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Typhon
one thing that always bothered me from the jump from 2nd to 3rd edition was that the Firearm skill got it broken up in to different categories but the Sorcery or conjuring skills we're kept together , so as a Mage in 3rd Edition could have a 6 in Spell casting , Spell defense , dispelling , and Astral combat for just those 6 starting skill points but a Mundane Weapon specialist to have a 6 in pistols , Rifles , shotguns , and Assault-Rifles has to spend 24 points , just always though the breaking up of the Firearms skill is just something the mundanes got cheated on , what with a Mage could just drop assault-rifles out of the weapon specialist line up and be almost as strong weapon selection wise , and be able to have a knowledge of all things arcane ... I don't know maybe its the lack of sleep talking ... but it would be nice if 4th edition either gave us back Firearms , or IMO a better course of action would be to split up the magic skills
Bigity
Maybe while streamlining the rules, some skills are combined/eliminated and the total number of skill points is adjusted down to compensate. Of course, I can't really think of any that need it aside from Firearms and Armed Combat.
Dizzo Dizzman
I would be very happy if that streamlined some of the combat skills into a smaller group:

Small Arms (all 4 pistol categories, SMGs): Really what is the difference between an fully automatic machine pistol and a SMG besides the damage code?

Long Arms (Rifles, A.R., Shotguns): While the three of them are very different, I don't think it is unreasonable to have them all together. Most difficult part: coming up with a name for the category that sounds cool.

Heavy Weapons (Light, Medium, Heavy)

Launch Weapons (grenade, missile, motar)

That would also give characters the chance to specialize in an entire sub-category of firearms (i.e shotguns would be a specialization rather than a category). I would also break the melee weapons into three groups: edged, blunt (polearms/clubs), and whips.

Just my thoughts, and I know they'll have no effect on anything, but it makes me feel like I'm participating in SR4. And isn't that what dumpshock is all about? indifferent.gif
Crimsondude 2.0
QUOTE (Dizzo Dizzman)
I would be very happy if that streamlined some of the combat skills into a smaller group:

Small Arms (all 4 pistol categories, SMGs): Really what is the difference between an fully automatic machine pistol and a SMG besides the damage code?

How you hold it, carry, fire it, reload it, and basically how you use it in a combat situation.

QUOTE
Long Arms (Rifles, A.R., Shotguns): While the three of them are very different, I don't think it is unreasonable to have them all together. Most difficult part: coming up with a name for the category that sounds cool.

Shooting rifles and shotguns are two different skills.

not going to bother with the rest.
mintcar
If we're lucky theīll make room for an equal amount of skills in all areas, because the game will be more about skills. Itīs just speculation, of course. But their braking down the walls between deckers and riggers. So maybe they have set it up like this: You have the choice from char gen if you want access to one or more of the two realms that exists beyond human senses, magic and matrix. After that itīs all about what you know, and what you own. There would be no need to ballance riggers with samurai with mages. You know thatīs the reason for the split up of the combat skills. Deckers had their matrix, mages had their magic, stuff they knew that nobody else did. The split up was so that a character could be niched towards firearms and combat without being barely better with guns than the mage. Now, if just about everyone has access to the matrix anyway, they could make the skills in that area more detailed, because there would be no need of having that huge amount of nuyen being the big obstical. They could finaly make it so that your skills and attributes makes you what you are, and all the other stuff just makes you better.
Jrayjoker
Not to be a party pooper, but the mages used Karma so quickly that starting with an umbrella skill that didn't need to be deved as often was not that great an advantage over the Sammie with 6 skills in weapons. Besides, the mage needed combat skills to survive too.
mintcar
But what Iīm talking about is to ditch the artificial, across-the-board game balancers. You could make character concepts about skills, resources, tech and magic, in any combination you like. There would be no need to balance archetypes against eachother, because you would not be limited to one. It would cost you some points to get access to the matrix or magic, but not as much as it does in the current edition (instead the actual skill in using them would be whatīs expencive). After that, your concept is defined by your further choices in skills and toys. Thatīs what Iīm hoping for.
hermit
QUOTE
I would be very happy if that streamlined some of the combat skills into a smaller group:

Small Arms (all 4 pistol categories, SMGs): Really what is the difference between an fully automatic machine pistol and a SMG besides the damage code?

Long Arms (Rifles, A.R., Shotguns): While the three of them are very different, I don't think it is unreasonable to have them all together. Most difficult part: coming up with a name for the category that sounds cool.

Heavy Weapons (Light, Medium, Heavy)

Launch Weapons (grenade, missile, motar)

That would also give characters the chance to specialize in an entire sub-category of firearms (i.e shotguns would be a specialization rather than a category). I would also break the melee weapons into three groups: edged, blunt (polearms/clubs), and whips.

