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GunnerJ
Well, lookie here:

QUOTE
Q. Will SR4 still have Dice Pools?
A. Yes, but not in the same sense as SR3. In SR4, any time you make a test, the dice you roll are considered your dice pool. Dice pools consist of skill + attribute, +/- any modifiers.
The Dice Pools from SR3–Combat, Hacking, Control, Magic–no longer exist in SR4.

Q. What is the basic mechanic?
A. Basic success tests are made rolling your dice pool against a fixed target number of 5. The target number never changes. So each 5 or 6 that you roll equals a “hit.” Success is determined by the number of hits rolled. More difficult tests require a higher number of hits to succeed.


Interesting.
Tanka
OK, so instead of adding/removing dice like Kagetenshi thought, we're increasing/decreasing the number of successes required.

I don't like that... Especially with the removal of the actual Pools.
sapphire_wyvern
QUOTE (GunnerJ)
Well, lookie here:

QUOTE
Q. Will SR4 still have Dice Pools?
A. Yes, but not in the same sense as SR3. In SR4, any time you make a test, the dice you roll are considered your dice pool. Dice pools consist of skill + attribute, +/- any modifiers.
The Dice Pools from SR3–Combat, Hacking, Control, Magic–no longer exist in SR4.

Q. What is the basic mechanic?
A. Basic success tests are made rolling your dice pool against a fixed target number of 5. The target number never changes. So each 5 or 6 that you roll equals a “hit.” Success is determined by the number of hits rolled. More difficult tests require a higher number of hits to succeed.


Interesting.

Wow, it's ShadowExalted with d6s instead of d10s. Not that this is (necessarily) a bad thing!
sapphire_wyvern
Given the way the scale of attributes has been changed, and their now-direct contribution to dice rolls, I expect that the racial bonuses have been reduced significantly.

I would be very surprised if trolls still get +4s and +5s to attributes!
Toa
Just as I thought...

QUOTE (tanka)
OK, so instead of adding/removing dice like Kagetenshi thought, we're increasing/decreasing the number of successes required.

Well, not quite. You see there're still "modifiers" mentioned that influence dice pool size. Most likely cyberware etc. but still there are two kinds of difficutly modifiers. (Ok, "still" as in opposed to three before...)
Kagetenshi
So basically it's a combination of my two proposed ideas. Neither of which, I might add, I liked in the least.

Ah, the bittersweet taste of being right.

~J
Arethusa
I was not fond of much of SR3's mechanics, as most people who've been around in the last couple years probably know, but I must say I am distinctly unhappy with turning Shadowrun into Exalted. This fucking sucks.
lord_cack
It does sound a bit like White Wolfs d10 system. That isn't a particularly bad thing, but it is going to be a bit...odd. I think that system will work fine for combat/social/even rigging and decking...sorry Hacking, but I wonder what effect this rule set will have on the Magic systems.

Also I know it has been expressed that Shadowrun is more about the story than it is about the system. But, I felt that the system was what gave the story its life. The SR rules were unique, making the whole experience unique. I have no doubt they will make a fun, new experience, its just the further along we get, the less it starts to sound like the Shadworun I enjoy.
BishopMcQ
Looks remarkably similar to the system I suggested...and yes I borrowed somewhat liberally from White Wolf.
sapphire_wyvern
QUOTE (Arethusa)
I was not fond of much of SR3's mechanics, as most people who've been around in the last couple years probably know, but I must say I am distinctly unhappy with turning Shadowrun into Exalted. This fucking sucks.

Look, a similar mechanic does not make this the same game.

I am an experienced Exalted player and GM. I have also GMed the odd session of nWoD (an adventure for mortal characters in the World of Darkness). The two games have similar mechanics, but in no way similar atmospheres.

In fact, I believe that most people who read the nWoD corebook will come to the same conclusion I have: that it is, basically, Shadowrun at a lower tech level. It is every bit as creepy, dark, and gritty as SR - if not more so.

