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Wired_SR_AEGIS
QUOTE (Jareth Valar @ Jun 14 2013, 01:09 AM) *
Still gives a character with a crappy gun a reason to call it a PoS, but doesn't completely nerf him either. He can still potentially kill someone with a hod-out pistol.


My suspicion is that a 'Called Shot' may assist with that. It wouldn't surprise me if one of the effects of calling a shot raised the limit of the test.

Just like it wouldn't surprise me if a Smartlinked Pistol could be fired twice, instead of just once. smile.gif

-Wired_SR_AEGIS
Jareth Valar
QUOTE (Wired_SR_AEGIS @ Jun 13 2013, 08:17 PM) *
My suspicion is that a 'Called Shot' may assist with that. It wouldn't surprise me if one of the effects of calling a shot raised the limit of the test.

Just like it wouldn't surprise me if a Smartlinked Pistol could be fired twice, instead of just once. smile.gif

-Wired_SR_AEGIS

Quite possibly, we'll probably see in the next couple of days. biggrin.gif

I posted that because of all the people complaining about this will be more gear heavy than before. All of the "OMG, I'm NOTHING without my gear!" or "My skills are USELESS with crappy gear, better off getting a gutter punk with a zip gun than give it to me!" This at least gives the option of "DAMN chummer!, How the drek did you do THAT with a freakin' Raecor Sting!" LOL

Just a thought. I figured if a lot of people are talking about house ruling/ignoring limits, this, IMHO, seems to be the least amount of overall work and might just help. Don't know, haven't play tested it yet. nyahnyah.gif
Epicedion
QUOTE (Wired_SR_AEGIS @ Jun 13 2013, 06:57 PM) *
There are some fundamental misunderstandings of dice littering this subject.

I think that's going to be a major hurdle to appreciating limits.

For instance: Having a lower limit than another person in no way eliminates your ability to beat them in a contested roll. Just like having less dice than someone, in no way, eliminated your ability to beat someone in a contested roll.

Additionally, having a larger dice pool with an infinite sample size dominates a smaller dice pool without limits. In the same way, having an equal dice pool, and disparate limits is likewise dominating in infinite sample sizes. There's no fundamental change here. The core result is a function of probability. Same as its always been.

There's a bit of a mathematical shell game going on, and if sounds like some of the above commentary isn't even looking at the table, let alone the shells, let alone trying to figure out which shell will win you a big kewpie doll.

-Wired_SR_AEGIS


What will really matter is the relationship of one person's dice pool to the other person's cap. That is, the percentage of rolls that will 'bully' the other person into a 0% chance of success.

The example of the DV7 Acc5 gun versus the DV5 Acc7 gun is an example of damage-balancing, but guns don't shoot each other. You really have to compare it against the dodge roll (R + I, Physical). If Dodgy McDodgerson rolls his 12 dice or however, how often is he likely to meet or exceed the hit cap of the gun, making the act of shooting moot. Or vice versa, where someone can roll to hit, and if he surpasses the other guy's physical limit for dodging, the guy may as well not roll anything.
Wired_SR_AEGIS
QUOTE (Epicedion @ Jun 14 2013, 02:27 AM) *
What will really matter is the relationship of one person's dice pool to the other person's cap. That is, the percentage of rolls that will 'bully' the other person into a 0% chance of success.


Absolutely! Previous analysis on interactions like this in previous editions were much more straight forward. Evaluate Dice Pool A. Evaluate Dice Pool B. Compare probability of success. End.

But that entire curve of probability has been shaken up a bit with Limits. smile.gif Now, in addition to the random distribution of results, you must also consider points where one roll is dominated by the other. And that consideration appears to hold not insignificant weight in the final results.

-Wired_SR_AEGIS
Makki
Just a thought. Knowledge skill have been almost useless in SR4, crunchwise. Some GMs allowed bonus dice on active skill rolls after an appropriate Knowledge Skill test.

Could it be, that these tests now increase Limit?
Epicedion
QUOTE (Makki @ Jun 14 2013, 01:24 AM) *
Just a thought. Knowledge skill have been almost useless in SR4, crunchwise. Some GMs allowed bonus dice on active skill rolls after an appropriate Knowledge Skill test.

Could it be, that these tests now increase Limit?


I imagine Knowledge skills will continue to provide no to very limited crunchy benefit. However they're essential for answering questions like "what's a good jackpoint nearby?" and "what's a standard JoeBob SecuriCorp squad made up of?" and "what was the score of last night's Urban Brawl so I can quote it and buddy up to this bartender?"

Really, a good GM should encourage players to use their knowledges so they can have, well, knowledge. Creative application of them can result in fantastic roleplaying solutions to otherwise crunchy problems.

