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mintcar
Here´s what I propose, using the 3:d ed rules as a base: Let all characters have a control pool. Have the basic interface for decking and rigging being the same, a data jack more or less. Have different specific cyber geared at drone rigging, jacked initiative, decking or driving to be added at ones own choice. Have the manuver bonus come from the car sensors, and make it a bit smaller and only apply it to certain rolls. You should be able to be the most bad ass driver in history, driving better than any person alive today or ever by getting cybered up. It shouldn´t be all or nothing though. I think the way it is with combat is good, make rigging more like that.
hermit
QUOTE
A friend of mine recently wanted to make such a character. I told him it would be hard to do but it could work if he relied heavily on attributes. He ended up making a greek minotaur mercenary veteran from the troll wars. Because of no magic or resources he has the best attributes and an edge over other characters when it comes to skills. In a fire fight he can hold his own by surviving the first shot and having a good aim. He is at a terrible dissadvantage but he is far from useless thanks to the 3:d ed initiative rules. In melee combat he simply kicks ass, and having cyber wouldn´t make him much better at it. And he has a lot more potential for improvement than a samurai character has. People tend to forget that part.

Point taken. I'll try myself making such a character sometime and have him meet one of my sams ... just to see who'd win. But yeah, 3rd Ed initiative makes it possible for non-wired characters to participate in combat, though that usually applies only to NPCs.

QUOTE
Here´s what I propose, using the 3:d ed rules as a base: Let all characters have a control pool. Have the basic interface for decking and rigging being the same, a data jack more or less. Have different specific cyber geared at drone rigging, jacked initiative, decking or driving to be added at ones own choice. Have the manuver bonus come from the car sensors, and make it a bit smaller and only apply it to certain rolls. You should be able to be the most bad ass driver in history, driving better than any person alive today or ever by getting cybered up. It shouldn´t be all or nothing though. I think the way it is with combat is good, make rigging more like that.

Unless the equivalent of a VCR 3 in that system is much more essence intensive (or costly), I see no trouble there. I'll still worry about things not turning out quite as nice though. And I mourn the loss of the cyberdeck ("Yes. We’re eliminating the clunky old cyberdeck in SR4, and with no ‘deck, it doesn’t make much sense to call them deckers." SR4 FAQ 1; if any freelancer wants to correct that assumption I make, be my guest) and wonder how the hell deckers will work now without being Otaku. But Iguess I should cut the writers some slack and hope they just fix the system and don't fix it to death.
mintcar
We tried him out in a hand-to-hand fight with the street sam character from the archetypes, the samurai using his spurs against the minotaurs brass knuckles. That fight can easily be summed up in three words: +1 reach. If it was a ranged fight it would have ended differently.
hermit
QUOTE
We tried him out in a hand-to-hand fight with the street sam character from the archetypes, the samurai using his spurs against the minotaurs brass knuckles. That fight can easily be summed up in three words: +1 reach. If it was a ranged fight it would have ended differently.

Well ... he IS a troll.

Reminds me, I hope melee gets fixed too. The way it is right now, a hyper-fast cyber ninja night one cannot hope to hit a troll in the back and not be pounded to death. This automatic counterattack thing needs to go.
mintcar
But it´s the only thing that gangers can rely on! smile.gif

I´d like to see a better system for that too. Just wouldn´t want to see a system were it would actually be incosievable to make a mundane non-cybered combat character.
hermit
Well, I still would not want to have every drooling chiphead gutterpunk take out a 300 KArma full-body conversion deltaware cyberninja elf just by [i]blocking[i] his first attack! I'd accept that one can reduce the damage dealt out to zero, like it is done in ranged combat, but not deal damage back by default.

It's not like guards drop dead in droves by a troll just rolling down the damage their shots cause him, is it?
mintcar
The thing is that melee combat is more abstract that ranged is. The complex action of melee combat includes more hidden action and reaction (that the GM should discribe) than the simple action of firing a pistol. I think it could be done a bit better, but I´m not unhappy with how it is. There could be some more different modifiers though. There is a greater need for modifiers because the roll is more important than that of a ranged attack. You could have a modifier for being faster. Like an equvilant to the reach bonus, applied to the combatant with the highest reaction.
Thomas
QUOTE (hermit)
... It's not like guards drop dead in droves by a troll just rolling down the damage their shots cause him, is it?

Well - if the shot(s) ricochet off the dermal growths... biggrin.gif
hermit
Trolls and their l33t stainless steel butt riochet bullets back at the shooters!
Kagetenshi
Let me preface this by saying that I think the Rigger's current level of power is realistic.

