Critias
Apr 16 2005, 04:26 AM
I think you just went and confused him, Ell.
blakkie
Apr 16 2005, 05:38 AM
QUOTE (Critias) |
I think you just went and confused him, Ell. |
It would appear that Ellery confused himself by not reading.

Options good. The option -how- to grow. By 'ware or by skills or by equipment or by contacts. Unfortunately the option to grow by magic is tossed by non-awakened back at character creation, and openning that option up is very, very large can of worms, and one i'd not look to open myself. Though someone else appears to be peering into it in another thread? *shrug*
Frankly a big part of what I'd like to see is less brute combat cyber. The extra room created would encourage other avenues. That's part of the problem with the idea of just filling in holes of previous cyber. In SR staying alive is typically job #1. When you take out some 'ware that gives an edge to soaking damage or increasing init (you are quick or you are dead) the game mechanics push hard to fill the gap up with like 'ware. Unless you are making a huge leap in grades that doesn't really open up much room for another type of cyber, and it certainly doesn't leave much cash since higher grade is a lot more cash. So even with removed cyber leaving an esssense "hole" you can use for other cyber the game still actually works to guide the PC away from a wider variety of 'ware uses.
P.S. Those SR3 monsters that can point a pistol at their own head, pull the trigger, and laugh as the slug mushes ineffectually against their skull have a solid start before 'ware enters the picture. With the way damage soaking works startinng unaugmented with 10+ Body can only lead to no good.
Bandwidthoracle
Apr 16 2005, 07:27 AM
QUOTE (Ellery) |
QUOTE | So at this point he's more intelegent than anyone should be. On top of that he spent several weeks in a coperate run psycological recoditioning center simsense loop (before he could be rescued) At this point I think he deserves to be insane. |
Are you implying some link between intelligence and insanity? Or just between anything that alters one's brain and insanity?
|
Well, it's not so much the being smart, there are very smart sane people, but our group figured the dramatic artifical jump can't be good for the mind. (None of us are at all invovled in this stuff so it's a shot in the dark)
fistandantilus4.0
Apr 16 2005, 07:35 AM
It would be nice to say that people would take more esoteric cyberware with more room. Realistically, they'd probably just end up with Dermal Sheathing III, Wired III, Titanium bone Lacing, pair of cyber arms w. strength, speed, and armor, and an armored cyberskull.
There would definitely be players that would use it to get more interesting 'ware, like the headware phone, voice mod, whatever, But for every one of them, there'd be three more loading up with as much 'combat cyber' as they can (IMO at least. or should I say in my experience).
Ellery
Apr 16 2005, 07:47 AM
I wasn't replying to you, blakkie, I was replying to Eyeless. I thought that the content of my post made that clear in context, but apparently not.
If you really want me to reply to your idea, then I'll say that I'm happy with some mechanism for, with effort, patching existing essence holes to a greater degree than is possible under SR3.
But essence is a screwy stat anyway. It should start at zero and go upwards. Zero to six (the maximum) is fine as is. If it is determined that sams need to jam more metal in their bodies, then lower essence costs. Cyberware is heavily front-loaded now because it's so expensive, and the only time you get a million nu to throw around is at character creation time. If it were cheaper, or people had more cash later, they wouldn't be under such pressure to jam in as much as they can fit during creation.
And if you think having lower essence costs would encourage less "brute combat cyber", I beg to differ. You'll just be able to implant that much more combat-oriented cyberware!
NightHaunter
Apr 16 2005, 11:53 AM
QUOTE (blakkie) |
QUOTE (NightHaunter @ Apr 14 2005, 05:43 AM) | No way. Picture this. Mage wires 3, smartlink, Muscle rep, and full use of magic. Oh give them a VCR and and killer deck as well. Here we go 1 man shadowrun team.
Oh yeah I actually tried this several years ago it doesn't work. |
As was pointed out numerous times in other threads, SR3 already lets a mage cyber up till his happysack clinks when he walks. He has to geas like crazy and Initiate new points of magic to regain some semblance of magic power.
I'm NOT suggesting adding cyberware means no magic loss. You still lose magic in the same manner. If your mage pushed his Essense up (remember Magic is nolonger tied to Essense in anyway, in SR3 it was only nominally linked anyhow) to make more room for cyberware the Magic he lost from cyberware stays lost.
EDIT: @ RunnerPaul - There is still a place for Cyberzombies (and if you want to talk about "invalidating a setting feature" you need to look no further than them). If attributes are capped hard at 6 (will Magic be?) then an even better solution might be to buy up Essense from whatever the character starts at (normally 3). Even without that Cyberzombies become Karma shortcuts, going way past your Essense once it become prohibitiedly expensive via the Cyberzombie candidate's own Karma.
|
Ok I had an over-reaction earlier.
But the way I always read essence loss with regards to magic was that it couldn't be geased same with giving magic to an ally spirit. They are not the same thing as magic loss very similar granted but different none the less.
But still buying up essance goes against 16 years of history there.
It's still a bad idea.
Cable
Apr 16 2005, 12:23 PM
I'd cry. After I'm done killing with my essense 12 cyber-zombie giant!
blakkie
Apr 16 2005, 01:54 PM
QUOTE (Ellery @ Apr 16 2005, 01:47 AM) |
I wasn't replying to you, blakkie, I was replying to Eyeless. I thought that the content of my post made that clear in context, but apparently not. |
When it followed right after my post, with no reference to Eyeless, and in a generic "It sounds like me that the arguement is to get..." that seems address to all? It certainly seemed to ignore what I was talking about before.

QUOTE |
If you really want me to reply to your idea, then I'll say that I'm happy with some mechanism for, with effort, patching existing essence holes to a greater degree than is possible under SR3. |
Part of the puzzle, but not all.....
QUOTE |
But essence is a screwy stat anyway. It should start at zero and go upwards. Zero to six (the maximum) is fine as is. If it is determined that sams need to jam more metal in their bodies, then lower essence costs. Cyberware is heavily front-loaded now because it's so expensive, and the only time you get a million nu to throw around is at character creation time. If it were cheaper, or people had more cash later, they wouldn't be under such pressure to jam in as much as they can fit during creation. |
But to make it cheaper you'd see even MORE front loading. That's part of what I'm trying to combat with a sliding essense.