Fixed TNs are a good thing. You wouldn't believe how much faster tests are to resolve when no TN needs to be calculated. In particular, it removes the hideousness of the SR3 test vs. secret TN (eg, hacking a maglock) where the GM had to personally inspect every single die rolled to determine whether success had occured, and how long the attempt took!

The new mechanic also neatly solves all the difficulty about TN 6 vs 7 and the extremely rapidly diminishing chance of success at higher TNs.

I am somewhat concerned about the 1/3 minimum chance to succeed (assuming a 1-success required task), however.
Lucyfersam
Hmmm, I have to admit I'm a bit worried about this. I always really liked the old dice pools, they added a nice element of strategy to combat and a much better way of determining focus on actions than WWs splitting dice pools (which I hate). I hope there is going to be something to replace that element without completely porting the WW system to d6 and putting in stupid pool splitting rules. I'm not saying the new system will not still be fun to play and even possibly work in the SR setting, but I feel that at least based on the info we have so far we're losing one of my favorite parts of the current SR system.
mfb
hm. i don't see why the change is necessary (now, you raise/lower the number of dice rolled, instead of raising/lowering the TN--no real change in complexity, to me), but i don't really like it any better or worse than the old system.
sapphire_wyvern
QUOTE (mfb @ Apr 5 2005, 01:08 PM)
hm. i don't see why the change is necessary (now, you raise/lower the number of dice rolled, instead of raising/lowering the TN--no real change in complexity, to me), but i don't really like it any better or worse than the old system.

Well, currently a test is scaled four different ways:

1) How many dice are rolled
2) How many opposing dice are rolled
3) TNs for each set of dice
4) How many successes, or net successes, are required.

This is being reduced to two different scaling methods (dice rolled and successes required), which is certainly inline with the stated goal of streamlining mechanics.

I think the biggest advantage of the change is the removal of Open Tests and the dreaded Secret TN Success Count - possibly one of the most horrible mechanics in games of recent years. The biggest loss is removing a certain amount of the mechanistic flavour of SR, and turning it into Storytelling System with d6s instead of d10s. At least it's still a multiple-die, success-counting, levels of success system!

On the downside, we have the loss of free dice pools that refresh every turn. On the upside, we presumably still have Karma Pool to allow people to decide when they really need to pass a test - hopefully its size or refresh rate will be increased (with proportionate increases in the cost of rerolls) so that it can fulfill the function previously provided by the Combat, Spell, Hacking and Control pools.

In fact, I think that a frequently refreshing Karma Pool with cheap rates to buy additional dice would be a superior mechanic to the old dice pools, as it can be applied to any test. Under SR3, a spell cast out of combat will likely have a ludicrously large number of successes as the entire Spell Pool can be dumped into the Success Test, while there is no similar pool that aids in social tests, Conjuring, use of the Survival skill, and so on.
Kagetenshi
Personally, I think the Secret TN Success Count is invaluable; without it, the only recourse is to make the roll for the player, which both ups the GM's rolling load and takes away the player's ability to roll for their own character in many situations.

~J
Toa
QUOTE (sapphire_wyvern)
This is being reduced to two different scaling methods (dice rolled and successes required), which is certainly inline with the stated goal of streamlining mechanics.

Nothing has been said about opposed tests yet.
hahnsoo
Well, you can still hide the "Success Threshold", if I'm reading the FAQ right. Difficult tests will require multiple "hits" to succeed, so the players just report their "hits" and the GM determines if it exceeds the threshold.

I'm not a big fan of what they are proposing*, but it is more streamlined and far less complex. It allows players to make their dice rolls quickly with a guaranteed report (*roll* "I got 5 hits... does that work?").

* (for one thing, it makes Attributes far more valuable than they were before, a design "feature" that promotes maxing out stats rather than focusing on skills)
sapphire_wyvern
QUOTE (Kagetenshi)
Personally, I think the Secret TN Success Count is invaluable; without it, the only recourse is to make the roll for the player, which both ups the GM's rolling load and takes away the player's ability to roll for their own character in many situations.

~J

No. SR3 is the only current system which requires a GM to inspect every die that a player rolls, as in the Secret TN Success Count.