Let me then go on to say that this is a game, and realism can go take a flying fuck at a rolling donut if it interferes with balance.

I do not agree that the unrigged should have a meaningful chance at outdriving Riggers. However, as it stands the Rigger is, as pointed out, the combat God. There is no meaningful restraint if subtlety is not an issue, and there's very little if it is. There's a reason the Sniper Drone Wars have legendary status right up there with the Watcher Attack Pack. The best way I can think of to address this would be to, while leaving Signature the same, increase the TNs for Sensor-Enhanced Gunnery against meat targets, and to eliminate the free pool for attack.

~J
mmu1
QUOTE (Kagetenshi)
I do not agree that the unrigged should have a meaningful chance at outdriving Riggers.

I think there should be at least a small possibility of it given high enough skill levels. Hell, other archetypes have to put up with that sort of thing on a regular basis - it's not like you're protected from getting nailed by someone with a gun skill of 5 and a dirt-cheap smartlink just because you're a street sam with several hundred thousand nuyen.gif of cyber installed. Or at least a situation that'd force a rigger to actually roll vs. TN 3 once in a great while.

But I'd settle for the designers not letting the riggers rape the laws of physics on a regular basis. wink.gif

Not that it matters much, since I somehow don't see our group switching to the 4th edition. (and I don't care that much anyway, but it sure is fun to argue on message boards nyahnyah.gif)
mfb
i think that the unrigged should have as much chance at outdriving riggers as the uncybered do at outshooting street sams. ie, slightly more than a snowball's chance in hell--but a chance, nonetheless.
Sandoval Smith
I like the idea of everyone having some small control pool. I like playing riggers, and I've also played VCRless against riggers, and so know the frustration. In the new system, the VCR also multiplies that pool by some factor of rating. That will give regular drivers a chance, while still maintaining the general superiority of riggers.

QUOTE (hermit)
No honestly, I don't really see any reason to take away the control pool, any more than taking away the combat pool (which, using current rules, allows any character to Matrix-dodge bullets, and don't tell me this is anything like realistic!). If they did,. that'd indeed create imbalance between riggers and sams, whcih would be completely unnescessary.


That's a misconception that I really hate. Characters do not 'matrix-dodge' bullets. It's simply a facet of the abstract combat system. The designers wanted a dodge mechanic in there somewhere, and by having it occur after the attack roll makes it a little more survival friendly, since players can decide how many dice they use after seeing how difficult a task they will be faced with.

I observed one game where the GM, going for realism, had players assign Dodge dice before the attack was rolled, and although it was 'realistic,' it also tended to raise player stress levels, as well as the lethality of the game, when you ran into circumstances like assigning most of your Dodge dice when shot at by the guard with the LMG who scored only one success, so you easily stage that down, and then get nailed because you only have a die or two left when the guard with the Predator manages to stage the damage up to deadly. It also slowed things down further as players pondered how many Dodge dice an attacker was worth assigning.
Charon
If rigger had bonus dice on their vehicle skills instead of TN reduction for their test, it would go a long way toward what I want.

Trouble is rolling tons of dice is annoying and slows down the game, but you can't have everything.
Kagetenshi
QUOTE (Charon)
rolling tons of dice is annoying and slows down the game

Says you nyahnyah.gif
QUOTE (mfb)
i think that the unrigged should have as much chance at outdriving riggers as the uncybered do at outshooting street sams. ie, slightly more than a snowball's chance in hell--but a chance, nonetheless.

I guess it just comes down to what you define as "a meaningful chance", then.

~J
Arethusa
QUOTE (Kagetenshi @ Mar 28 2005, 11:00 PM)
QUOTE (Charon @ Mar 28 2005, 10:52 PM)
rolling tons of dice is annoying and slows down the game

Says you nyahnyah.gif

Says me too. It's precisely what drove me to hate dice and love electronic dice rollers like Omnihedron.

QUOTE (Kagetenshi)
QUOTE (mfb)
i think that the unrigged should have as much chance at outdriving riggers as the uncybered do at outshooting street sams. ie, slightly more than a snowball's chance in hell--but a chance, nonetheless.

I guess it just comes down to what you define as "a meaningful chance", then.

Pretty hard to construe a snowball's chance in hell as meaningful.
RunnerPaul
QUOTE (Sandoval Smith)
That's a misconception that I really hate.  Characters do not 'matrix-dodge' bullets.