QUOTE |
And if you think having lower essence costs would encourage less "brute combat cyber", I beg to differ. You'll just be able to implant that much more combat-oriented cyberware! |
Just lower the cost no. But by having upgrading still cost more (i'm suggesting Beta similar to current Beta prices, Alpha nearly so), and with an essense lump come along without them having to pull out the old, that lowers the threshhold for the PC to put in different types of cyber. Sure brute force will still be on the list, but at least not the same cyber. Plus if the designers are more careful about brute cyber interactions/synergy/etc. then those brute force cyber slides even further down the list.
blakkie
Apr 16 2005, 02:03 PM
QUOTE (NightHaunter @ Apr 16 2005, 05:53 AM) |
But still buying up essance goes against 16 years of history there. It's still a bad idea. |
Yes, I understand the ingrained dogma in people's minds. But I've come to see it's also part of the SR rut. I know people here spit poison when they hear of D&D (EDIT: that it causes cancer makes that understandable), but WotC seem to have done well pulling themselves out of some nasty ruts. Like the "arcane casters just can't wear armor at all". It was 15+ years of dogma re-enforced by the fear of "tank mages". But they pulled themselves out of that rut and still managed to keep it from being a "tank mage" balancing problem through adding mechanism to allow graduants, limits, and such.
Besides I, with little to no writing skill, managed to scribble down something that rivals SR's current IC essense explaination...using monkeys. That's got to say something to you?
Dawnshadow
Apr 16 2005, 02:28 PM
Essence limits aren't mages in armour.
Likewise, the burden of proof falls on you for that case -- 3 parts required.
1, that essence limits and lack of recovery harms the game (You've been trying for a while, still haven't proven that one).
2, that essence recovery and doesn't make Street Sam's ungodly powerful.
3, that essence recovery solves the issues you proved with 1.
Something to bear in mind though: Street Sam's with high essence and high cyber are VASTLY more powerful in a group then you'd initially think. Why? Because they can go a lot harder and take a lot more risks. They've got a target number 4-6 on the heal instead of target number 8-10. It's ungodly. I've had the Street Sam get healed from serious to deadly damage in one spell, multiple times in the same run. And he IS the deadliest PC we have, as far as kill count per run goes. Though that may be changing.. we'll have to see how the next few go. The Shaman-Adept (closest thing to a mage) is a deadlier skill-wise in melee, and a little more devestating against grunts, but overall, less deadlier. He's better supporting.
blakkie
Apr 16 2005, 02:41 PM
QUOTE (Dawnshadow) |
Essence limits aren't mages in armour. |
Yes indeed they are, from a POV of blindness from ingrained dogma, fear of uberness, and ignoring other changes (and potential for change) in the system. The rest of your post is parallel to the stuff that was seen as it came to light that 3e would allow mages to wear armour.
I'll get to your post later though, i've got RL stuff to do right now....
Dawnshadow
Apr 16 2005, 03:05 PM
Mages in armour in D&D is a case of mages (who are devestatingly powerful at high levels) in theory becoming immune to melee -- at very least, very difficult to harm in melee.
Essence recovery is, on the other hand, removing one of the core features of the game (that you become less human the more metal you put in), and more akin to giving melee characters an even faster progression of attacks and base attack bonus.
Likewise, when you say that people opposing essence recovery are suffering from blindness and ingrained dogma, you've just indicated that you don't care about the valid concerns they do have, and their point of view -- which is equally valid, and quite rational.
Essence recovery was done in the high powered campaign I'm in.. and if the Street Sam in question didn't have an awakened girlfriend who loved seeing him with a whole aura and an innate loathing for being less than human, I'd have been against it. Because he was already tearing people apart -- and if he was the type of character that just keeps plugging metal in.. he would have become vastly more powerful. Nightmarishly so, in fact.
Maybe a karma cost wouldn't be as bad as that -- but it would make it possible for EVERY street sam to do that. And even the 'recovering essence when the cyberware is removed.. that's iffy. We had 'if you remove it, you don't recover essence, but if you put more in, you don't lose essence until it goes below what you already had. Basically, virtual essence. Your soul is near dead, but it can tolerate that much cyberware in you.
blakkie
Apr 16 2005, 03:25 PM
QUOTE (Dawnshadow @ Apr 16 2005, 09:05 AM) |
Mages in armour in D&D is a case of mages (who are devestatingly powerful at high levels) in theory becoming immune to melee -- at very least, very difficult to harm in melee. |
Not just a problem at high levels, and that was true --before-- WotC popped out of the rut and made the 3e changes.
QUOTE |
Essence recovery is, on the other hand, removing one of the core features of the game (that you become less human the more metal you put in), and more akin to giving melee characters an even faster progression of attacks and base attack bonus. |
Call it a "feature", i call it something that just doesn't work that well (for example see uber starting chromeheads). If you look at other versions of tank mages, fighters that can cast spells it is like a mage that gets better BAB and faster progression of attacks. But once again, you are taking this literal, not figuratively.
QUOTE |
Likewise, when you say that people opposing essence recovery are suffering from blindness and ingrained dogma, you've just indicated that you don't care about the valid concerns they do have, and their point of view -- which is equally valid, and quite rational. |
Are you suggesting I haven't gone through addressing concerns? I certainly can't address yours to your satisfaction because apparently what i'm saying isn't even registering with you. Yes there are balance concerns, but ones that can be addressed. You can't see inflexible essense as dogma that flowed from rules convience (like no arcane casting in armour was)? "Keep it that way because it's always been that way" can be a might deep rut.
QUOTE |
Essence recovery was done in the high powered campaign I'm in.. and if the Street Sam in question didn't have an awakened girlfriend who loved seeing him with a whole aura and an innate loathing for being less than human, I'd have been against it. Because he was already tearing people apart -- and if he was the type of character that just keeps plugging metal in.. he would have become vastly more powerful. Nightmarishly so, in fact. |
In --SR3-- in a "high powered" campaign without other adjustments i, and others, have talked about. Ch-ch-cha-changes!
