QUOTE (Cain @ Apr 8 2014, 07:36 PM)

Fortunately, it was much harder to load on the dice in SR3. You only got dice equal to your skill to start; the most common source of extra dice was the allocatable pools: Combat Pool, Spell Pool, etc. There was no social pool, so the easy way was out. There were other ways, but they were much trickier and easier to restrict. You certainly wouldn't see a 50+ dice pornomancer in SR3!
Not really—Kinesics gives extra dice on top of the TN mods, Tailored Pheromones can give up to four more dice, and if you're really dedicated you can buy Improved Ability:<Social Skill of choice> for up to six more, giving a maximum of 19 dice—and only the last six are particularly pricey. Though I'm noticing now that Tailored Pheromones are Avail 12—was that always the case? I could have sworn they were available at chargen, at least at some point. Still, all the powers will make it easy to acquire them post-chargen, so the main restriction will be earning the cash.
There's also the fact that the Social Skill rules don't have much in terms of threshold rules—a single success is sufficient, and while it's suggested that there should be ensuing consequences there appears to be a lot of room for crafting your approach to mitigate these if the consequences to your target can be obviously Disastrous. Actually, based on the example on p94,
SR3, I'm starting to think that despite the odd placement of the Suspicious modifier in the modifiers table it's supposed to be one of the mutually exclusive options, which reduces encountered TNs even further.
Anyway, I'd need to do more detailed analysis to get specifics, but between the additional -3 to TNs, the +3 to dice, and the additional availability of IA:<Social>, I don't really see Social Adepts being effectively controlled by the lack of a social pool—both in terms of actually being able to get loads of dice and in terms of the TN mods being so huge that even without lots of dice they're still pretty powerful.
(I will note for the less-initiated following along at home that the available TN mods discussed vary in their breadth—-2TN for Good Reputation applies to all Social Skills, the -3 for Kinesics is limited to Etiquette and Negotiation (which remains extremely broad, though the lack of Intimidation/Interrogation does hurt—but the extra dice are available for them as well), and if you go in for Aptitude you need to pick one skill for it. Nevertheless, there's a lot you can do one that one skill, and you get enough bonuses for the others that you're still a generally-powerful Face. This is before getting into things like the GM allowing GLaKI, or generous interpretation of Friendly Face.)
QUOTE (Aramus @ Apr 8 2014, 08:54 PM)

For the adept, I think my perception was because one the player in the time upped so much his reaction that he was acting all the time, but I didn't take into consideration that he was surely weak at many other skill/actions.
Mm. Yeah, large quantities of Reaction/Initiative bonuses can be attention-grabbing, though they probably aren't all that powerful in actual practice. The difference between +4REA/+2dINIT and +3REA/+3dINIT isn't nothing, but given how much cheaper the former usually is it's probably either illusory or an artifact of the specific kinds of combat environments being presented. Well, unless the rest of the team didn't take initiative enhancement, in which case you've got a build-quality mismatch.
QUOTE
I thnik that's a good idea. If mage are all low power without consequence or high power and we'll see where it goes, adding this kind of damage track make them think (theoretically) about using moderate spell because they have room to spare without adding TN modifier.
I do think it has great potential as a solution, but it won't be easy—for example, I don't think a straightforward approach like using full Force to calculate Drain is sufficient, because there are still a lot of spells that can be made easy to resist Drain for while remaining useful—in particular, utility spells like Levitate (you move slowly, but levitating at all is a big change from not levitating), or things like Fetish/Exclusive-for-Drain Stunbolt. I'm not certain that these are actually problems, but again, that's why I need to do the analysis.
Still, if someone tries this approach, let me know how it works out (preferably with details about mage build, player optimization ability, and play style).
~J