In d20, GURPS, and Unisystem, the player rolls against a secret DC, but knows his total result. They can then inform the GM what that total result was, and the GM can inform the player of the consequences.

In Ironclaw, where all checks are against "secret" DCs because all checks are opposed, the players only need to know what the highest roll on their various polyhedral dice was highest. (Exception: damage rolls, which are always against open opposed rolls).

In nWoD, Exalted, and SR4 the player rolls against fixed TN and informs the GM of the number of successes. The GM can then declare the outcome.

Only in SR3 must a player roll a check where they need to know how many of their dice rolled above a secret number! The only way the action can be resolved is for the player to quote how many dice exceeded each number from 2 to their maximum roll, or for the GM to lean over the table and inspect the dice.

The Secret TN Success Count fulfills an essential mechanical requirement (that of a check against an unknown difficulty) but performs it in the worst, slowest, most complicated fashion of any game currently in play.
sapphire_wyvern
QUOTE (Toa)
QUOTE (sapphire_wyvern)
This is being reduced to two different scaling methods (dice rolled and successes required), which is certainly inline with the stated goal of streamlining mechanics.

Nothing has been said about opposed tests yet.

If there are opposed tests, then the number of successes achieved on the opposed roll will either be the number of successes you require, or directly add to the number of successes you require. No additional complexity of probability scaling, just an additional roll - which will be fast, because the TN is known!
sapphire_wyvern
QUOTE (hahnsoo)
Well, you can still hide the "Success Threshold", if I'm reading the FAQ right. Difficult tests will require multiple "hits" to succeed, so the players just report their "hits" and the GM determines if it exceeds the threshold.

I'm not a big fan of what they are proposing*, but it is more streamlined and far less complex. It allows players to make their dice rolls quickly with a guaranteed report (*roll* "I got 5 hits... does that work?").

* (for one thing, it makes Attributes far more valuable than they were before, a design "feature" that promotes maxing out stats rather than focusing on skills)

Precisely! A "hidden TN" mechanic for SR that doesn't suck! At last! This is the major advantage of fixed TNs for success-counting mechanics.

Incidentally, I agree with you about the fact that Attributes are going to become more relatively important, especially since they have stated that both Attribute and Skill ranges from 1-6. This is a matter of some concern to me, especially since it is likely that Attributes will be more expensive to improve with Karma, thus encouraging players to load up with Attributes at chargen and buy the skills later as they are cheaper.

One way to prevent this syndrome is to have a character generation system that weights Attribute and Skill purchases at chargen identically to how those traits are improved with experience.
Tanka
QUOTE (Toa @ Apr 4 2005, 10:30 PM)
QUOTE (sapphire_wyvern)
This is being reduced to two different scaling methods (dice rolled and successes required), which is certainly inline with the stated goal of streamlining mechanics.

Nothing has been said about opposed tests yet.

What you say?

Third question.
sapphire_wyvern
QUOTE (tanka @ Apr 5 2005, 01:48 PM)
QUOTE (Toa @ Apr 4 2005, 10:30 PM)
QUOTE (sapphire_wyvern)
This is being reduced to two different scaling methods (dice rolled and successes required), which is certainly inline with the stated goal of streamlining mechanics.

Nothing has been said about opposed tests yet.

What you say?

Third question.

That post you linked to says that Open Tests have been removed - hooray!

It says nothing about Opposed Tests, which are a completely different kettle of fish and usually an essential component of an RPG's mechanics. I'm told that the Buffy RPG has few to none, but that's definitely the exception rather than the rule.
Tanka
Oh, right.

Go me.
lord_cack
Either way, I don't like where this is leading. All these people who were going around saying they didn't want(with very good reason) the system to go d20....well it didn't, they just ripped on another system instead.

I was hoping that it would still hold some semblance of Shadowrun as far as rules were concerned, but this new update sees that hope dwindling. I am not saying they still can't do it, but its getting more and more difficult to see where it will be able to maintain any of the previous systems style.