Great stuff! I only disagree about the edged weapons. A Daito and a combat knife need slightly different handling. Maybe Edged: short blade, edged: long blade, and polearms should be separate cathegories?
craigpierce
QUOTE (Dizzo Dizzman @ Mar 16 2005, 11:35 AM)
I would be very happy if that streamlined some of the combat skills into a smaller group:

Small Arms (all 4 pistol categories, SMGs): Really what is the difference between an fully automatic machine pistol and a SMG besides the damage code?

Long Arms (Rifles, A.R., Shotguns): While the three of them are very different, I don't think it is unreasonable to have them all together. Most difficult part: coming up with a name for the category that sounds cool.

Heavy Weapons (Light, Medium, Heavy)

Launch Weapons (grenade, missile, motar)

That would also give characters the chance to specialize in an entire sub-category of firearms (i.e shotguns would be a specialization rather than a category). I would also break the melee weapons into three groups: edged, blunt (polearms/clubs), and whips.

Just my thoughts, and I know they'll have no effect on anything, but it makes me feel like I'm participating in SR4. And isn't that what dumpshock is all about? indifferent.gif

i for one miss the 'firearms' skill from SR2. though i do like dizzo's layout, as it does make more sense than either just having the overall 'firearms' skill or having so many skills as they do now.
Crimsondude 2.0
Like I said before, from a skill perspective, handling even SMGs vs. MPs is different enough to warrant it IMO.
Slash_Thompson
I would like to throw in a vote of 'more skills is better'.

rules complexity isn't actually increased much (if at all) by breaking skills up into subcategories:

take the old firearms rule. and the 3rd ed pistols/smgs/assault/rifles etc.
did the actual mechanic of firing a weapon become more complex? not really- firearms + a predator was now pistols + predator.

the same could be done to the existing computing skill: each of the specialisations could become a new skill without much issue, since the rules complexity isn't increased, just the 'buy-in' cost of being a well-rounded decker skills-wise.

do it to magic too? either by application or general spell-type, depends on which way you want to take the sorcery/conjuring system.



craigpierce
QUOTE (Slash_Thompson)
I would like to throw in a vote of 'more skills is better'.

rules complexity isn't actually increased much (if at all) by breaking skills up into subcategories:

take the old firearms rule. and the 3rd ed pistols/smgs/assault/rifles etc.
did the actual mechanic of firing a weapon become more complex? not really- firearms + a predator was now pistols + predator.

the same could be done to the existing computing skill: each of the specialisations could become a new skill without much issue, since the rules complexity isn't increased, just the 'buy-in' cost of being a well-rounded decker skills-wise.

do it to magic too? either by application or general spell-type, depends on which way you want to take the sorcery/conjuring system.

it's a karma/creation point issue though...i'm all for the break down of skills - let's just not break them down too far. right now, i agree that there are too many firearm skills, and that you only really need the categories that dizzo suggested
Austere Emancipator
SMGs fired from the shoulder handle very much like ARs, rifles and shotguns, and are in fact long arms by definition. That's why I rather group SMGs into the Long Arms skill (whenever fired with the stock extended, if there is a stock), whereas most small SMGs and all machine pistols fired without the stock extended would fall into the same group as all other pistols. Firing LMGs or GPMGs from the shoulder or a bipod is also very much like firing rifles, and quite unlike firing heavier weaponry such as most tripod- or vehicle-mounted machineguns, and is nothing at all like any rocket or grenade launchers -- thus machineguns fired unsupported or from a bipod should count as Long Arms, not Heavy Weapons.

"Small arms" refers to all firearms carried and used by a single person -- this includes everything from pistols to LMGs. A more correct name for the skill covering the use of pistols, machine pistols, certain kinds of SMGs in certain situations, etc. would be "Handguns".

QUOTE (Crimsondude 2.0)
Shooting rifles and shotguns are two different skills.

In SR3 canon they are, there's no reason why they'd have to be in SR4.

QUOTE (Crimsondude 2.0)
How you hold it, carry, fire it, reload it, and basically how you use it in a combat situation.

And yet you have no trouble with LMGs fired from the shoulder and HMGs fired from a tripod using the same skill, even though the two are used in very different ways in combat? Doesn't the very idea of a pintle-mounted machinegun being fired with the same skill (Gunnery) as Surface-to-Surface Missiles cause you terrible pains? What about getting past Maglocks and Electronic Warfare using the same skill (Electronics), or Biotech covering both Organ Culture & Growth and giving 1st Aid?

It's not a question if firing this kind of gun is different than firing that kind of gun. Of course it is. The question is, is firing this gun as different from firing that gun as driving a car is from driving a bike, or as different as different as tampering with a maglock is from setting up explosives with electronic detonators.