QUOTE |
Maybe a karma cost wouldn't be as bad as that -- but it would make it possible for EVERY street sam to do that. And even the 'recovering essence when the cyberware is removed.. that's iffy. We had 'if you remove it, you don't recover essence, but if you put more in, you don't lose essence until it goes below what you already had. Basically, virtual essence. Your soul is near dead, but it can tolerate that much cyberware in you. |
I happen to think that karama cost to make [EDIT]new[/EDIT] room rather than [EDIT]allowing 'ware to fill back in[/EDIT] essense holes is actually the prefered option, see my comments above about guiding characters to get a wider varitey of 'ware rather than just upgrading the beginning stuff (that tends to be brute force/speed survival related).
Frater Inominatus
Apr 16 2005, 04:13 PM
Making essence recoverable seems, to me, like a rational move. A human can recover from an addiction which can do much the same thing to the human psyche as cyberware, in as much as we can guess the effects cyberware on the human psyche. If someone beats an addiction they usually return to a close proximity to their former self, though some permanent damage may remain. In the same fashion perhaps the recovery of essence loss should be something like the recovery from an addiction. Time and therapy, a "recovery program," along with a karma cost. I could definitely see a possibility of permanent essence loss, like magic loss. I definitely see this as a good move, but we shall see.
Eyeless Blond
Apr 16 2005, 08:58 PM
QUOTE (Ellery @ Apr 15 2005, 09:45 PM) |
So, which is it? Options = good, or options = bad? |
To put it simply: Options are good. More options are better. Having five areas you can branch out into is better than only having two-and-a-half, in particular with the linearly increasing cost to advance each areas of competence. Further, the fact that the mage chooses to sink most of his karma into initiations, foci and spells as opposed to background skills like the sam is forced to by default should indicate the relative power of the two options.
As for too much cyber at chargen issue, I'd be perfectly fine ditching the million and 650k

options at chargen. In fact I'd go further, stretching the resource priorities into:
-5pts = 500Y
0pts = 5000Y
5pts = 20,000Y
10pts = 65,000Y
15pts = 125,000Y
20pts = 250,000Y
25pts = 400,000Y
or maybe even more, making 400kY the 30-pt option. The changed resource limit would work just fine provided thus:
1) Make it so eckers don't have to pay so damn much for their programs (currently the decker is the main reason for the million nuyen option anyway).
2) Try not to let riggers get too screwed by it.
3) Cyberlimbs (Edit: and maybe a few other selected bits of 'ware) get fixed in cost, possibly just cutting their base price to a tenth of what it is right now.
4) Surgery rules aren't *as* horrifically difficult and prone to failure post-chargen.
The problem with doing this is that it means that sams start right out of chargen muc weaker than they are now, and the power disparity between mage and sam will become obvious much earlier (say the 150-200 karma mark instead of 350+).
Ellery
Apr 16 2005, 10:45 PM
QUOTE |
More options are better. Having five areas you can branch out into is better than only having two-and-a-half, in particular with the linearly increasing cost to advance each areas of competence. Further, the fact that the mage chooses to sink most of his karma into initiations, foci and spells as opposed to background skills like the sam is forced to by default should indicate the relative power of the two options. |
Okay, but do you view ranged combat, close combat, athletics, and stealth skills to be "background skills"? I'm really not sure where you think sams start putting karma into background skills.
For minimum proficiency for an effective street sam for shadowruns, I'd demand
- High-powered ranged weapon skill--rifle or shotgun.
- Concealable ranged weapon skill--pistol, most likely.
- Potent melee combat skill.
- Good stealth skill.
- Good physical stats.
And to be considered good, I'd further want most of
- Demolitions skill.
- Athletics skill.
- Some sort of intimidation skill.
- Heavy weapons skill.
- Good willpower. (Pesky mages.)
That's a fair bit of karma right there, without anything to do with branching out, while relying entirely upon the rest of the team to get into secure places, to negotiate contracts, to pick up information, to lead the team in combat, etc. etc..
The mage has more options, yes, but the mage has too many; they can't even reach basic magical competency without hundreds of karma (so you'd better have two or three to handle all scenarios).
Eventually, after many hundreds of karma and millions of nuyen, the sam starts to plateau, while the mage is still rising fast. But I don't view that as a problem, necessarily, not in a setting where "magic is power". If you don't like that--if you want to the phrase to be "magic is just like everything else", or "magic is stupid", then yes, it's a problem. But by the time that the sam has played second fiddle for as long as the mage had to up to that point, the characters are pushing 1000 karma, and you really have to think about what kind of campaign you're running and whether combat badassedness is a sensible measure of power any longer.
Of course, it's all much simpler if everyone levels up the same way, and everyone has about the same power at that level, so you don't have to think about it. d20 modern is better suited for this.
Added in edit: of course, in SR4 everything could be different. We have no idea of a mage's power. With the fixed TN system, there's a good chance mages won't be able to cast anything without causing themselves drain, which will make them fairly worthless one-shot cannons.
mintcar
Apr 17 2005, 12:37 PM
No, no no. This would result in characters who care so little about their spiritual integrety that they fuck it up with cyberware, starting to spend their karma on healing their damaged souls. This sounds ok, if you donīt count the fact that they would be the only ones doing that. Does it make sense that these people spend time on increasing their essence, but mages and adepts donīt unless they use cyberware themselves?
blakkie
Apr 17 2005, 04:20 PM
QUOTE (mintcar) |
No, no no. This would result in characters who care so little about their spiritual integrety that they fuck it up with cyberware, starting to spend their karma on healing their damaged souls. This sounds ok, if you donīt count the fact that they would be the only ones doing that. Does it make sense that these people spend time on increasing their essence, but mages and adepts donīt unless they use cyberware themselves? |
nezumi
Apr 18 2005, 04:54 PM
Limiting money is only going to cause more problems. If I don't even have half a million to buy stuff with, I can't be a well wired street sam, nor a really effective rigger. So I'm either going decker or awakened. However, if money were limited, but came back many times over later (example, you get $500k now, $750+k (have to compensate for SI) in the future, for resources A), that might help the sams decide to implant ware later on.
In the end, the problem is still pretty simple. Mages have significantly more options to explore than sams, and sams eventually feel as though they are forced to choose other options.
Instead of essence, if sams had something else to go into that mages really couldn't (either because it wasn't cost effective or it would simply eliminate all magic), that would also help. But right now, at high levels, sams still don't have avenues where they can grow as quickly as the mages (since mages have so many more options, they can grow at the rate of the sam at the lower levels later on, while the sam starts stagnating).
