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TeOdio
QUOTE (Charon)
Well, I gotta say I'm gonna miss Priority system's close cousin even more : Sum to 10. That's what I used the most.

AMEN to that Brother.
nuyen.gif nuyen.gif nuyen.gif
Fortune
Sum-to-10 was never actually a part of SR3.
sapphire_wyvern
QUOTE (Kesh)
QUOTE (sapphire_wyvern @ Apr 11 2005, 02:36 AM)
I am a firm believer of the following theory:

For optimal point-based character generation systems, the unit of character-building resource should be identical to the unit of character advancement resource, and should be spent using the same rules.

Ie, characters should be built at chargen using XP or Karma or whatever the name of your "character upgrade resource" is.

You do realize that this would just get people screaming "new World of Darkness!" even more, right? smile.gif It's the same thing the nWoD is doing now.

With all due respect, I think you must be referring to some kind of house-rule character generation system for nWoD.

nWoD does not use an experience-based character generation system. In nWoD, and Exalted, you get a certain number of points to spend in certain categories, with additional bonus points.

However the points spent at character generation buy traits at different prices to what you get after character generation. For instance, in Exalted, a "bonus point" will get you one point of a Favoured Ability (which is equivalent to a skill in SR). This applies whether you are buying your second dot or your fifth. In comparison, buying the second dot would cost 1 XP, while a fifth dot costs a massive 7 XP, even though at chargen they would have cost the same.

It is this irregularity that impedes the system and is the major fault, IMO, with White Wolf's character generation systems.

Now, to respond to the people who say BeCKs' complexity implies that unified build/advance mechanics are a bad idea.

I imagine that advancement costs will become simpler in SR4, even though they weren't that complicated in previous editions. It is very unlikely that skills will still be linked to attributes for purposes of determining advancement costs, because attribute levels now factor directly into competence, so there is no reason for an indirect link via advancement costs.

This means that the cost of a given level in an attribute or skill can be pre-calculated and tabulated for ease of character generation, as it will be independent of other factors. A table showing the cost of Attributes and Skills from 1 to 6 would take no more than a couple of square inches, and eliminate many unpleasant mechanical effects from character generation where the value of certain purchasing strategies (eg specialist vs. jack-of-all-trades) is artificially inflated.

The mathematics of chargen would be no worse than simply purchasing on a point-for-point basis. It still involves nothing more than subtraction of a trait's cost from the remaining pool of points. In return for this negligible expense in terms of complexity, you eliminate all the effects of "efficient" vs. "inefficient" character generation (compare SR1-3 and starting the game with maximum in primary Attributes vs. less than maximum in primary Attributes). The game designers also save on unneccessary rules, with that pagecount going towards more gear, more combat options, more background, or whatever.

Of course, introducing wares that modify Karma costs would not interact well with this system, although it wouldn't be insurmountable. But I was never a fan of that particular aspect of the Mnemonic Enhancer anyway. smile.gif
NightHaunter
Using xp or karma too build a char isn't a bad thing provided it isn't too complex.
You don't wanna be sat trying to build a char for hours on end you wanna be able to translate to stats quickly
Patrick Goodman
QUOTE (sapphire_wyvern @ Apr 11 2005, 06:36 AM)
I am a firm believer of the following theory:

For optimal point-based character generation systems, the unit of character-building resource should be identical to the unit of character advancement resource, and should be spent using the same rules.

Ie, characters should be built at chargen using XP or Karma or whatever the name of your "character upgrade resource" is.

You won't be the first to advocate BeCKS as the official chargen method (which is what you're implicitly stating, whether you mean to or not), but I personally find it painful to use.

I think there are some merits to the idea, but I don't think we need more complexity to chargen, which already takes enough time as it is, IMO. I feel fairly certain that Rob and the others have seen this idea (they do peruse this forum, after all), but I personally don't find it as useful as some. I don't operate under the same theory, obviously.

I should also note that I might be completely off-base, and Rob et al might look at it and find it the best thing since canned beer and implement it immediately...in which case I'd learn to deal with it. smile.gif
Vuron
I tend to be in the camp that build points should be fundamentally equivalent to advancement points as well. In my experience it tends to be an exceedingly elegant design that works well in a large number of games. You basically only have to memorize a handful of tables or formulas for determining "karma" cost of any given trait and viola you can generate anyone from the base level of competancy to the highest (assume the high end don't break the ruleset).