Face it: The skills covering the use of firearms are far more fragmented than any other skills in SR3 canon. With a division such as Handguns/Long Arms/Heavy Weapons/Launch Weapons they would at least be less obviously so.

Of course, if you wanted to have less generic skills, the skillset would also be more consistant if you did indeed split up all the other skills just like Firearms was split up. Basically, that'd take splitting apart all the non-Combat Active skills in SR3 by Specializations. I'm personally very much against this, because I don't like the idea of likely more than 50 active skills for any generalist-type of character. I'm also quite confident that the game designers would never do this.
Fortune
QUOTE (Crimsondude 2.0)
Like I said before, from a skill perspective, handling even SMGs vs. MPs is different enough to warrant it IMO.

But nowhere near the same as the difference between Athletics and Car B/R, or Biotech and Computers, which is basically how it is reflected in SR3.
Crimsondude 2.0
Oh, well. The same can be said about any Active Skill and its B/R eqv.

QUOTE (Austere Emancipator)
QUOTE (Crimsondude 2.0)
How you hold it, carry, fire it, reload it, and basically how you use it in a combat situation.

And yet you have no trouble with LMGs fired from the shoulder and HMGs fired from a tripod using the same skill, even though the two are used in very different ways in combat?

You're right. They should break up the heavy weapon skills, too.
Austere Emancipator
I take it, then, that you think there should be hundreds of separate active skills? That would at least make the firearm skills more logical, even though it'd make it character generation a bit too much of a hassle for my tastes.
Ol' Scratch
QUOTE (Austere Emancipator)
I take it, then, that you think there should be hundreds of separate active skills? That would at least make the firearm skills more logical, even though it'd make it character generation a bit too much of a hassle for my tastes.

Personally, I'm more of a fan of the older way of handling skills. You have a base skill representing general knowledge, then a concentration on a tigher group of skills within that base skill, and finally a specialization for one specific use of that skill.

If I changed anything for the better (within the current system), it would be that the default TN for any action is based upon which set of those skills you were using. Base (Firearms) TN 6, Concentraiton (Heavy Pistols) TN 5, Specialization (Ares Predator) TN 4. Defaulting penalties would be revamped as well. Or, more correctly, using a default TN of 6 for all actions and a -1 bonus for Concentrations and -2 for Specializations.
DrJest
That's not a bad idea. The TN may be a little harsh, but not by more than 1 point.

Oh, and nice to see you back Funk - people were wondering where you went smile.gif
Slash_Thompson
QUOTE (archimagus)
it's a karma/creation point issue though...i'm all for the break down of skills - let's just not break them down too far. right now, i agree that there are too many firearm skills, and that you only really need the categories that dizzo suggested


I agree with you that it would be great if they cut the number of firearms type skills down to four or five instead of the (eleven?, don't have books on hand) that they have now.

I just think that they should break up a few of the other 'umbrella skills' too. I mean, general computer use and computer programming are really vastly different in the world of point-click interfaces. (it wasn't as different in the early-mid 80's when most UI's were command line) I think it would be reasonable to have someone be 'very good' at exploiting hosts with pre-cooked programs, but not be capable of programming their own.

same with Sorcery- right now, every magic character is equally as good at, say: casting and defense... split it up too. simplifies introducing players also- since alot of the time there is confusion stemming from some skills (sorcery, computing) doing six things, while most skills (car, pistols, etc) only do one.
Critias
I don't think I've ever heard of confusion coming from a skill covering lots of things. I have no idea how more specific skills "simplifies" anything at all, especially character creation for new players.

The confusion tends to come from the ultra-absurdly-specific skills not covering multiple tasks, not the other way around. I've been playing SR since it came out, and I still get confused as to why there's "Electronics" and "Electonics B/R."
Fortune
I agree that there is no need for both Electronics and Electronics B/R, but I have preached that subject before.

Another thing I have always advocated is divorcing Spell Defence entirely from Sorcery. Making it independant, and bringing that skill in line with all the others in regards to its utilization would be a Good Thing™.
Slash_Thompson
QUOTE (Critias)
I don't think I've ever heard of confusion coming from a skill covering lots of things. I have no idea how more specific skills "simplifies" anything at all, especially character creation for new players.


the confusion stems most from Sorcery, and the related 'skill dice allocation' rules that were apparently included purely for balance (i.e. must allocate x dice to cast, y to drain, z to defense, and x+y+z <= skill) it's the only skill in the game I'm aware of that does this. since you have to split the dice all the time anyway, why not have seperate skills? (less fluidity- increase the spell pool then, and axe defense as skill related or something.) it's complex. and there's no real simple solution that doesn't rework alot of the basic assumptions behind the 'balance' of the magic system.


and yes, electronics and Electronics B/R doesn't make much sense. combine them, maybe look over the whole b/r system for a possible rework. I find it's mostly under-utilized. might just be my games though.