Sams just need another option to explore, essence or something else.
Ellery
Apr 18 2005, 07:45 PM
Is there a reason why every archetype should have the same breadth of options at all levels of play?
It's hardly unusual in class-based systems to have classes that are relatively more potent earlier or later in the game. (D&D is rather ridiculous that way with wizards; in combat-heavy situations, the party has to carry them for about 10 levels before they can pull their own weight, and then in another 10 levels one wizard can destroy an entire wizardless party.) This can certainly be overdone, but are you saying that it is overdone in SR3 or that it should not be done at all?
Dawnshadow
Apr 18 2005, 07:50 PM
Personally, I like the idea of a Sam with, for instance, a pistols skill 8 and a custom pistol specialization of 16, skill 6 with cyber-implant combat and 12 with the handblade specialization, and the knowledge skills to properly assess most threats with a look.
Not to mention almost every other active skill in the book at 4+.
I mean.. you're dealing with the elite of the elite there. The kind of person who could get hired on by megacorps and dumped in charge of, for instance, the Knight Errant HTRT -- at the very least.
blakkie
Apr 18 2005, 08:12 PM
QUOTE (Ellery @ Apr 18 2005, 01:45 PM) |
Is there a reason why every archetype should have the same breadth of options at all levels of play?
It's hardly unusual in class-based systems to have classes that are relatively more potent earlier or later in the game. (D&D is rather ridiculous that way with wizards; in combat-heavy situations, the party has to carry them for about 10 levels before they can pull their own weight, and then in another 10 levels one wizard can destroy an entire wizardless party.) This can certainly be overdone, but are you saying that it is overdone in SR3 or that it should not be done at all? |
OD&D and AD&D definately suffered from that issue immensely. A big part of the reason is that Gary Gygax was/is a worldclass, hardcore powergamer muchkin. He poo-poos the concept of game "balance". He's definately old-school "arcane mages rule all". I think the crochety old bastard is at heart a mage player, and is certainly not above being a homer (designing the system to favour his class of choice to play).
D&D 3e set out to make classes other than Wizards mean something again, and for the most part accomplished this. Spell casters still are alround more versitle and powerful outside of combat. But in combat non-spellcasters are relavent up until high teens. Magic still plays a BIG roll up there, but even if you don't cast you still count. Fighters and such now have different ways to improve rather than just a bigger plus on the weapon and swinging harder.
How was this done? By adding options for growth with Feats, and to a lesser extent Skills and functional cross-class progression.
No you don't -have- to do this. But it does provide a wider range to play with, and that can only make the game more fun for more people.
P.S. Over time you'll see again and again smoother graduated progression is usually a good idea in game design. D&D 3e made that mistake with frontloading of features in Rangers, Monks, Paladins, etc. One good thing about 3.5e is that they got rid of that.
Eldritch
Apr 18 2005, 08:35 PM
QUOTE |
Is there a reason why every archetype should have the same breadth of options at all levels of play |
I think so. It makes things easier - esp as a GM. You don't have to worry about the 'weaker' chars a t the beginning of your campaign, and you don't have to worry about one class or another getitng more powerful than the others as they progress. Really makes it diffisult to throw things at a team if you have to worry about one guy being weaker than another. I've not really had this problem in SR, but ya D&D is stinks. I love playing mages - but I'll never play a 1st level one again.
And at least as a player you can look down the road and have goals - other than 10's in all of your skills.
And i oucld easily see that veteran shadowrunner pc looking at his 10 computer skill and wondering "Hey, I've got a data jack and nuttin else to spend my nuyen on, I'll buy a fairlight and some progs and do it myself."
Ellery
Apr 18 2005, 09:09 PM
The problem with enforcing equal power levels is that you have to either have a pure skill system, where anyone can take anything (which SR does not have given the small fraction of magically active people), or you have to make very stereotypical, boring "choices" available to the players. The only way to really keep things balanced is to make everyone the same.
Strictly limiting how much cyber a street sam can have is one possible way to keep advancement open for everyone (though street sams get more use out of cash and magicians get more use out of karma). That is the case to some extent already, but I'm not sure heightening it too much is a good idea. (I'm not sure it's a bad idea, either--but it can be a pretty big change to have zero runners who are heavily cybered at the start of a game. It takes away the classic starting archetype, in fact, because you can't have someone who is mostly metal and who has great prospects for expansion--unless you count betaware and deltaware as doing that already, which I do, but apparently many people find that not to work for them.)
blakkie
Apr 18 2005, 09:26 PM
QUOTE (Ellery) |
The problem with enforcing equal power levels is that you have to either have a pure skill system, where anyone can take anything (which SR does not have given the small fraction of magically active people), or you have to make very stereotypical, boring "choices" available to the players. The only way to really keep things balanced is to make everyone the same. |
Bzzzzzzzz, try again. Everyone CAN play an awakened PC. Or do you enforce some rule that only a limited percentage of the team can be awakened????

It's not an everyone is equal. It's lots of options down different paths. Remember, you got confused on this once before. Options good. How exactly that is enforcing a boring sterotype? It is smoothing out and extending the advancement curve of one particular path, and encouraging a wider variety down that path to boot. I mean hey, i'm not the one clinging to an old abitrary number created as a rules convience.

QUOTE |
Strictly limiting how much cyber a street sam can have is one possible way to keep advancement open for everyone (though street sams get more use out of cash and magicians get more use out of karma). That is the case to some extent already, but I'm not sure heightening it too much is a good idea. (I'm not sure it's a bad idea, either--but it can be a pretty big change to have zero runners who are heavily cybered at the start of a game. It takes away the classic starting archetype, in fact, because you can't have someone who is mostly metal and who has great prospects for expansion--unless you count betaware and deltaware as doing that already, which I do, but apparently many people find that not to work for them.) |
I think you are kinda rambling here, so I'll need some clarification. Do you now want the "classic" archetype of heavily cybered at the start of the game? Is this the archetype perviously known as boring? Or is it not boring because it's "classic" to have it at standard character creation?
Ellery
Apr 18 2005, 09:42 PM
QUOTE |
QUOTE (Ellery) | The problem with enforcing equal power levels is that you have to either have a pure skill system, where anyone can take anything... |
Bzzzzzzzz, try again. Everyone CAN play an awakened PC. |
Is magical ability purely based on skill in SR?
