty to obtain isn't enough to ever warrant me wanting to bother with upgrading beyond the basics. The positives of obtaining an extra dice or two of damage isn't worth the hassle of getting the weapon and then worrying about getting caught with it and having proper licenses.

TL;DR I have more fun making a character that has unarmed skills and an Ares Predator than wasting time and money with a gun bunny that has to bother with menial weapons upgrades and the complications that come along with them. JMHO.
Fatum
You have more fun that way and it's okay, but why derive the others of their way of having fun - upgrading their stuff, then customizing it, and then upgrading the addons on customizations?
ShadowJackal
QUOTE (Fatum @ Dec 26 2012, 08:03 PM) *
You have more fun that way and it's okay, but why derive the others of their way of having fun - upgrading their stuff, then customizing it, and then upgrading the addons on customizations?


If the system was more cohesive to allowing weapons that made logical sense to spend time on, I'd have fun with that too wink.gif
Fatum
You're getting like two dice more on a test!
nezumi
QUOTE (Fatum @ Dec 26 2012, 10:51 AM) *
Minding that Eclipse Phase is basically Shadowrun: the d100, plus it uses certain additional basic mechanics like testing skill x2 or x3, I just don't see how it's "as simple as possible and focuses on character- and plot-driven games".


Eclipse Phase shares a lot of setting similarities with SR. But mechanically, it's very different. Even SR4 is fairly balanced, with some degree of nuance. The reason an SR4 player dominates the game is because he knows the rules better than the other players or GM. Statistically, tactical considerations play a significant determination in success (changing likelihood by several standard deviations), the probability curve is in fact a bell-shape, and 'gauranteed success' is uncommon.

EP has a much simpler d100 system, which is basically there to get conflict resolution out of the way of story-telling. It's trivially easy for a player to 'break' the mechanics and have a 90% chance of succeeding on their skills of choice. Once you get past chargen (which is, admitedly, very complex and messy), most things boil down to a handful of simple dice rolls. Statistically, modifiers are usually insignificant compared to the PCs skills and mods (the former rarely shifting probability by more than one std. dev., while the latter shifts it easily to the 90 percentile), the probability curve is a line, and guaranteed success is quite common.

Most EP conflicts comes down to 'okay, roll a die. That's your skill? Well this one is tough, so subtract a round number. Still succeed? Okay, I'll roll a die. You win.' Sometimes there's a second roll to determine damage or something, but statistically, it's all quite boring. It's very fast, very back-of-the-envelope. I belive it's a design decision to reflect a setting where PCs can really accomplish anything, if given enough time and the right tools.
ElFenrir
1. I'd like to be able to play a Physad without wishing I had taken cyber.

2. Bring back Hermetic/Shamanic spirits. Yeah, it's a little more complicated but I really like that flavor.

3. PLEASE leave Cyberlimbs as they are now: finally, awesome and affordable. Don't bring them back to the old 3e and before way where a rather 'popular' item took a mint and a half to get made properly.

4. Leave in the martial arts rules. Really love these.

5. I love how the new Shapeshifters work-keep them as well. (I'd like to see Changelings/Other Metatypes still in the game. Not sure about the core book but definitely in the game. At the very least in one Big Book o' Races. I wouldn't mind them in the core book, however, if it could be done fairly simply.)

6. Try to get a more even balance between 'god-stats' and 'dump-stats.' I don't want to see any stat that's the one that rules them all, but try to slim down the dumpstats a bit. It's okay to have concepts that would not favor some stats as much as others of course, but when a fighter concept can pretty much freely dump Strength there's something a bit wrong.

7. Balance out the costs of the core metahumans a bit better. Really for the benefits they get as of now, Elves should be the cheapest and Orks one of the costlier ones. Dwarves should be costlier as well. Trolls I think are fine(or they will be if Strength becomes even a tiny bit more useful.) I also feel that with cosmetic surgery being as common as anything that Orks no longer even have their 'orkiness' as a racial disadvantage-they can get cosmetic surgery to look *exactly* like a bigger human, and unless you test their DNA or something you'd never know. (A troll, you'd know. He could have cosmetic surgery enough to make Adonis look shabby next to him, but he's still going to be 8'6'' tall and built like a truck, people will know.)