GunnerJ
I, as a long-time mage twink, would hate to see Sorcery diversified. How would I be able to get 6 dice of Spell Defense at all times without interfering with my spellcasting by taking Sorcery 5 at chargen and then a three-karma specialization in Spell Defense after the first run?
CradleWorm
Sorcery is already broken up by the requirement to know spells. If you want to spread sorcery out across several skills, you'd have to allow mages to cast any spell from that area. Since the samurai can fire any assault rifle with his assault rifle skill, the mage should be able to cast any combat spell with his combat sorcery skill.

Its balanced as it is, could you shuffle things around and maintain a balance? Sure... but why bother.
Nikoli
that's a good point Cradle. Personally I don't think spells are balanced as is, they cost too much karma to upgrade.
GunnerJ
The karma cost isn't really the problem. It's the insane TNs to get higher level spells. IMO, all making you roll against double the desired Force does is encourage players to get as many high-Force spells as they can at chargen and not learn any new spells unless they can be effective below Force 4.
mmu1
QUOTE (Crimsondude 2.0)
Shooting rifles and shotguns are two different skills.

No, they are not. Assuming the same type of sights, a shotgun handles no differently than a rifle of similar length and weight.
Bigity
QUOTE (GunnerJ)
I, as a long-time mage twink, would hate to see Sorcery diversified. How would I be able to get 6 dice of Spell Defense at all times without interfering with my spellcasting by taking Sorcery 5 at chargen and then a three-karma specialization in Spell Defense after the first run?

Huh?

I would think, that at the most, you could get 1 die of Spell Defense without effecting your spellcasting, not 6.
Crimsondude 2.0
QUOTE (mmu1)
QUOTE (Crimsondude 2.0 @ Mar 16 2005, 12:47 PM)
Shooting rifles and shotguns are two different skills.

No, they are not. Assuming the same type of sights, a shotgun handles no differently than a rifle of similar length and weight.

Assuming a lot, there, aren't you?
mmu1
QUOTE (Crimsondude 2.0)
Assuming a lot, there, aren't you?

What, that combat shotguns don't use a rail sight like you would for hunting or skeet shooting? I wouldn't call that "assuming a lot", no. I'd call that a fact.

Regardless, even if the sights were different, it'd still be the same skill - in that case, the difference is no bigger than between two rifles that use different types of sights.

I think you need to get out and shoot more...
GunnerJ
QUOTE (Bigity)
QUOTE (GunnerJ @ Mar 22 2005, 12:41 PM)
I, as a long-time mage twink, would hate to see Sorcery diversified. How would I be able to get 6 dice of Spell Defense at all times without interfering with my spellcasting by taking Sorcery 5 at chargen and then a three-karma specialization in Spell Defense after the first run?

Huh?

I would think, that at the most, you could get 1 die of Spell Defense without effecting your spellcasting, not 6.

New specializations are bought at the level of the base skill, plus one. They cost half the level of the new specialization. If my base Sorcery skill is at 5, then my new specialization in Spell Defense is at 6. This costs half the level of the specialization in karma, or 3.

Since I'm using spell defense, the dice would be drawn from my Spell Defense specialization, not the base skill, and when I do anything else with Sorcery besides Spell Defense, I would be using Sorcery, the base skill, which is uneffected by how many dice I have allocated from my specialization. I can also buy a specialization in Spellcasting at 6 for 3 karma, further seperating the two, if that's not good enough. Now why on Earth would my Spellcasting, Astral Combat, Dispelling, etc. be effected by my use of Spell Defense if the dice I'm drawing is from a specialization? There's nothing in the rules about it, so far as I know.

The point is that the "dice put aside" mechanic has some rather odd effects when specializations are used. Odd, and nonsensical. In the case of Spell Defense, only Spell Pool dice should have to have been allocated in addition to the base Sorcery skill or Spell Defense specialization, which would have been constant. It would have made more sense if a mage could use Spell Defense without having to "allocate" anything besides Spell Pool, and just give them a +1 TN modifier for all magical tasks while Spell Defense is up to simulate concentration on the defense (or something).
Austere Emancipator
It's safe to say that the sights on a firearm have nothing to do with the skill used in firing it in SR3, since the e.g. the Rifles skill already covers rifles fired with all kinds of iron sights, all kinds of scopes, smartlinks, etc.