QUOTE |
QUOTE (Ellery) | ... or you have to make very stereotypical, boring "choices" available to the players. The only way to really keep things balanced is to make everyone the same. |
It's not an everyone is equal. It's lots of options down different paths. Remember, you got confused on this once before. Options good. How exactly that is enforcing a boring sterotype? |
Yes, options are good. So, how do you make sure that some options aren't better than other options, resulting in a scenario that will lead to imbalanced power levels?
QUOTE |
Do you now want the "classic" archetype of heavily cybered at the start of the game? |
I don't really care, honestly. But a street sam with a significant amount of cyber has featured prominently in artwork, stories, and character archetypes throughout the history of SR. Removing this as an option is one way to give street sams more room for expansion (which keeps everyone productively expanding for longer), but it comes at the expense of changing a major part of the setting.
QUOTE |
I think you are kinda rambling here, so I'll need some clarification. |
Sure. Sometimes it requires a bit of thought to piece together my meaning. I'll elaborate when asked.
Eyeless Blond
Apr 19 2005, 12:45 AM
QUOTE (Ellery) |
QUOTE | Bzzzzzzzz, try again. Everyone CAN play an awakened PC. |
Is magical ability purely based on skill in SR? |
I think what he's saying here is that you don't have to impose artificial limits on which characters are made in order to balance them. Ars Magica does this (from what I remember) by basically allowing one player to be the mage and forcing the rest to be grunts. In SR this doesn't happen, and in the beginning it's fairly well balanced in terms of allowing meaningful choices for creation/development without degenerating into a pure skill system. The problem as we're seeing it is at the higher "levels" where this balance goes away due to lack of meaningful development options on the mundane side.
QUOTE |
Yes, options are good. So, how do you make sure that some options aren't better than other options, resulting in a scenario that will lead to imbalanced power levels? |
The point we're making here is that having options on one side, and having effectively *no* options on the other side is decidedly unbalanced. Deciding how much a point of Essence would cost (and actually I happen to think Essence should be bought in smaller increments like .25 or .5, but I digress) would be a big deal and subject to much debate, sure, but not having it at all leaves us in the current situation It's not *too* bad a place to be in, but it's still not quite optimal.
QUOTE |
QUOTE | Do you now want the "classic" archetype of heavily cybered at the start of the game? |
I don't really care, honestly. But a street sam with a significant amount of cyber has featured prominently in artwork, stories, and character archetypes throughout the history of SR. Removing this as an option is one way to give street sams more room for expansion (which keeps everyone productively expanding for longer), but it comes at the expense of changing a major part of the setting. |
And thus we come to the option of expanding Essence post-chargen, or rather for the ability to "buy back" Essence that has been lost through any means (vampire Essence Drain, cyberware, etc) post-chargen. You can *start* heavily-cybered, and then you can get *more* heavily-cybered later on.
blakkie
Apr 19 2005, 01:11 AM
QUOTE (Ellery @ Apr 18 2005, 03:42 PM) |
QUOTE | QUOTE (Ellery) | The problem with enforcing equal power levels is that you have to either have a pure skill system, where anyone can take anything... |
Bzzzzzzzz, try again. Everyone CAN play an awakened PC. |
Is magical ability purely based on skill in SR?
|
If you mean Shaman vs. Hermetic, no that is set at character creation. But once you choose to be awakened you can be an Adept and/or Caster and/or Conjurer based on the skill/powers you choose. But exactly what where you getting at with "small fraction of magically active people" then?
QUOTE |
Yes, options are good. So, how do you make sure that some options aren't better than other options, resulting in a scenario that will lead to imbalanced power levels? |
Umm, put on your reading glasses.

The thread is chock full of suggestions for not only keeping balance but on how to use the mechanism of Essense gain during a characters career to -improve- over the current SR3 balance situation. Would it hit perfection? Nah. But improvements, like options, are good.
Remember, ch-ch-cha-changes!

QUOTE |
I don't really care, honestly. But a street sam with a significant amount of cyber has featured prominently in artwork, stories, and character archetypes throughout the history of SR. Removing this as an option is one way to give street sams more room for expansion (which keeps everyone productively expanding for longer), but it comes at the expense of changing a major part of the setting. |
You didn't answer the question fully, and I don't mean why this isn't a "boring" stereotype. Do those pictures have sub-titles that say "STARTING CHARACTER"? Besides you can look all cybered up and still have lots of Essense room. Unless you have [arguable inappropriately high essense cost] cyberlimbs galore, most of your essense loss is on the inside. Especially if you take the higher levels of MBW.
But in any event the GM setting the starting Essense higher or giving Karma (and likely cash too) to represent more developed "starting" characters certainly puts fullbody chromeheads in reach. Even above SR3 levels if you advance them far enough, quite easily above SR3 level if you give them enough cash and unlimited item availibility. Frankly if I was advancing in that way I'd likely apply the street index to costs for all equipment, or at least be careful about the cash to karma ratio I doled out.
Fortune
Apr 19 2005, 01:25 AM
QUOTE (Eyeless Blond @ Apr 19 2005, 10:45 AM) |
The point we're making here is that having options on one side, and having effectively *no* options on the other side is decidedly unbalanced. |
This is where we differ in opinion. I fail to see where the non-awakened have 'no' options. I have played Sammies into the 400-500 Karma range, and have never felt restricted as far as options are concerned. And, as I've said before, I have never had a player complain that he had nothing to spend his character's Karma on, awakened or not.
blakkie
Apr 19 2005, 01:30 AM
QUOTE (Fortune) |
QUOTE (Eyeless Blond @ Apr 19 2005, 10:45 AM) | The point we're making here is that having options on one side, and having effectively *no* options on the other side is decidedly unbalanced. |
This is where we differ in opinion. I fail to see where the non-awakened have 'no' options. I have played Sammies into the 400-500 Karma range, and have never felt restricted as far as options are concerned. And, as I've said before, I have never had a player complain that he had nothing to spend his character's Karma on, awakened or not.
|
I don't agree with the use of "no options". But the growth can be rather stagnent in many ways. Usually on the 'ware side.
P.S. It's usually around the 250+ Karma mark that [fully] awakened characters start pulling away. But that can vary on the campaign/GM actively slanting things the other way.