I'm sure I'll think of more, but those are the ones that hit the top of my head.
nezumi
I definitely agree on those cybercosts. I play SR3, and my cyber costs are all still based off of SR4. Greatest change in the update nyahnyah.gif
phlapjack77
Skill webs.
ravensmuse
QUOTE (Fatum @ Dec 26 2012, 10:51 AM) *
"Disregard the opinions of the core fanbase and cater to the people who're happier playing MMOs to get a massive failure like D&D4E was, yaaaay!"

Despite the poo-poo'ing of the older, established fanbase, 4e did quite well for itself. It also achieved all of its design goals: it streamlined the system for both players and GMs, it brought in new fans to the hobby (always a good thing), it made non-magical characters fun to play, it made all three tiers of play experience fun and easy to do...the real flaw was that they spent so much time on the combat system that they kind of dropped the ball on the stuff outside of combat. Which was fine if you were capable of hacking in new stuff, but very clearly annoyed some people. And Essentials was a dud, but oh well.

Your quote above? I could remove "people happier playing MMOs..." and replace it with a general "video games" and throw it back in time to any other edition change-over and have it resemble exactly what the established playerbase was saying at the time. In other words? Your shit isn't new. Get used to change.


QUOTE
While I agree that some mechanics (like vehicle rules in general, for example; not just the catastrophic Chase subsystem) can use a lot of work, Shadowrun has always been about going into at least some detail. Simplification is good until it's turning the game into a roll-to-win.

Which is not what I'm suggesting in the least. I'm suggesting streamlining and simplifying the very many rolls that can happen in this game for no good reason.

Here's some links to Shadowrun hacks the Story Games crowd have come up with Shadowrun. While I'm not suggesting that we go as full blown as these, it's a good way for the two of us to get on the same page regarding simplification and ease-of-use, yeah?

Shadowhack (requires Mouseguard)

Shadowhack (.pdf link)

World of Shadows (requires Dungeon World / World of Dungeons)

Or, go read Dungeon World, which is my current new favorite game, and makes me excited to run D&D again for the first time in ages.

QUOTE
That's in the introductory chapter of the core book?

My problem being that it's buried in with other junk that makes it's message unclear. It also doesn't explain the game's purpose - its "focus" - which needs to be right there, clear as day. The game needs to talk about it's themes, what it sets out to do, what it expects from both players and GMs. The message isn't clear in the tiny blurb they give it in SR4a.

QUOTE
Do you think that different firearms should have the same range penalties?

Yes. Short / Medium / Long / Extreme, with an escalating penalty. For an example, look at the new FFG Star Wars book, for their concept of "rings".

QUOTE
Or that the darkness and smoke should affect thermal and low-light in exactly the same way?

Who cares? It's a flat -2 to penalty that you can negate if you're wearing the right equipment.

QUOTE
Where do you see the room for simplification without oversimplification?

Here's the problem: gamer's seem to equate "simplification" with "dumbing down". And gamers fear "dumbing down", because to some degree it makes it a little less arcane and a little bit easier for other folks to join their inner circle.

All I'm suggesting here - and it follows through with what I'm about to say about gear and cyber - is that this game and its' books focus way too much on little niggly stuff like, "here's a bunch of equipment / cyber / qualities that can get me one more +1!!!!" and uses up way too much bookspace for it. Seriously. It also does it for rules; I mean, the book goes into all sorts of could-have-would-have situations, where all you need to say is, "if it's a penalty, give it a flat -2 penalty to the roll or the pool." Or, "have the player roll a Dex check" instead of big titles and subdivisions that state "HERE'S ALL THE RULES!!!". It's not worth a damn, and it eats word count. It's porn. It's there to make a gamer feel like they're smart because they have ALL THE +1S!!!! Get rid of it. Simplify, simplify.

QUOTE
Nope. Just nope. Gear should differ in significant ways, and if you're going to have 10 different heavy pistols they should differ in more than just the default upgrades that you can get separately later on anyway, yes. However, having bunches of different cool gear is a large part of the game's allure, and frankly, the willingness of the humankind to spend dozens of hours just to see a single stat number increase has been demonstrated by Blizzard more than once.