I enjoy the D10 system, so I am not saying the new edition (if the end product is as close to that system as it seems) won't be fun, I am just not sure that it will be Shadowrun. I know what has been said by playtesters and developers, but I just am not seeing it so far.
mfb
it would appease the masses greatly if the next update or two focused on the similarities between SR3 and SR4--what's being kept, as opposed to what's changing.
Arethusa
QUOTE (sapphire_wyvern @ Apr 4 2005, 09:39 PM)
QUOTE (Arethusa @ Apr 5 2005, 12:27 PM)
I was not fond of much of SR3's mechanics, as most people who've been around in the last couple years probably know, but I must say I am distinctly unhappy with turning Shadowrun into Exalted.  This fucking sucks.

Look, a similar mechanic does not make this the same game.

I am an experienced Exalted player and GM. I have also GMed the odd session of nWoD (an adventure for mortal characters in the World of Darkness). The two games have similar mechanics, but in no way similar atmospheres.

In fact, I believe that most people who read the nWoD corebook will come to the same conclusion I have: that it is, basically, Shadowrun at a lower tech level. It is every bit as creepy, dark, and gritty as SR - if not more so.

Fixed TNs are a good thing. You wouldn't believe how much faster tests are to resolve when no TN needs to be calculated. In particular, it removes the hideousness of the SR3 test vs. secret TN (eg, hacking a maglock) where the GM had to personally inspect every single die rolled to determine whether success had occured, and how long the attempt took!

The new mechanic also neatly solves all the difficulty about TN 6 vs 7 and the extremely rapidly diminishing chance of success at higher TNs.

I don't think you people get it. Further abstraction of mechanics fundamentally distances the player from immersing him or herself from gritty details and nuances of the world. SR3 alredy beats the shit out of you until you fall in line and accept Abstraction as the one true word. It did not need to get any worse. Exalted and the WoD systems are almost insanely abstracted, and the games are really designed around this. To apply that mechanic to a game that did not need more abstraction is a very bad idea.

I'll wait and see, but suffice to say I do not have high hopes.

QUOTE (sapphire_wyvern @ Apr 4 2005, 09:39 PM)
I am somewhat concerned about the 1/3 minimum chance to succeed (assuming a 1-success required task), however.

If you have no skill and the lowest possible attribute score, maybe. And that's assuming you only need one success, which does not seem likely.
mfb
i don't see how one basic mechanic is really superior to the other, in terms of gritty realism.
HMHVV Hunter
Why, why, WHY?

I hate the idea of unchanging target #s, and I hate the idea of basically converting the old WoD system into SR.

I have a bad feeling this is going to be a severely bastardized version of SR.

From everything I've seen so far, I'm not going to want to play it.

It's a sad world when the company does away with a good system (minor tweaking needed, but overall good) to satisfy the short-attention-span masses that don't have the patience to actually read through the rules. Yeah, SR is a complex game by RPG standards, but that's what makes it what it is.

I reeeally frickin' hate what they're doing, and I know nothing I say is going to change it, but dammit I'm still going to say something because this is just wrong...
sapphire_wyvern
Actually, they're converting the new WoD system into SR. The old WoD system is much more reminiscent of SR1-3, with variable target numbers and much more open-ended dice rolling.
Lucyfersam
As far as the attribute loading at character gen, the faq does say
QUOTE
Purchasing above-average attributes and skills is limited at character creation and generally expensive.

So they are taking that into account.
Fortune
QUOTE (sapphire_wyvern)
... especially since they have stated that both Attribute and Skill ranges from 1-6.

Even though it says that both Attributes and Skills range from 1 to 6, you'll note that later it only states that the maximum rating for Attributes is 6 (+ modifiers) though, and doesn't mention a Skill maximum.
Arethusa
QUOTE (mfb)
i don't see how one basic mechanic is really superior to the other, in terms of gritty realism.