In general it makes designing good threats a breeze because you figure that a team of 4 500 karma characters should be roughly equivalent to a threat of 2000 karma etc.
Kagetenshi
Er, no, a team of four 500 karma characters won't be anywhere remotely close to a 2000 karma threat. At least, not unless they're designed specifically to kill that threat rather than as believable characters functional in other situations.

~J
Vuron
QUOTE (Kagetenshi)
Er, no, a team of four 500 karma characters won't be anywhere remotely close to a 2000 karma threat. At least, not unless they're designed specifically to kill that threat rather than as believable characters functional in other situations.

~J

Within the current system no it's not really the case but within a system like sapphire wyvern seems to be advocating you would have that type of scalability.

Of course this is based on the assumption that the 2000 karma threat is built in a well rounded manner rather than just pumping up a handful of abilities and that there aren't too many abilities that you need obscene amounts of karma to unlock.

But yes there are plenty of people that feel that 4 x 500 should be equivalent to 1 x 2000 if advancement is linear.
Kagetenshi
Under current attribute/skill costs, 2,000 karma is enough for all attributes at 6 and all canon skills at 6, give or take a few.

~J
Vuron
QUOTE (Kagetenshi)
Under current attribute/skill costs, 2,000 karma is enough for all attributes at 6 and all canon skills at 6, give or take a few.

~J

Understood but even assuming a supremely skilled generalist there is an upper end to how much damage that character can withstand and how many actions he can reasonably get off in any given phase.

Now I understand that under SR3 canon high end initiates pretty much break the rules because you can assume that they can afford multiple anchored physical barriers numerous spirits etc at any given time so a mix of 1 500 karma rigger 2 500 karma combat monkey and a 500 karma mage is quite likely going to get smashed.

However if you look at a 2000 karma street samurai (badass mofo that he'd be) he's probably going to get taken down by the 4 500 karma characters listed above a decent percentage of the time. I'm not going to say it's exactly 50% but the there tends to be an advantage in most game systems towards all other things being equal that force of numbers tends to win out.
Nikoli
That and 4 attacks resisted by 1 target, vs. 1 attack with four viable target, weakest being taken out first of course.
Kagetenshi
But that's just it: the 2,000 karma character is in an excellent position to make sure that he or she doesn't resist four attacks. He can have explosives set up. He can have a rifle to outrange most of the team. He can have the Area Knowledge skills to keep them from ever seeing him. He can have all that and the Car, Helicopter, Hang-Glider, and Diving skills to escape. What's that you say? He needs to spend some karma on that gear? Fine, drop Suborbital B/R, because when I said he can have all canon skills, I meant all.

~J
Vuron
QUOTE (Kagetenshi)
But that's just it: the 2,000 karma character is in an excellent position to make sure that he or she doesn't resist four attacks. He can have explosives set up. He can have a rifle to outrange most of the team. He can have the Area Knowledge skills to keep them from ever seeing him. He can have all that and the Car, Helicopter, Hang-Glider, and Diving skills to escape. What's that you say? He needs to spend some karma on that gear? Fine, drop Suborbital B/R, because when I said he can have all canon skills, I meant all.

~J

You are relying on metagaming reasons to say why a 2000 karma character should never be surprised by 4 500 karma characters.

The simple fact of the matter is that a good percentage of the time those supreme competency characters should be prepared a good percentage of the time but there are going to be those times when he's driving to the stuffer shack to buy some Nuke-It burritos for the honeys back at the mansion and he gets ambushed driving his car.

Sure he's prepared for all sorts of eventualities but unless he routinely carries a portable hole worth of gear he's limited to how much of that crap he can actually carry at any given time and how quickly he can prepare for those shadowrunners gunning for his ass.

Of course this is the reason why I feel there are should be no old, bold shadowrunners. If you want to survive longterm you get enough money to buy luxury+ lifestyle permanent and then occasionally dabble. If you are a bold shadowrunner the odds are going to catch up with you and you die.

Fundamentally Shadowrunners are criminals and despite some exceptions real life criminals that consistent fuck with the powers that be get cacked or jailed.

Now this being said in SR3 mages totally break this template as high karma awakened become more like demigods and forces of nature than normal threats.
Dawnshadow
I don't know about that... if you have a well-rounded group, it can do vastly better than the karma of each individual member. You reach the problem of power plateau's though.. not so much with mages: you can always just get sorcery/conjuring to 20 (or some level sufficient that you can kill anyone with will 6 using a force 1 light manabolt). There's no power limit, really, although you reach a point that more initiations are wasted, because you're out of metamagics and you don't NEED any spells higher than what you already have (for instance, force 15..). Law of Diminishing Returns, basically. But, a few custom spells still make him/her invincible (or nearly so). Force 15 hardened armour spell anyone?