Preferentially, I'd really hate to see them make Knowledges directly affect Active Skills, because it would encourage everyone to select "thing that lets me get +limit" rather than "thing that is tangentially interesting and might be really useful someday."
toturi
QUOTE (Epicedion @ Jun 14 2013, 02:44 PM) *
I imagine Knowledge skills will continue to provide no to very limited crunchy benefit. However they're essential for answering questions like "what's a good jackpoint nearby?" and "what's a standard JoeBob SecuriCorp squad made up of?" and "what was the score of last night's Urban Brawl so I can quote it and buddy up to this bartender?"

Really, a good GM should encourage players to use their knowledges so they can have, well, knowledge. Creative application of them can result in fantastic roleplaying solutions to otherwise crunchy problems.

Preferentially, I'd really hate to see them make Knowledges directly affect Active Skills, because it would encourage everyone to select "thing that lets me get +limit" rather than "thing that is tangentially interesting and might be really useful someday."

It depends on asking the right questions.

Knowledge: Small Unit Tactics - What is the best way to wipe out the Firewatch team?
Knowledge: Security Design - What is the best way to penetrate that Zero Zone?
Knowledge: Smuggler Routes - Which is the best route to cross the border undetected?

This way if you roll well, the GM has little or no cause to apply either penalties to you or bonus to your adversaries. It can even reduce the number of time you are required to make a roll.
StealthSigma
QUOTE (Jareth Valar @ Jun 13 2013, 08:45 PM) *
I posted that because of all the people complaining about this will be more gear heavy than before. All of the "OMG, I'm NOTHING without my gear!" or "My skills are USELESS with crappy gear, better off getting a gutter punk with a zip gun than give it to me!" This at least gives the option of "DAMN chummer!, How the drek did you do THAT with a freakin' Raecor Sting!" LOL


Dammit. If I can't run around naked with my hands cupped over my tallywacker while simultaneously knocking out every guard then it's not good enough.
ShadowDragon8685
QUOTE (StealthSigma @ Jun 14 2013, 06:43 AM) *
Dammit. If I can't run around naked with my hands cupped over my tallywacker while simultaneously knocking out every guard then it's not good enough.


This gives me horrifyingly badwronghilarious ideas about a cybertroll with a detachable cyberschlong running around literally clubbing guards unconscious with his penis.
StealthSigma
QUOTE (ShadowDragon8685 @ Jun 14 2013, 01:42 PM) *
This gives me horrifyingly badwronghilarious ideas about a cybertroll with a detachable cyberschlong running around literally clubbing guards unconscious with his penis.


Penile implant is an option from Augmentation.
ShadowDragon8685
QUOTE (StealthSigma @ Jun 14 2013, 12:51 PM) *
Penile implant is an option from Augmentation.


I made that post not only in full knowledge of this fact, but with a character that took said option.
StealthSigma
QUOTE (ShadowDragon8685 @ Jun 14 2013, 01:52 PM) *
I made that post not only in full knowledge of this fact, but with a character that took said option.


Why stop at one? Dual wield.
X-Kalibur
QUOTE (StealthSigma @ Jun 14 2013, 04:43 AM) *
Dammit. If I can't run around naked with my hands cupped over my tallywacker while simultaneously knocking out every guard then it's not good enough.

Okay Raiden, calm down there.
StealthSigma
QUOTE (X-Kalibur @ Jun 14 2013, 04:10 PM) *
Okay Raiden, calm down there.


Raiden did that? Now it doesn't seem as cool.
kzt
QUOTE (Draco18s @ Jun 12 2013, 04:57 AM) *
So get better tools. wink.gif

Yup. Use those sniper rifles for close range firefights and the crappy guns for sniping at long. Because at close range you will get a lot of success and at long range you won't get enough successes to matter.
Draco18s
Somehow I think range penalties will hit Accuracy not your dice pool. wink.gif
Wired_SR_AEGIS
QUOTE (Draco18s @ Jun 14 2013, 09:03 PM) *
Somehow I think range penalties will hit Accuracy not your dice pool. wink.gif


Interesting! You're probably right. smile.gif

-Wired_SR_AEGIS
ShadowDragon8685
QUOTE (kzt @ Jun 14 2013, 04:14 PM) *
Yup. Use those sniper rifles for close range firefights and the crappy guns for sniping at long.


Get your sniper rifle modded for fully automatic fire and you can use it like a Lyuda rifle in Borderlands 2. (Well, any Vladof sniper rifle, really.) You'll just need to get the mod for it and a large magazine. It's not the poor man's battle rifle, it's the expert rifleman's battle rifle!
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