Dawnshadow
Apr 19 2005, 01:41 AM
Blakkie:
Non-Awakened characters do not stagnate. Understand that -- your group is strange in that they don't want to continue to improve, and don't want to become versatile enough to handle it if someone with an important skill gets whacked.
Non-Awakened characters might plateau in power, where they don't get sudden jumps anymore, just a slow, steady progression, beyond 'good', beyond 'expert', into 'master'.
Master, in this case, being similar to the half dozen or so 9th Dan Taekwondo masters that exist in the world today. Not just 'World Class', but at the point that if you're demonstrating a technique, you think you did a bad job if you had the angle of your foot off by 15 degrees or so.
Awakened characters, on the other hand, do not plateau in power, but they very rarely reach that same pinaccle of excellence -- they have massive amounts more power, but they don't ever come as close to the point of 'perfection' as the non-awakened can. They simply don't have the karma to dedicate to putting the skills at that level, not when they're initiating.
blakkie
Apr 19 2005, 01:52 AM
QUOTE (Dawnshadow) |
Non-Awakened characters do not stagnate. Understand that -- your group is strange in that they don't want to continue to improve, and don't want to become versatile enough to handle it if someone with an important skill gets whacked. |
I said the 'ware tends to stagnate. Even if you have the 'ware removed leaves a hole, it tends to get filled again with the same 'ware of a different level and grade. Plus this chews up a lot of cash that could have gone to other types of 'ware.
However the powerlevel of the non-awakened definaetly plateaus in comparison to awakened characters. Well usually not for riggers (especially if they managed to somehow land a VCR3) where, surprise, the archetype doesn't have the same kind of essense cap on their key gear. I'm not so sure about deckers.
The mundanes then start being backups for other team specialists, well except usually for rigging/decking because of the essense requirements there.
Ellery
Apr 19 2005, 01:55 AM
QUOTE |
If you mean Shaman vs. Hermetic, no that is set at character creation. |
Well, shamen and hermetics have different advancement options, don't they? In particular, shamen with Invoking don't have to worry about the one spirit limit any more; as long as they can soak drain, they're good to go, on the fly, with as many spirits as they have charisma. That sounds pretty powerful to me. Hermetics don't have a good choice like that. Invoking isn't very useful for them, in comparison. "Hey, no fair, shamen have more choices than Hermetics! We need to fix it so Hermetics can summon elementals on the fly!"
Hopefully you can see where this is going. Choices at character creation will impact that character later on unless you have a pure skill system where anyone can always buy whatever skill they need (they may have to buy prerequisites first) without a substantial penalty for doing it sooner or later. For good or ill, SR has never had a pure skill system; it's had a strong skill system, but prior choices matter and shape your future choices.
QUOTE |
But exactly what where you getting at with "small fraction of magically active people" then? |
In SR fiction, a small fraction of the population is magically active. Players can, as long as the GM allows, play anything they want. But if the rules say, "Hey, it's really really easy to pick up magic, or play a magical character, anyone can do it!" and the fiction says, "Wow, magic is so rare and cool, nobody has it!", there's a problem. It's a problem because the players are going to act according to the rules, not according to the fiction. So to them, it will seem like magic is not rare if anyone can pick it up any time they feel like it (even if the fiction says that you can't do that).
So it's hard to mix a pure skill system, where anyone can take anything, with a fictional setting where some things can't just be worked at, like magical ability.
QUOTE |
The thread is chock full of suggestions for not only keeping balance but on how to use the mechanism of Essense gain during a characters career to -improve- over the current SR3 balance situation. Would it hit perfection? Nah. But improvements, like options, are good. |
Improvements are good if they address problems that ought to be addressed. I can't see a good qualitative distinction between what's being proposed here and what one would propose after you were done and someone else complained about deckers having more options for long-term expansion than riggers, or Otaku having fewer optoins for long-term expansion than street sams, or whatever.
Balance is good, but a very close balance is hard to achieve, and you usually end up sacrificing a lot of your game to it, or you end up in endless sequences of "me too"-ism, where professions are alternately strengthened, weakened, and blandified, until everyone can do everything...and then people still complain just as vociferously. (If you don't believe me, just check out some MMORPG board archives some day.)
Personally, I only try to balance things so that different professions are at least useful. Street sams are always the fastest and shoot the most accurately under standard conditions; they're usually the toughest as well (at least against ballistic weapons). That's true at 0 karma earned, and it's true at 1000 karma earned. They have an important role to play, and if your team doesn't have a wired up sam, you're going to suffer when you take on people who do have one. Plus, you're very often the star of the show--minor threat pops up, you take it out before anyone else can blink. That's useful. That's important. Your job, as a sam, is to keep that edge, and sometimes it involves putting karma into a weapon skill you've already got awfully high, just to get that bit more of an edge, keep ahead of the curve. Okay, maybe it's not as exciting as picking up Reflective Shielding, but all are not equal, and that's the way it goes.
You can say similarly useful things for adepts and magicians and stealthy/breaking/eentering types and so on. Riggers don't mesh quite so well (tending to be alternately useless and completely overpowering and out-reacting everyone else), and deckers really don't mesh so well--and hopefully SR4 will address some of these points.
QUOTE |
Do those pictures have sub-titles that say "STARTING CHARACTER"? Besides you can look all cybered up and still have lots of Essense room. |
Yeah, some of them do, actually. Look in SR3 at the color plate that should be p. 66 and the one that should be p. 75 (Combat Decker and Street Samurai respectively). They've got metal in their bodies, cords coming out of their heads, etc.; they look pretty heavily cybered. The rules say they're pretty heavily cybered. They also say that they're starting characters. Look at p. 62 in SR2. Look at the fiction for SR2--plenty of street sams there. It's hard to know what other artwork depicts, but presumably it's supposed to be depicting things that typical runners do.
Anyway, you could argue that appearances are deceptive, the archetypes are overpowered, and so on. I'm just pointing out that you'll find people who will argue the opposite just as strongly.
blakkie
Apr 19 2005, 03:07 AM
ROFL @ Ellery
I must say that IMO that tops mintcar's concern for the PC's soul.
First, although least important; The combat decker, inspite looking more like the Terminator without a skinjob, has more than 1.5 Essense left.