Of course there still are some differences between firing a shotgun and a rifle in most cases. To see how arbitrary the skill division between the two is, though, compare a bolt-action sporting rifle in .243 Winchester (such as this, firing a small bullet really, really fast) to a lever-action .45-70, to a lever-action 12G/2-3/4" slug gun. I appreciate that it's all abstraction, I just want to make it clear that there's no magical separation of rifles and shotguns IRL, there's no "how the hell do you handle this gun" effect when going from rifles to shotguns.
Bigity
QUOTE (GunnerJ)
QUOTE (Bigity @ Mar 22 2005, 09:04 PM)
QUOTE (GunnerJ @ Mar 22 2005, 12:41 PM)
I, as a long-time mage twink, would hate to see Sorcery diversified. How would I be able to get 6 dice of Spell Defense at all times without interfering with my spellcasting by taking Sorcery 5 at chargen and then a three-karma specialization in Spell Defense after the first run?

Huh?

I would think, that at the most, you could get 1 die of Spell Defense without effecting your spellcasting, not 6.

New specializations are bought at the level of the base skill, plus one. They cost half the level of the new specialization. If my base Sorcery skill is at 5, then my new specialization in Spell Defense is at 6. This costs half the level of the specialization in karma, or 3.

Since I'm using spell defense, the dice would be drawn from my Spell Defense specialization, not the base skill, and when I do anything else with Sorcery besides Spell Defense, I would be using Sorcery, the base skill, which is uneffected by how many dice I have allocated from my specialization. I can also buy a specialization in Spellcasting at 6 for 3 karma, further seperating the two, if that's not good enough. Now why on Earth would my Spellcasting, Astral Combat, Dispelling, etc. be effected by my use of Spell Defense if the dice I'm drawing is from a specialization? There's nothing in the rules about it, so far as I know.

The point is that the "dice put aside" mechanic has some rather odd effects when specializations are used. Odd, and nonsensical. In the case of Spell Defense, only Spell Pool dice should have to have been allocated in addition to the base Sorcery skill or Spell Defense specialization, which would have been constant. It would have made more sense if a mage could use Spell Defense without having to "allocate" anything besides Spell Pool, and just give them a +1 TN modifier for all magical tasks while Spell Defense is up to simulate concentration on the defense (or something).

It might work this way for skill-use kind of skills (shooting a gun, driving a vehicle), but for Spell Defense, you are allocating the dice to defense, thus giving them up for use in spellcasting.

IMO, once your specializations being allocated to other purposes is greater then the difference between your base sorcery skill, you start to lose dice for spellcasting. It's still not a bad way to get some dedicated Spell Defense dice.

That's how I rule it anyway, but I guess technically, the rules work as you say.

Geez, what happens when your Spell Defense specialization is _lower_ then your Sorcery.


I can see where some clarification is needed for 4th Ed.
GunnerJ
QUOTE

IMO, once your specializations being allocated to other purposes is greater then the difference between your base sorcery skill, you start to lose dice for spellcasting... That's how I rule it anyway, but I guess technically, the rules work as you say.


Neither's really great. The way I outlined bypasses the whole limitation on Spell Defense. The way you outlined doesn't really make sense: there's just no mechanical reason why dice allocated from a specialization should effect the base skill, and scant little in-character reason (although anyone can come up with something with enough creativity).

QUOTE
Geez, what happens when your Spell Defense specialization is _lower_ then your Sorcery.


I don't think that's possible. The only ways to get specializations, from chargen or from karma use by an existing PC, require the specialization to be higher.

QUOTE
I can see where some clarification is needed for 4th Ed.


Bingo. That was the point of my post. wink.gif It treats a skill like a dice pool, which in my mind is as much a clunky abberation from the norm as Open Tests.
Eyeless Blond
QUOTE (GunnerJ @ Mar 22 2005, 05:08 PM)
Neither's really great. The way I outlined bypasses the whole limitation on Spell Defense. The way you outlined doesn't really make sense: there's just no mechanical reason why dice allocated from a specialization should effect the base skill, and scant little in-character reason (although anyone can come up with something with enough creativity).

What's so hard about it? You normally get X (in your case 5) dice to allocate for Sorcery, but you get an extra Y (in your case 1) dice for raising the specialization that many levels above the base skill. What's the big deal?
GunnerJ
Well, as a house rule, I guess it's fine. But the point that the canon rules need a fix remains, and in fact is reinforced by the need for a house rule. And the rules do not support such a mechanism.

My problem stems from my understanding of how specializations work. They reflect training in a very specific area, and across the board in SR, the use of specializations only relates to their base skills in terms of the method of gaining/raising a specialization. With any other base skill/specialization pair, say Pistols/Predator, the specialization is used when appropriate, say when you're using an Ares Predator, and is independant of the base skill.

But now that we're suddenly using a skill as if it was a dice pool (for some reason), not only do we need a unique mechanism for handling that conceit, we need a mechanism about specializations of the skill to handle one specific, unique use of it as a pool. Clunky. Stuff all that "allocation" nonsense and just impose a concentration/energy focus/whatever penalty to TNs while SD is up.
DrJest
QUOTE
What, that combat shotguns don't use a rail sight like you would for hunting or skeet shooting?