Adepts? Even less of a limit. Just keep getting more power points. So you have killing hands deadly, improved reflexes 3, improved ability (unarmed) 10, mystic armour 10, and so many levels of increased body that you can be tossed out of a 5th story window, land on your head, and soak it all..

Cybered folks on the other hand.. well... by the same point they can probably shoot the adept and get enough successes that he can't dodge and soak. I mean.. major plateau as far as advancement goes -- once you reach a point, it's ALL skills.

Note: This is assuming you are not using the optional training rules, as they do not make any sense whatsoever at high skill levels -- as it automatically imposes an upper skill bound on the world. You become your own master at skill 8 -- that's the point you can start founding your OWN school of (skill) and improve on all the little things that just don't work right for you. Hmm... start a martial art based on handblades... I wonder if Sharaloth would let me get away with THAT?

Edit: Wow. My thoughts were more chaotic then usual.
Nikoli
Well, to be fair Physical Adepts have 2 limits on power point expenditure, for example:
Joe Fist
Q 6
S 6
B 6
I 3
C 3
W 3
E 6
M 6

UA Combat 6
Clubs 6
Pistols 3

he can have IA: UA Combat 6, no problem. But he cannot have IA: pistols 5 because that is higher than his pistols skill, nor can he have IA: clubs 8 because that is both higher than his magic attribute and his skill.

Phys ads must raise both magic attribute and the natural skill, which while doable certainly ups the cost in improvement. If your particular GM doesn't allow phys ads to initiate for what ever reason, but does allow them to buy power points, then they are stuck with 6 levels for any one particular power, regardless of actual skill level and heaven help them if they lose magic points and cannot take a geasa.
Dawnshadow
Sadistic GMs being exceptionally contrary and limitting should not be considered as normal. Standard rules allow adepts to initiate -- so they should be able to match skill dice. And compared to the cost of initiations.. well... a few levels of skill are relatively cheap, compared to initiation, as long as you time it right -- for instance, after the 'increase attribute'.
sapphire_wyvern
QUOTE (Patrick Goodman @ Apr 14 2005, 04:31 AM)

You won't be the first to advocate BeCKS as the official chargen method (which is what you're implicitly stating, whether you mean to or not), but I personally find it painful to use.

I think there are some merits to the idea, but I don't think we need more complexity to chargen, which already takes enough time as it is, IMO. I feel fairly certain that Rob and the others have seen this idea (they do peruse this forum, after all), but I personally don't find it as useful as some. I don't operate under the same theory, obviously.

I should also note that I might be completely off-base, and Rob et al might look at it and find it the best thing since canned beer and implement it immediately...in which case I'd learn to deal with it. smile.gif

Yes, I've heard that SR3 BeCKs is a bitch to perform manually. BeCKs is complicated. But whatever traits BeCKs has proves nothing about the traits of unified build/advance rules in general. They don't have to be complicated and overly slow, as demonstrated by several other systems. This is the core distinction that I am trying to make.

If the nexus between attribute level and skill advancement cost is broken in SR4, it becomes much simpler. The nexus should be broken, because attributes will factor directly into competence, and making skills above attributes more costly simply favours attributes over skills even more than the system already does.

How hard is it at chargen to use a table that says that, for instance a level 5 skill costs 15 build points (1+2+3+4+5) versus saying that it costs 5 points? Surely SR character generation will still be done with a calculator (gotta spend all that nuyen, after all) so I don't see the loss, myself.

I can understand your objection that fast character generation is good, and to a certain extent I agree, but I don't think the advantages of speedy character generation are greater than that of consistent rules for more experienced characters contrasted with higher build point characters and the ability to make redundant some three or four pages of rules text.

YMMV.

Additionally, I never said that 4 500 Karma characters would be equal to a 2000 Karma character. I don't even think it should necessarily be true.

What I did say, however, is that a character created with twice as many build points should be balanced with a character created with the standard build points and then given an "equivalent" amount of additional Karma.

This is the flaw in SR3's point buy chargen system (and White Wolf's). There is *no* way to work out how much Karma a build point is worth, because there is no correspondence whatsoever.
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