Again: all I'm suggesting is that you can cut a huge chunk of the equipment chapter - which is huge, and unwieldy - starting with, "light pistol - 4P. Heavy pistol - 5P /-1 AP. Automatic - 6P /-2, SA / BF". And not lose much! Hell, then it leaves open the door to put in the customizing rules from Arsenal, which is a net gain, right? Right?

(I would also like to point out the irony of you poo-poo'ing Blizzard above, and then using them here to support your need for gear porn. Just sayin'...)

QUOTE
Why not, exactly? You're exchanging money and essence for attribute and skill bonuses. What is wrong about it? Especially minding that there are all kinds of ware that do much more than just grant you a bonus to this or that?

What's wrong with it is that there's too much space given to Yet Another +1 and not enough to the weird and useful cyber and bio. You can just genericize the +1 cyber, stick them at the beginning of their section, and then leave room for other stuff.

My basic point stands - condense the +1s and the gear, and use that room for something else. Something that can improve the game for everyone involved, not just the guy who likes to sit on Chummer for hours making characters. I'm not a fan of system mastery, and loathe Monte Cook for really introducing it into the mainstream. If we took the attention away from getting one small niggling bonus to your character sheet to the stuff that's actually interesting - where did they get that gear? That cyber? Why are they running? Why do they have the skills that they have? What's their goals? What do they want? What kind of runs is this guy going to go on? Where did he meet his team? Does he like his team? - this game would be a lot more fun to play and talk about.

All we get now is, "is this build okay? Where are my screw-ups? LOOK AT THIS MONSTER BUILD I'VE MADE!!!" and that's boring.

(Your mileage - and Sixth World - may vary. And that's okay.)
binarywraith
QUOTE (ravensmuse @ Dec 27 2012, 06:00 AM) *
Despite the poo-poo'ing of the older, established fanbase, 4e did quite well for itself. It also achieved all of its design goals: it streamlined the system for both players and GMs, it brought in new fans to the hobby (always a good thing), it made non-magical characters fun to play, it made all three tiers of play experience fun and easy to do...the real flaw was that they spent so much time on the combat system that they kind of dropped the ball on the stuff outside of combat. Which was fine if you were capable of hacking in new stuff, but very clearly annoyed some people. And Essentials was a dud, but oh well.


4e didn't exactly do 'quite well' for itself, as evidenced by WotC bringing back on many 2e and 3e designers (Monte Cook included) to work on 5e. It did successfully bring in a few new people... and generate a huge market for the guys at Paizo by alienating a lot of the previous playerbase. Honestly, I occasionally wonder if that wouldn't be helpful for SR as well, to pull a full on edition split, let Catalyst go out into the banal idiocy they keep worldbuilding in and do up a revised and clarified SR2 descendant for the folks who really prefer the old flavor and style.

QUOTE (ravensmuse @ Dec 27 2012, 06:00 AM) *
My basic point stands - condense the +1s and the gear, and use that room for something else. Something that can improve the game for everyone involved, not just the guy who likes to sit on Chummer for hours making characters. I'm not a fan of system mastery, and loathe Monte Cook for really introducing it into the mainstream. If we took the attention away from getting one small niggling bonus to your character sheet to the stuff that's actually interesting - where did they get that gear? That cyber? Why are they running? Why do they have the skills that they have? What's their goals? What do they want? What kind of runs is this guy going to go on? Where did he meet his team? Does he like his team? - this game would be a lot more fun to play and talk about.

All we get now is, "is this build okay? Where are my screw-ups? LOOK AT THIS MONSTER BUILD I'VE MADE!!!" and that's boring.

(Your mileage - and Sixth World - may vary. And that's okay.)


This is something that's bugged me for years as well. We lost a lot of the fun and flavor by losing gear books like the old Street Samurai's Catalog. A fairly limited new set of gear, but with all the in-world shadowtalk, illustrations, and marketing text really helped to put all of it firmly in place in the setting and help players wrap their minds around what the stuff on their sheet -means- in-universe.
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