With only one variable (number of dice rolled) or two (number of successes required, which is only kind of a variable, and not a very scalable one), you basically end up seeing everything in terms of that one variable. I'm not saying I loved the SR3 mechanic, but it did at least have more to work with in terms of variables and resultant details.
sapphire_wyvern
QUOTE (Lucyfersam)
As far as the attribute loading at character gen, the faq does say
QUOTE
Purchasing above-average attributes and skills is limited at character creation and generally expensive.

So they are taking that into account.

Here's the rub:

To many people I've played with, much of the appeal of SR is the ability to play someone who's competent and effective right out of chargen (same with Exalted). If that is lost, it would be a disaster. Who would want to play a level 1 d20 character (especially a magic user) in a SR game? Horrible.

And yet, we need to prevent front-loading the system so that buying anything other than high stats at the start is a waste of future XP.
sapphire_wyvern
QUOTE (Fortune @ Apr 5 2005, 03:29 PM)
QUOTE (sapphire_wyvern @ Apr 5 2005, 02:54 PM)
... especially since they have stated that both Attribute and Skill ranges from 1-6.

Even though it says that both Attributes and Skills range from 1 to 6, you'll note that later it only states that the maximum rating for Attributes is 6 (+ modifiers) though, and doesn't mention a Skill maximum.

You are of course correct. I was aware of that fact, and blame any misunderstanding on myself for lazy phraseology.

However, the actual point of my comment was that Attributes and Skills are in an approximately equal range. Thus, they contribute *equally* to chance of success. Thus, the core mechanic is no longer skill-focussed, or even skill-emphasising, although in the long term skill could come to dominate the issue.

EDIT: Clarification: I believe that this a bad thing for Shadowrun, although it would be just fine in many other settings.
mfb
one could argue--i don't, because i'm comfortable with the current system--that you've got too much to work with. with a standard TN, it's much easier to work out with exacting detail what the percent chance is for X to occur.

QUOTE (sapphire_wyvern)
Thus, the core mechanic is no longer skill-focussed, or even skill-emphasising...

that's one thing i'd be really uncomfortable with, honestly. there are too many cases where no amount of awesome stats can make up for a lack of training.
hahnsoo
QUOTE (Lucyfersam)
As far as the attribute loading at character gen, the faq does say
QUOTE
Purchasing above-average attributes and skills is limited at character creation and generally expensive.

So they are taking that into account.

This is nothing new. Character generation in previous editions of SR also limits attribute and skill selection (to 6, for the most part). But the emphasis on increasing your attributes will be far greater than even in SR2 (when attributes only took the amount of Karma equal to the new rating), because the effect is far greater if they directly add to your dice rolls (especially if they govern multiple skills, like Intelligence or Quickness). The concern is that either they make attributes so static that it takes a boatload of Karma to raise (read: 4 or 5 times more Karma than the equivalent skill), or the system encourages players to load up on attribute-modifying 'ware/Magic rather than 'ware/Magic that makes sense within the context of the game world (or possibly a little bit of both).

I'm still in "Wait and See" mode... there are several fairly obvious solutions to this dilemma that can adequately address this issue (hint: White Wolf doesn't do it).
sapphire_wyvern
QUOTE (mfb)
i don't see how one basic mechanic is really superior to the other, in terms of gritty realism.

Agreed. The character-generation paradigm, when combined with the core mechanic, has a lot more to do with a feeling of realism or lack thereof.

However, I am a fan of bucket-loads of dice and success counting mechanics from a visceral, "Look how many dice I've got" perspective. The number of dice rolled does slow the game down a little, though, compared to fixed-die systems (GURPS, almost d20) or games with only a few dice (Ironclaw).
Lucyfersam
The fear of attribute modding 'ware/magic is a valid concern, not sure how they'll deal with that, although I would guess that the mods available will be smaller...
Kagetenshi
QUOTE (sapphire_wyvern)
The Secret TN Success Count fulfills an essential mechanical requirement (that of a check against an unknown difficulty) but performs it in the worst, slowest, most complicated fashion of any game currently in play.

…And takes five to seven seconds to do so. Seriously, I do this all the time; my players just read off their die rolls from highest to lowest and I increment while they're reporting greater than the TN.