On a related note, my wife's cousin - who belongs to a large farming family - is the local fox exterminator in his area (this is not intended to devolve into a discussion on foxhunting, btw) and from what she has recounted to me he seems to use some kind of a shotgun with a low powered telescopic sight attached for shooting them. I don't know what kind of shotgun that would likely be, but since it was relevant to the similarities in use between rifles and shotguns I thought I'd toss it in there smile.gif
Tarantula
QUOTE (GunnerJ)
Well, as a house rule, I guess it's fine. But the point that the canon rules need a fix remains, and in fact is reinforced by the need for a house rule. And the rules do not support such a mechanism.

My problem stems from my understanding of how specializations work. They reflect training in a very specific area, and across the board in SR, the use of specializations only relates to their base skills in terms of the method of gaining/raising a specialization. With any other base skill/specialization pair, say Pistols/Predator, the specialization is used when appropriate, say when you're using an Ares Predator, and is independant of the base skill.

But now that we're suddenly using a skill as if it was a dice pool (for some reason), not only do we need a unique mechanism for handling that conceit, we need a mechanism about specializations of the skill to handle one specific, unique use of it as a pool. Clunky. Stuff all that "allocation" nonsense and just impose a concentration/energy focus/whatever penalty to TNs while SD is up.

What houserule? You're straight up wrong.

Sorcery, "To cast a spell, make a test using allocated Sorcery dice, plus dice from the Spell Pool, if desired." SR3 pg 182.

Spell Defense, "To use Spell Defense, allocate Sorcery dice, plus any Spell Pool dice desired, to defense." SR3 pg 183.

Now, say you have Sorcery 5 (Spell Defense 6)

You want to cast a spell, so you allocate 5 sorcery dice and 0 pool to it. You then want to have dice for defense, so you allocate the remaining 1 die (as you can only allocate the last one to spell defense) to defense.

Alternately, you could do something like, 3 dice to sorcery, 3 to spell defense. It isn't treated seperately, its a base off of the original skill.

Actually, if I was going by your definition which says it isn't a part of the base skill, you couldn't allocate ANY, because the text says allocate sorcery dice. If the specialization isn't a part of socery, you can't allocate any dice from it.
GunnerJ
QUOTE
What houserule? You're straight up wrong.


Only by being overly literal in interpretation. The book never states how to use specializations as different from base skills. For example:

QUOTE
Actually, if I was going by your definition which says it isn't a part of the base skill, you couldn't allocate ANY, because the text says allocate sorcery dice. If the specialization isn't a part of socery, you can't allocate any dice from it.


Firstly, my contention wasn't that it isn't a "part of" Sorcery, just that it is used on its own when the specialization applies, but more on that later. Secondly, if your literal reading were correct, then one should never bother specializing Sorcery at all, because specializations are never explicitly used in defining the functions of the skill (and this is true in most cases). In other words, if you had Sorcery w/ specialization Spellcasting, you'd never use Spellcasting at all, since the rules say to use Sorcery, and not anything else.

Of course, this is nonsensical. We all commonly understand that if you have a specialization and it applies, the number of dice you're rolling is equal to the specialization rating. So if you have Sorcery X (Spellcasting Y) and you want to cast a spell, then you're rolling Y dice. Even if the rules may say that you should roll X dice for Sorcery, and even though the rules never explicitly state how we arrive at the value, Y, as the number of dice to roll.

The most intuitive way of looking at this is that we get "Dice Rolled = Y" becuase we're using the specialization, not the base skill. The interpretation you're asking me to accept as definitively correct says that we arrive at Y through the function "Dice Rolled = X + (Y - X)," which will equal Y, but is much more cumbersome.

And you know what? The fact that the rules never really say which is right or explicitly support the ruling you do, the fact that we're arguing this at all, only supports the actual contention that I was trying to make in the first place: that the rules are unclear, and that the mechanic in question here is pretty wonky.
Tarantula
No, the fact you mis-interpretted the stated rules is the reason we're discussing it. I've never seen this view on how they work before, either in person, or on dumpshock. I think we can agree most unclear rules are argued on dumpshock on a frequent basis (ex: invisibility).

The rules aren't unclear, and I agree its understood that the specialization applies.

So, again, going back to your example. Say 5 sorcery, (Spell Defense 6). You have 5 sorcery dice, and 1 extra spell defense dice. Spell defense is built off the base of sorcery. Spell Defense 8 sorcery 5 means you have 3 dice that are spell defense only.

This is because specializations are based off the base skill. They're limited by it, and start from it. You don't seem to take that into account.

