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Adam
QUOTE
3) Ok, I lied, three things. I'll confirm what Adam and Patrick have said. FanPro is one guy, Rob Boyle. Adam, Rett Kipp, and... I'm blanking on the name, but the main CBT developer, are all pretty much Part Time. There's a couple regular freelancers who do specific things on a job by job basis. That's about it...

Let's not start rumours -- I'm just a freelancer, not a part-timer staffer.
mintcar
Bull:
QUOTE
And, well, I'll say this. There's a bit more too it than nWoD's core system. How much more, can't say, but... There's more

Good to hear. nWoD system is great for games that uses the term "storytelling" instead of "roleplaying". The system was always intend to be near invisible in those games. Shadowrun should have a mechanic that is simple, sure. But not that simple. Maybe weŽll see a simple core mechanic with a lot of optional rules to be added on at convinience?

One thing that I hope will be different from nWoD is that resistance tests should be kept. A fixed defence value would be boring.
Bandwidthoracle
QUOTE (RangerJoe)
This kind of makes me wonder how all of the former responsibilities of spell pool are going to be distributed. It also makes me wonder exactly what's been done to combat. I mean, without a combat pool to divvy up....

Mabe we'll use the magic attribute as the pool for magic?
Garland
QUOTE (Bandwidthoracle)
Mabe we'll use the magic attribute as the pool for magic?

That would make Initiates more scary. Not that this is a bad thing.
Cynic project
And I think SR needs cleanly scalable tests..Because at the end of the day if you have enough skill it is always easy to remove bullets wile being shot at.
NightHaunter
QUOTE (Garland)
QUOTE (Bandwidthoracle @ Apr 6 2005, 04:15 PM)
Mabe we'll use the magic attribute as the pool for magic?

That would make Initiates more scary. Not that this is a bad thing.

I gotta agree there.
NightHaunter
QUOTE (Cynic project)
And I think SR needs cleanly scalable tests..Because at the end of the day if you have enough skill it is always easy to remove bullets wile being shot at.

Again at the i've gotta agree.
If you have enough skill you shoud be able to shoot a penny of somones head while cartwheeling down a skislope singing your favorite song in a blizzard while extracting a monkey from your ass.

Old system TN: Roughly 60-70.
Next system : minus 15-20 dice prob.

Which is better?

Don't know yet but prob the new one.

Because if you have enough skill to even think you can succede at this you've got what Skill 10-12 plus combat pool 10-12 So about 24 dice. Then people can go on holiday while you attempt to get a 60!

New sys: attri + skill what quick 7 cos yre an elf + skill 10 - 15 dice 2 dice go for it.

Next.

Holy crap when did this turn into a rant.
Sorry.
Bull
QUOTE (Adam)
QUOTE
3) Ok, I lied, three things. I'll confirm what Adam and Patrick have said. FanPro is one guy, Rob Boyle. Adam, Rett Kipp, and... I'm blanking on the name, but the main CBT developer, are all pretty much Part Time. There's a couple regular freelancers who do specific things on a job by job basis. That's about it...

Let's not start rumours -- I'm just a freelancer, not a part-timer staffer.

My bad smile.gif

By "part Time", I meant you had a regular gig, aka webmastering. Freelancing is often considered more of a temporary, job by job type of deal.

Bull
Abstruse
I said it in the poll on this topic, but this to me is a deal-breaker on the new system. I didn't like some of the things I read about the changes to the setting, but I hate fixed target numbers with almost as much passion as level-based advancement. I'll still get the books for the setting, but I seriously doubt I will be picking up corebooks and probably not even the SR4 book itself. I love the setting and will keep up with it, but I mechanics-wise, I won't be using the new system if it's fixed TN, so I don't see any reason for me personally to buy it.

No offense intended, I know many people like this change. I personally do not, and that's all I was saying. It eliminates a lot from ANY game system to take out variable TNs.

The Abstruse One
Sunshine
QUOTE (Rajaat99)
Maybe SR will go D20 soon.

Don't make me cry! eek.gif
Sunshine
QUOTE (mfb)
QUOTE (Patrick Goodman)
It's the world and the story, not the ruleset, that makes Shadowrun what it is, at least in my opinion, and the world isn't going away.

mechanics impact the flavor of any game setting. they don't direct it, but they do impact it. for instance, it's difficult to run a gritty, violent d20 game without diverging from the SRD. it's not impossible, but it's very difficult.

IMO the system always heavily impact an RPG. I am playing 7th Sea, SR and DnD3E. And all three have their very own style of play: 7th Sea (not the D20 Version) has a very Heroic and dynamic style to it and the system enforces on this type of game. DnD3E is very straight and enforces very linear Character development and spcialisation. Shadowrun is for me somewhere in between, closer to DnD3E when it comes to Decking and rigging, closer to 7th Sea when it comes to Action but more tactical. therfore I think of game mechanics as a form of "engine" as in a computer game. some things will be discouraged other things encouraged. The Sytem has to fit the style of gameplay I want to have in my adventures as I don't want strategy computer games in Ego shooter perspective and don't want shooters to be played out on a map. cyber.gif
Erebus
I have always been a fan of system matching the game, which is the major reason I dislike d20.

Shadowrun's biggest drawback is that its a very complicated ruleset, and because of that has problems attracting new gamers.

The nWOD rules did a great job of streamlining their existing ruleset, and is actually fun to play, and easy to teach. When you look at it with a fine tooth comb though, of course your going to find flaws and inconsistancies, but if you have a good DUDE (storyteller/GM/DM, whatever) they can make necessary adjucations that make sense and are playable, and easy cover the inconsistancies people find with the system.

A few nomenclature issues aside, I'm actually very optimistic about Shadowrun 4. Even if the re-write isn't as comprehensive as White Wolf's was, which I'm hoping it isn't, I'll be able to take a simplified ruleset and teach a couple of new gamer friends to play my favorite game.
Ellery
QUOTE
When you look at it with a fine tooth comb though, of course your going to find flaws and inconsistancies, but if you have a good DUDE (storyteller/GM/DM, whatever) they can make necessary adjucations that make sense and are playable
To some extent, a GM can compensate for the flaws in the dice system that the game uses. But it's very hard to compensate for the flaw of limited choice. If the players don't have many options open to them, and are basically dice-rolling assistants for the GM's storytelling in the parts with dice. Why even bother with dice, then?

So I'm a strong proponent of giving the player lots of choices and ways to affect their own destiny, built in to the mechanics of the system. It shouldn't be as confusing as SR3 is to understand what the choices are, but that's why you settle on a powerful dice system instead of a limited one.

After all, how hard is it to learn the Rule of 6 and count how many dice reach a given target number, compared to how hard it is to know when the target number changes, when the test is open or closed, when it's opposed against each others' stats or opposed against other TNs or opposed against a fixed TN or not opposed or (etc.)?
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