Exactly. I had a old post around here somewhere, ah here it is:
QUOTE (RunnerPaul)
QUOTE (BitBasher @ Feb 22 2005, 01:39 PM)
2) You don't actually dodge bullets, that's impossible. You make an effort to not be in front of the gun when it goes off. That's what dodging represents.

Why am I suddenly visualizing a little bald kid in Tibetan Monk style robes sitting crosslegged on the floor in front of a pile of bent spoons, saying "Do not try and dodge the bullets, that's impossible. Instead, try to realize the truth."
"What truth?"
"That having a gun pointed at you is bad. Then you will see that it is not the bullets that you dodge, but the gun."

Shockwave_IIc
ROTFLMAO biggrin.gif biggrin.gif biggrin.gif
mintcar
Nice one!
Taran
QUOTE (Kagetenshi)
...as it stands the Rigger is, as pointed out, the combat God. There is no meaningful restraint if subtlety is not an issue, and there's very little if it is. There's a reason the Sniper Drone Wars have legendary status right up there with the Watcher Attack Pack.The best way I can think of to address this would be to, while leaving Signature the same, increase the TNs for Sensor-Enhanced Gunnery against meat targets, and to eliminate the free pool for attack.

This would be a good quick fix, and I'm ready to implement it if you are wink.gif, but I think it avoids the deeper issues.

(note: the following opinions are those of an SR newbie with about eight months' experience GMing for Kagetenshi's rigger Alex.)

The two major issues, as I see them, are the TN problem and the Sensor mechanics. mmu1 touched on the first one, and it really is a big deal: it's not hard to bring a even a big van's handling down to 1, and then the VCR-3 offsets any situational modifiers that come up. I actually don't think the VCR is at fault for this. Instead, it's too easy to reduce the handling on an off-the-lot vehicle. Drive-by-wire is the big offender here: it's quite expensive, but it pays for itself when your TN to dodge that lightning bolt is 2 instead of 5. It pays for itself again when you ram the mage. When the guy throwing the lightning bolts is a spirit in the storm clouds above you, and it's dark and rainy and some magical effect has cut your speed by a factor of six, it can pay for itself three times in an hour of play. You get similar bad results out of [Ac|De]celeration.

Sensors. Most of the problem is in the lack of specificity, I think. There's no clear definition of how the different parts of a sensor system relate to its ability to detect things, nor of how Signature is really calculated, and the parts that are defined are often internally inconsistent. This makes it difficult to extend the Sensor rules for new situations.

Example: thermal dampers raise the Signature of the vehicle they're installed in while in use, even against vehicles with Sensors=pitiful and no heat-detection ability. Example: Sensors versus Concealment (by canon there is no interaction. Should there be?) Example: What do you do when the sensor apparatus gets covered with black paint, or freeze-foam, or a giant loogie from the troll adept? What do Sensors and Invisibility do when they interact, besides produce flamewars? Why?

I'm not suggesting a move to a more complicated system, with differing sensor components providing different modifiers against different targets. I'm saying that Signature as it stands is too abstract to be useful as a measure of an object's visibility to sensors, which forces the sensor system itself to be uselessly vague in how it does what it does.

Were I rewriting the SR vehicle rules, I'd disassociate kinds of detection systems from Sensor rating. Sensor rating would control the number of dice that you get for Sensor tests and perhaps the amount of magnification that you can muster, and would represent sophistication of the image interpretation software that the vehicle carries. Sensor tests would work similarly to Perception tests, with maybe a few Sensor-specific modifiers. Add-ons for the sensor system (ultrasound, thermo, &c) would be available, and would work like their cybernetic counterparts. Signature would be taken behind the woodshed and dealt with.

There are other, minor issues: vehicle fragility/invulnerability, the tendency of the Acceleration test to nonconsensually violate the physics fairy, the whole Ramming thing, vehicles containing other vehicles. But Acceleration and Ramming become more fair when the TNs involved are 4 instead of 2, and fragility/invulnerability has been done to death on these boards. Ultimately I suspect that all of the vehicle rules need to be scrapped and re-written, but I've no idea how to do such a thing usefully.
RunnerPaul
QUOTE (Taran)
Were I rewriting the SR vehicle rules, I'd disassociate kinds of detection systems from Sensor rating.

Given that you can upgrade a lower-rated sensor package to have the same kinds of detection systems normally only found in the higher-rated packages (without increases in weight or CF, btw), I'd say that they're already disassociated, but not in the way that you want.
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