Think of it this way, Sorcery 5 (Spell Defense 6) means you have 6 sorcery dice, but 1 can only be used for spell defense, because you specialized in it. Thats how it works.
Fortune
Tarantula has it right. All Specializations are a part of the main skill. With Sorcery, if you allot a number of dice to Spell Defence, they are unavailable for use in Spellcasting. This is my main bone of contention in regards to Spell Defence, as it causes unnecessary confusion by forcing the Sorcery skill to be used in a different manner than any other skill in the game.
GunnerJ
QUOTE
No, the fact you mis-interpretted the stated rules is the reason we're discussing it. I've never seen this view on how they work before, either in person, or on dumpshock. I think we can agree most unclear rules are argued on dumpshock on a frequent basis (ex: invisibility).


And I think we can agree that the possibility that this has just never come up exists. This is actually something I've meant to talk about for a while and never gotten around to.

QUOTE
The rules aren't unclear, and I agree its understood that the specialization applies.

So, again, going back to your example. Say 5 sorcery, (Spell Defense 6). You have 5 sorcery dice, and 1 extra spell defense dice. Spell defense is built off the base of sorcery. Spell Defense 8 sorcery 5 means you have 3 dice that are spell defense only.


Again, you're asking me to look at the end result of a specialization as being, For Skill X (Spec Y), Potential Dice Used = X + (Y - X), and this is just counterintuitive. For any other specialization, I just look at the rating of the spec. for the dice to be used. I don't worry about what the base skill says, and for the most part, for other specs, I bet you do the same. You look at Pistols X (Predators Y) and when it comes time to fire a Pred, you don't worry about what the base skill rating says because the specialization applies, so roll Y dice.

In the case of Sorcery and SD, it's not so clear. I looked at the situation, as have the people in my group, and thought the makers of the game fucked up in allowing free SD dice to be easily obtained. Later, I felt the fuck up of making a skill work like a pool in some ways but not others for one unique activity was more worrisome. In any case, it wasn't a big deal to us because we simply don't use SD very much. So we decided to make it work like every other specialization seems to: when you're using the specialty, use the spec. dice and don't worry what the base skill rating is.

You and perhaps your group probably saw a bigger problem, and decided a fix was in order. The solution you came up with works well enough and maintains balance. But 1) it would have been nice for this to be cleared up in canon, and 2) it'd be even nicer is they could have found a way to do it that worked the same way as everything else, instead of using Sorcery as a pool instead of like every other skill when it comes to SD. This would seem a textbook example of the sort of streamlining initiative that's driving SR4. Which was, again, my whole point.

QUOTE
This is because specializations are based off the base skill. They're limited by it, and start from it. You don't seem to take that into account.


You're being very vague here. What, precisely, am I not taking into account? The only limitiations on a specialization because of the base skill that I can recall in canon deal with a spec's maximum rating and starting rating. Hell, the number of specializations a character can have is governed by the linked attribute. So what specific limitiations do the SR3 rules and errata, that is, the actual text of the game canon, have for specializations that I'm missing? Because you're acting like your interpretation of the rules for the SD spec. is based on some well-known principal that is laid out somewhere in SR3, and I'm not seeing a page reference.

Just so that you know exactly what I'm talking about, I'd like to see a page reference where SR3 says that the dice that can be used in a specialization is equal to X + (Y - X), where X is the base skill rating and Y is the specialization rating. Alternately, some section of either SR3 or MitS where is clarifies what to do for the Spell Defense specialization would be nice. Because I'm just not seeing either anywhere, and in fact, whenever I and anyone else I've played SR with has used specializations or the SD spec., we've just taken the number of dice used to be Y and treated Spell Defense accordingly.

QUOTE
Think of it this way, Sorcery 5 (Spell Defense 6) means you have 6 sorcery dice, but 1 can only be used for spell defense, because you specialized in it. Thats how it works.


This is a mathematically correct way of looking at it, and it does resolve a balance issue that might otherwise have gone unchecked, but
1) It's counterintuitive considering the way in which pretty much all specializations are actually used, and
2) It's not spelled out in canon. If that were, indeed, "how it works," I would expect the rules to explicitly say so. It doesn't. So either your interpretation is in fact a house rule, maybe even a very common one, meant to patch an unclear point in the rules, or the rules need to have been written more clearly.

Now, I just read the section in SR3 about specializations. I doesn't say either way what's correct. And the section on Spell Defense doesn't clear things up either. Maybe it was clear to you what you felt should have been done. Clearly, not everyone came to the same conclusion.
GunnerJ
QUOTE (Fortune @ Mar 23 2005, 01:04 AM)
Tarantula has it right. All Specializations are a part of the main skill.