Seriously, if this is your example of a slow mechanic, then we must have a damn fast system for this to be a meaningful slowdown.

~J
mfb
okay. kagetenshi. stop thinking like someone who knows and likes the SR system, and has lots of familiarity with it. start thinking like someone who just picked up the book today. your expertise with the game is seriously skewing your thinking.
hahnsoo
*sigh* Maybe we should think about SR4 as a way to subvert White Wolf players instead of a way to please the current Shadowrun fanbase (some of which will evaporate because it "Just Won't Be Shadowrun"TM ).
sapphire_wyvern
QUOTE (Kagetenshi)
QUOTE (sapphire_wyvern @ Apr 4 2005, 10:39 PM)
The Secret TN Success Count fulfills an essential mechanical requirement (that of a check against an unknown difficulty) but performs it in the worst, slowest, most complicated fashion of any game currently in play.

…And takes five to seven seconds to do so. Seriously, I do this all the time; my players just read off their die rolls from highest to lowest and I increment while they're reporting greater than the TN.

Seriously, if this is your example of a slow mechanic, then we must have a damn fast system for this to be a meaningful slowdown.

~J

Well, it's my example of a very, very, slow single-roll mechanic - especially compared to the exact same equivalent mechanic in every other game system in wide play, and most that aren't, as my examples have shown. smile.gif

Obviously when we get into the whole question of multiple-roll mechanics, such as a ranged attack, things can take longer. Then it's a question of which rolls can be eliminated while retaining the spirit of the game.
Shockwave_IIc
QUOTE (hahnsoo)
* (for one thing, it makes Attributes far more valuable than they were before, a design "feature" that promotes maxing out stats rather than focusing on skills)

Well first thing is, i've not raad past this post so i don't know if it's been mentioned already.

Not strickly true, now i know not the actual system but, if it was to work a bit like this (for example) then it wouldn't be much different then it is currently.

Example shooting test.
Pistols skill 4 (gives 4 dice to the pool)
Quickness 4 (gives 2 dice to the pool. 1 Per 2 say)

This way it only makes sense to have (thus pay for) a high skill if you have multiple quickness based skills just as it is in the current rules, it's more effective to increase the skill over the attribute if it's the only one you have thats linked to it.

It would make more sense to increase your attribute if you had 3 or more skills linkined to it as it would be a more effective "pay off" but that can be adjusted by making it cost more to up your quickness, thus the "payoff" would only be worth it if you had 5 or more skills, which (at least in my eyes) would make sense.

I really can't see there being a problem. though i kind of like the idea. Just hope they get the right balance for the "outside" effects ie, smart links, adept powers and such like.
Austere Emancipator
QUOTE (Shockwave_IIc)
Quickness 4 (gives 2 dice to the pool. 1 Per 2 say)

I don't think it'll work like that. If it did, you'd suddenly see a whole lot more even attr ratings and a lot less odd attr ratings. But I'm confident they'll figure out some way of reducing the importance of the attribute.

I'm personally a bit worried for the Average Guys, like Joe Secguard with his QUI (or whatever) at 3 and Pistols at 2. Were there no modifiers to the basic rolls other than those mentioned, his chances of success would never exceed 86.83% -- compared to the 99.92% chance of success he could squeeze out under SR3. I'm also a bit worried about how the opposed nature of combat tests will work out, ie. what will replace Combat Pool and the Dodge Test.

Still, there's plenty of time for them to figure out the details. I'm sure they've run into all the problems I can think and a lot more of during design and playtesting. I'll be giving them the benefit of the doubt either until August or until very specific information surfaces on how different basic tests will work.
lord_cack
To me the whole thing comes down to the fact that the randomness of Shadowrun will be lost. That was part of what drew me to the game in the first place. The openness of the rules. I never felt hamstringed by the rules. Now that may be a thing of the past.

Looking from the stand point of a new player this is a great thing. Shadowrun has been under appreciated for a long time by the general Role Playing community (at least those that I know in the community, all I have to do is look at the shelves of my local hobby shop and see...no Shadowrun book...) and part of that reason is because of its complex system.

