QUOTE (Umidori @ Jun 3 2013, 11:40 PM)
Please, Seerow, second time now, I'm asking you to stop it with the insulting and rude behavior. I've been nothing but polite, even if I haven't been understanding your position perfectly, much less agreeing with it.
I am acting "rude and insulting" only because you are trying to make arguments against things nobody has said. The second that stops, we are able to discuss things rationally. I don't think it's too much to ask to not have to point out in every post "nobody is saying that". Since you seem to have abandoned that tack in this post, let's move on.
QUOTE
That said, since you're so adamant for it, exactly why should agility factor into Limits at all? Why, exactly, is this such a sticking point for you?
From a gameplay balance perspective, Agility is already immensely valuable, so putting Agility into Limits would just add even more value on top of that. Since we've heard from the people making the game that they felt this was too much value for a single stat, we know exactly why they aren't using Agility in Limits.
And from a "realism" and "how the world works" perspective, I've already laid out arguments for why Agility should not factor into Limits, based on the notion that a person isn't strictly limited by their agility, or lack thereof, in nearly the way they are by their strength and fortitude.
So, do you have any compelling reasons as to why Agility should factor into Limits, from either a gameplay perspective or a "common sense" perspective?
~Umi
From a common sense perspective, Agility should factor into the limit for agility based skills for much the same reason someone else gave me for Social needing to be distinct from Mental, because the main guiding stat for a skill should be important to the limits of that skill. It makes absolutely no sense that a hulking brute with 10 strength and body, with no agility to speak of, can get lucky and do better on a roll than someone who is much more agile and sneaky will ever be able to do. Strength/Bod/Reaction absolutely should factor into limits, but agility should have at least some say in agility based skills. I'm not sure how you feel that common sense says this shouldn't be the case.
By your reasoning that the increased dicepool is that stat's benefit, and other stats limit it, then what you should have is a limit for each skill that doesn't include their linked attribute at all. You want to run? Sure your strength gives you extra dice, but you are limited by Body, Reaction, and Agility. You want to Drive? Reaction gives you more dice, but you are limited by your Body, Strength, and Reaction. I could see an argument for such a system, and that seems to be what you think is happening here. But it's not because that's not how it plays out for anything other than agility linked skills. If you try to con someone, you don't get cha as bonus dice, and then use your Logic/Int/Wil to limit it. No, you get cha as bonus dice AND twice cha to your limit. For literally any skill that is not agility based, you will find a limit formula that applies to them that includes the linked attribute in that limit. Agility being left out is arbitrary and completely defies common sense in the context of the system they've actually put forth.
From a Game Mechanics perspective, first, let's examine the claim of Agility being a super stat, and thus needs to be shafted somewhere to make up for it. Because you know what? I can totally agree Agility in SR4 is too valuable. But the reason for that is not that it is a super flexible or all-encompassing thing that all characters need (as opposed to say, D&D where Dexterity really is SR4's Reaction+Agility rolled into one stat, and most of the other stats have even less use, so dexterity is amazing for everyone forever). No, the reason for it is because any character who wants to participate in mundane combat needs agility, and agility is relatively easy to boost.
I mean really, let's look at the skills Agility boosts.
-Close Combat
-Guns/Throwing Weapons
-Escape Artist
-Forgery
-Gymnastics
-Locksmith
-Infiltration
-Palming
It's a decent list, especially when compared to Body, Strength, or Reaction. But people take agility almost exclusively for the first two, and the last two. The ones in the middle are things most people could take or leave, depending on concept. But everyone wants to be able to shoot a gun. Everyone finds passing unnoticed or hiding a gun on their person (among other things) useful.
To me, this says the issue isn't really about an overload of Agility as a superstat, but rather that Agility is so necessary to take part in mundane combat. Limits/Accuracy actually introduced a great way to get around that though. You could, for example, have a set of weapons that aren't very accurate, but have a high base damage, or reduce target's dodge (strong candidates would be shotguns or heavy weapons) to act as a solid choice for characters with low agility to contribute to combat while more skilled characters take advantage of higher accuracy weapons that are strictly better when you have a higher dice pool, but not as attractive for a character who doesn't have that as a focus. Another possibility could have been tying Close Combat into strength instead of agility, so a high strength bruiser doesn't also need to be highly agile to do his job, providing another niche for non-agi based mundane characters.
But seriously, even ignoring other possible solutions, the claim the Agility is a superstat is a copout. Because on the other end of things, we still have Logic. Logic has a list of linked skills literally twice as long as Agility. Logic also gives perks where agility has none (providing free knowledge skills at character generation), and while Logic's long list of linked skills may have meant little in SR4, in SR5, Hackers are being given more ways to interract with the real world, and contribute in combat via hacking. And along with that Hacking is being worked so that attribute actually does something. This means that Logic will have a huge list of linked skills for utility, will be usable in combat as a primary means of attack/defense, and it also has uses for one of the two major Mage traditions. You want to talk about super stats, Logic is where it is at. And yet, despite all of this, we have the Mental Limit which uses Logic*2 right there. This, to me, singlehandedly destroys any argument from Bull or any other developer that the attributes chosen for limits were made with actual balance considerations. Which then brings us back up to common sense, which the current system also lacks.