However the whole idea that a starting character has to have as much cyberware as a previous version's starting character or it is a violation of a canon archetype is so...so....well just so so. I mean why bother even coming to this board and/or consider SR4 if you want to put it in that much of a straightjacket for change? If it was then yup, Fanpro would indeed be picking our pockets for relabeling an old product as new.
LOL.
Ellery
Apr 19 2005, 06:39 AM
Well, I can't really disagree with your post, since you haven't made any substantive points and haven't disputed much of anything I said.
It's always possible to change archetypes. I just haven't yet seen the good reason for it explained, so it is a change and a change for change's sake seems gratuitous. After all, if the 60% of extra cyber you get when switching from normal ware to betaware isn't taken advantage of (people don't upgrade), why would 100% or 120% or infinitely more cyberware be so much better except in the standard, "Yay, more power for me is good!" way.
If the argument was, "Yeah, everyone in my group upgrades to the best stuff and they've got it all and have no free essence after 200 karma," that would be different. But I've not heard a compelling case made for that.
mfb
Apr 19 2005, 07:05 AM
ell, he's rolling on the floor and laughing at you. you can't dispute that logic, which means blakkie wins and you're wrong! also, his point about how violation is so-so is both clearly-stated and relevant.
Critias
Apr 19 2005, 07:11 AM
It is hard to counter that argument. It's like trying to play hardcore basketball against the Harlem Globetrotters, or get in a standard Olympic Judo match against someone who busts out some Drunken Monkey Kung Fu.
blakkie
Apr 19 2005, 12:49 PM
QUOTE (Ellery) |
Well, I can't really disagree with your post, since you haven't made any substantive points and haven't disputed much of anything I said. |
Well....you could start with the first point. But you'd look like fool arguing with that. So maybe you could try bluff your way through by saying there weren't any substantive points....er, nevermind.
QUOTE |
It's always possible to change archetypes. |
You need "X" number of items to be a given archetype? How about you should EXPECT that a character riding the Essense edge is going to lose a few pieces of 'ware. Going from SR2 to SR3 there were countless PCs that became dead/cyberzombies. Not just by a little bit, but by points of essense. Crap is going to happen anyway.
QUOTE |
I just haven't yet seen the good reason for it explained, so it is a change and a change for change's sake seems gratuitous. |
Given that you don't see anything substantive in my post, then I don't doubt that you've seen no reason....because you seem to be off in a thread of your own.
QUOTE |
After all, if the 60% of extra cyber you get when switching from normal ware to betaware isn't taken advantage of (people don't upgrade), why would 100% or 120% or infinitely more cyberware be so much better except in the standard, "Yay, more power for me is good!" way. |
Well it wouldn't be for -me- personally. When I am a player now it is with awakened characters.
QUOTE |
If the argument was, "Yeah, everyone in my group upgrades to the best stuff and they've got it all and have no free essence after 200 karma," that would be different. But I've not heard a compelling case made for that. |
Yup, not even in the same thread.....
Critias
Apr 19 2005, 02:39 PM
Blakkie, it's obvious that you've got your head so far up your ass you just can't read what people are saying, hear how smart they are, or see how stupid you are by comparison. You talking down to and insulting Ellery is like Gomer Fucking Pyle making fun of Einstein.
Dawnshadow
Apr 19 2005, 03:16 PM
Guys, there's no point in arguing with him. He's convinced he's correct, and that anyone who disagrees with him is at least one of: stupid, willfully blind, obsessively conservative and paranoid, crazy.
I mean.. look at his justification of the pole results.. 'everyone who disagrees with me is wrong, I've just proven that Dumpshock is completely and utterly blinded by what is and can't see what should be'. Doesn't even stop to think that the people who moderately dislike the idea alone is double the people who like the idea.. and the people that hate it outnumber both.
Blakkie, you're "arguments" are completely empty. They're devoid of anything remotely resembling facts -- in fact, calling them "arguments" is insulting to arguments. They're entirely statements of your belief, and have no place in a debate.
blakkie
Apr 19 2005, 04:55 PM
QUOTE (Dawnshadow @ Apr 19 2005, 09:16 AM) |
Guys, there's no point in arguing with him. He's convinced he's correct, and that anyone who disagrees with him is at least one of: stupid, willfully blind, obsessively conservative and paranoid, crazy. |
Crazy. Crazy like a fox!
I notice on that list you included "conservative"? I assume this was ment as an insult, the rest certainly do seem intended as such? I'm not exactly sure in which way i'm a "conservative". I'm sure this wouldn't be a red word like calling somebody a "liberal" in politics has become. You know, a word empty of meaning.
QUOTE |
I mean.. look at his justification of the pole results.. 'everyone who disagrees with me is wrong, I've just proven that Dumpshock is completely and utterly blinded by what is and can't see what should be'. Doesn't even stop to think that the people who moderately dislike the idea alone is double the people who like the idea.. and the people that hate it outnumber both. |
I certainly did stop to think about the different graduations. I didn't say 20% of people wanted to see the change. Like I said it's a scary leap for people that have played one way for a long, long time. I was a little surprised by having even a little over 25% saying "hrmm, i guess i could live with that" (actually closer to 30% of the votes after the first barage of rejections, before the idea was even moderately developed). I mean you have approximately 10% of the people here that are freaked enough by changing to fixed TNs, splitting a couple attributes, and cosolidating all the pools into one that they aren't even going to consider moving to SR4. That seems to me a pretty traditionalist orientated crowd for a forum for a new version of a game. *shrug*
QUOTE |
Blakkie, you're "arguments" are completely empty. They're devoid of anything remotely resembling facts -- in fact, calling them "arguments" is insulting to arguments. They're entirely statements of your belief, and have no place in a debate. |
Funny, I was thinking something very similar of Ellery's posts.

Sort of my point with the comment about the 1.5 Essense for the Decker. Yours at least have a intentionally humourous bent. Certainly it would need to be playtested to make sure it worked, but the idea behind motivating diversity more than just backfilling after you pull out 'ware is pretty sound, no? However I'm a bit handcuffed for hard numbers since I'm not a playtester, even if I was couldnt I give numbers.