So, for the Shadowrun as a game, this could be a great thing. But, as far as the prior fan base, it could be a bad thing (of course that is unless Shadowrun picks up some steam and we get some peripheral effects, like videogames, novels, and such all based on Shadowrun...SR4 or not we all love the setting....). I will get the book, if only for the fact that I have a bunch of new player who have to this point been very unwilling to join in my Shadowrun group. This may be my way around that. Or I may just continue playing the SR3 rules.

I still wonder what effect this will have on the basic mechanics of Magic. WoD doesn't have a lot of "magic" to it. Unless you count Changling: The Dreaming, Mage: The Ascension (which I didn't like), and Exhaulted. But, I don't think any of there systems for magic fits well with Shadowrun.
Shockwave_IIc
QUOTE (Austere Emancipator @ Apr 5 2005, 04:59 AM)
QUOTE (Shockwave_IIc)
Quickness 4 (gives 2 dice to the pool. 1 Per 2 say)

I don't think it'll work like that. If it did, you'd suddenly see a whole lot more even attr ratings and a lot less odd attr ratings. But I'm confident they'll figure out some way of reducing the importance of the attribute.

Oh i agree and i almost said as much but didn't as i was working with a guessitmated example and nothing more. Just wanted to point out that Attributes wouldn't become all dominating as people fear, at least in my opinion.
Lucyfersam
I'm actually pretty OK with the increase in difficulty of shooting, as it will help stop one turn combats. I really like drawn out combats, as long as each round moves smoothly and quickly. I'd like to see an average combat between two fairly high skill groups take a minimum of 30-40 sec. of game time, with those seconds being packed with high speed action, but not every damn bullet hitting. Bullets miss, especially when your trying to fire very quickly, or in a burst/full auto. Having people miss occasionally would be really nice. There is a lot of potential in a fixed TN system to work very well with the SR feel, if the successes required are handled well. That part of the announcement I'm fine with (I have a reasonable amount of faith in them to do this well). The relative importance of attribute vs. skill is a difficult problem, but one that can be dealt with and hopefully they will do a good job with it. I'm guessing that this is or has been an extensive focus in playtesting, so they should be able to come up with a good system for it.
Kagetenshi
QUOTE (mfb)
okay. kagetenshi. stop thinking like someone who knows and likes the SR system, and has lots of familiarity with it. start thinking like someone who just picked up the book today. your expertise with the game is seriously skewing your thinking.

Heh. You're probably right, I'll try to keep better watch for that.

Then again, in this particular example I really don't see it being all that complicated. Does it really take years of experience to get a player to read off results from high to low?

~J
sapphire_wyvern
QUOTE (Kagetenshi)
QUOTE (mfb @ Apr 4 2005, 11:34 PM)
okay. kagetenshi. stop thinking like someone who knows and likes the SR system, and has lots of familiarity with it. start thinking like someone who just picked up the book today. your expertise with the game is seriously skewing your thinking.

Heh. You're probably right, I'll try to keep better watch for that.

Then again, in this particular example I really don't see it being all that complicated. Does it really take years of experience to get a player to read off results from high to low?

~J

No, it doesn't.

But that doesn't change the fact that a "typical" roll will require 5-8 dice.

Rolling, re-rolling sixes, doing any necessary mental arithmetic, mentally sorting the results, and then reading out 5-8 different numbers is, compared to any other system's "secret difficulty" mechanic, amazingly cumbersome.

But it's just bad, not insurmountably unplayable. It's the SR equivalent of AD&D2E's THAC0 mechanic: unnecessarily complicated and unpleasant to use. It's not like I'm comparing it to Spawn of Fashan or anything...
Austere Emancipator
After posting the last message I quickly realized there must already exist a system for increasing Joe Secguard's chances of success, almost certainly in the form of additional dice as has been discussed in other threads. Otherwise positive modifiers like aiming, smartlinks, etc. would be useless without negative modifiers in place to negate.
Fortune
I dread how a fixed TN of 5 will affect Drain Resistance.
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