I never doubted that specializations are part of the base skill. That you can use a base skill to preform any specialization is proof of this. But when you actually look at how many dice you need to roll, do you really start with the base skill and then add the difference between the base skill and the specialization? Or do you just pick up dice equal to the specialization? The fact that SD requires a unique and confusing use of a skill is only half the problem for me; the fact that they never said how the specialization for SD was supposed to work for when its application is different than any other skill in the game is the other.

When I have my character fire his Predator, I intuitively think that I should either roll Pistols, or the Predator specialization if he has it. Not Pistols + (Preadator - Pistols). So when I looked at SD, I figured it was the same. With a specialization, I'm taking dice from the specialization, not the base skill, just like in every other situation where a specialization is used. Is it really so hard to see how one could make that conclusion?
Tarantula
Hrm... How can I clear up how this works.

You have sorcery 5 (Spell Defense 6). When you want to use sorcery for spell defence, it is effectively at a level 6 skill. Any other use of it puts it at the base skill level of 5. Thus, if you want to assign 6 dice to it for spell defense, you can, but that uses all the dice for any other use for it as well.

This works for what you described. Pistols 5/7 (Ares Predator). You have an effective 7 skill in pistols when you are using an ares predator. With any other pistol, you have a skill of 5.

With sorcery, as I said, again, Sorcery 5/6 (Spell Defense) for purposes of spell defense, you have an effective skill of 6. For anything else, its skill of 5.

You don't get twice as many sorcery skill dice. It isn't ambigious, no where in the specialization or magic rules does it say that you get an extra skill pool for specializations.
Fortune
With most skills it makes no difference. You use the Specialization when it applies, or the main skill when the Specialization doesn't apply.

For Sorcery though, it does act as a Pool. You take dice away from the whole when you assign them to each aspect of the skill. A Specialization in Spell Defence merely means that you can use more dice than the main skill to achieve your ends in regards to Spell Defence. The dice are still assigned, and hence are subtracted from the general skill.

Disregarding the Spell Pool for the time being, a person with Sorcery 5/Spellcasting 10 could assign 5 dice to Spell Defence (or any other Sorcery related aspect) and still have 5 dice remaining to use for Spellcasting. He could also choose to use all 10 dice for Spellcasting, but would have none left over for any other Sorcery related purpose. He could choose to use 7 dice for Spellcasting, and have 3 dice remaining to use in Spell Defence (or again, another purpose). And so on.

The way I (house) rule this to fix it (in SR3) is to make Spell Defence solely an aspect of the Spell Pool, taking it completely out of the realm of the Sorcery skill. This brings the Sorcery skill back in line with all the other skills in the game, because there is no longer a need to 'assign' dice from it in the fashion of Pools. It also limits the amount of dice that can be used in Spell Defence, and depletes the actual Spell Pool so that it can't be used to resist Drain or augment Spellcasting.
GunnerJ
Taratunla: I fully understand what you're saying. But if that's how it's supposed to work, then I'd expect it to be resolved in canon, not on dumpshock. And for the record, my system doesn't grant extra dice equal to SD to use, what it does is substitutes for Sorcery for the purposes of determining how may dice one could allocate to SD. IOW, you don't allocate from Sorcery when you have a spec in SD, you allocate from SD, just like you roll Pred when you have Pistols/Pred, instead of Pisols. BTW,

QUOTE
You have sorcery 5 (Spell Defense 6). When you want to use sorcery for spell defence, it is effectively at a level 6 skill. Any other use of it puts it at the base skill level of 5.


What if you have Sorcey X (Spell Def Y) (Dispelling Z) (Spellcasting W), etc.? You don't really have a skill at rating Y, Z, or W. You have a base skill at X and specializations at Y, Z, and W that are used when they come into play. I can see the way you're looking at it. It just isn't how I usually do, or ever had before this thread.
Eyeless Blond
Fortune: Makes perfect sense to me. Pool dice are used for active defenses everywhere else as well (Combat or Control Pool for dodging, Hacking Pool for "improvised defense" which amounts to the same thing). Makes more sense than the way it's done now.
GunnerJ
Forune, again, I understand the principal. It's just not the way I look at specializations, since I tend to look at things functionally first. Functionally, you're rolling dice equal to the specialization when it applies, as if it were a skill on its own. This is the guiding logic that serves you well in 99% of cases. I simply carried it over to SD. Your Spell Pool idea is actually a great fix, BTW.
Fortune
QUOTE (GunnerJ)
Fortune, again, I understand the principal. It's just not the way I look at specializations, since I tend to look at things functionally first.

As I said, your view of Specializations is totally correct ... for every single skill in Shadowrun except Sorcery. Spirits knows why the powers-that-be decided to do things the way they did with that one single skill.
GunnerJ
Yeah, lookie at all the bandwith wasted because of it. The least they could have done was just said, right there, that that was the case.
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