P.S. I think I see what Ellery is saying about mages having two traditions, Shadowrun isn't actually completely classless. Well actually wasn't there some sort off SOTA 64 magic thing that was a melding of the traditions? But his example doesn't really follow the form i'm talking about. I wouldn't suggest that adding cyberware enable someone to see into the astral (at least in realtime, once again see the SOTA 64 for some oddities). Hermetic mages do have magic avenues to go down that are roughly similar in scope to Shamans, even if it's not the same path.
Dawnshadow
Apr 19 2005, 05:06 PM
Reread, blackie. The list are what you've indicated you believe of the people who DON'T want essence for karma to be.
In fact, you've said a few of them yourself, earlier on.
Change for the sake of change is stupid. Change for a purpose is good. Change because a small group of people don't like that they can't dump 20-30 karma into things like initiations is just pointless. The reasoning behind it is SO badly flawed it isn't funny. It's exactly like saying that 'because a small group of players don't like how hard it is for shamans to conjure spirits, we should make shamanic conjuring really easy.. target number to conjure, half force, and you only need one success, because you get (charisma) services, target number to soak, half force'.
Hey, it could work. It could even be balanced out -- tweak the spirits so that their powers aren't as effective at low force, drop the immunity to normal weapons down to equal force, not double force.. Maybe not even that, after all, normal spirits can't gang up, they can't cross domain lines.
Note for those with power: this is not a serious request. I wouldn't mind the drain going down to half force, but it's an idle problem. The position above is taken is to highlight that just because a few people have problems with a mechanic, doesn't mean the mechanic is wrong, broken, or should be changed
Edward
Apr 19 2005, 05:24 PM
Personally I dont see the balance issue created by cybered characters being unable to advance because I see cybered characters advance all the time.
Shor a cyber char will have a little difficulty once all his wear is beta and delta grade and his chosen skills are at 9-10 but I believe a magical will hit a similar cap.
Consider a mage with his magical skills at 10, his chosen spells at force 10-12 and an initiatory grade of 6. he has his defining metamagics his skills are hard to improve and there r really no more spells he wants. He can continue to initiate yes but what will he get, the greater magic rating is meaningless as he cant learn spells that high in force anyway, the increased spell pool is barley significant and he got all the best metamagics for his style anyway, and to top it of he has run out of ordeals to cut down the cost of initiation.
Is his position really that different to the samys. Both are reduced to spending large quantities of karma for small improvements or cross training in skills they would not have bothered with before. And jugging from our games these points look like they will happen at about the same time. (at least now that there is a limit on cash for karma, without that the magicals where rasing ahead and becoming to powerful to fast and then hitting that plato earlier).
So I dont see there being a problem that needs to be fixed beyond the GM keeping some control over karma purchases.
Edward
blakkie
Apr 19 2005, 05:48 PM
QUOTE (Dawnshadow @ Apr 19 2005, 11:06 AM) |
Reread, blackie. The list are what you've indicated you believe of the people who DON'T want essence for karma to be.
In fact, you've said a few of them yourself, earlier on. |
Oops, my bad. Yes i suspect that a strong "traditionalist" bent (conservative isn't really a good name for it) does play a sizable role here. I'm not saying that disagreeing with me is nessararily stupid, but I do content there can be stupid reasons for doing so.

"willfully blind"? actually I think i implied an unknownling blindness as a contributing factor, which is much different than willfully blind.

As for "Paranoid, crazy", fear of the unknown is certainly not outside the experience of people generally considered sane. In fact a strong wariness of that you can't see isn't a particularly bad idea at all.
QUOTE |
Change for the sake of change is stupid. Change for a purpose is good. |
Indeed, I am suggesting making a change for a purpose.
QUOTE |
Change because a small group of people don't like that they can't dump 20-30 karma into things like initiations is just pointless. |
But THAT isn't the purpose.

QUOTE |
The reasoning behind it is SO badly flawed it isn't funny. It's exactly like saying that 'because a small group of players don't like how hard it is for shamans to conjure spirits, we should make shamanic conjuring really easy.. target number to conjure, half force, and you only need one success, because you get (charisma) services, target number to soak, half force'. Hey, it could work. It could even be balanced out -- tweak the spirits so that their powers aren't as effective at low force, drop the immunity to normal weapons down to equal force, not double force. Maybe not even that, after all, normal spirits can't gang up, they can't cross domain lines.
Note for those with power: this is not a serious request. I wouldn't mind the drain going down to half force, but it's an idle problem. |
Interesting idea, but that aside not really what I'm aiming for.
QUOTE |
The position above is taken is to highlight that just because a few people have problems with a mechanic, doesn't mean the mechanic is wrong, broken, or should be changed |
Ah, but it's not just a few. It is less than a majority of people here that could live with the solution. There are people that are just fine with the issue staying.
All round I think you have gotten a very distorted impression of my intentions and motivations. That you are suggesting I'm making change for the sake of change or change for a "small" group alone convinces me of this. Please recheck the posts and you'll see my thoughts and reasonings do not reflect this. Or perhaps a better collection is needed to straighten matters out as I've addressed items as they have come up. I'll work on that, but i won't be able to put together a concise treatise till at least tonight.
Dawnshadow
Apr 19 2005, 06:12 PM
Reread again. Paranoid is lumped into the conservative. Your statement was that they hate change and are too paranoid about allowing this because it will make it overpowered. Willful blindness, is, of course, blindness that they wilfully cling to -- which, to your reasoning, would be anyone who STILL thinks essence should be purchasable.
And.. actually, Blakkie, I have read all your posts.
Your entire basis for the early portion is YOUR GROUP, which is small. It's 5-6 people, only a few of which are playing Street Sams. I think the number was 2? There are a LOT of people who have voted, said, and screamed that this isn't a problem. Your group disagrees, and you disagree. Seems very simple. You've made it more complicated now by moving into the theoreticals, but the entire basis for your theory is your own group, which I am saying is not relevent overall when compared to the number of people who DO NOT want this.
And that is the type of thing you're suggesting. Give Sams something they can spend Karma on, like initiation. Just make it give them essence.
Likewise.. the shamans thing.. is not an idea. It was an attempt to indicate why the position you have advocated, drawing on your group as a basis, is flawed.
blakkie
Apr 19 2005, 06:30 PM
QUOTE (Dawnshadow @ Apr 19 2005, 12:12 PM) |
Reread again. Paranoid is lumped into the conservative. |
How about i reread when you fix your crappy conjunctive.

EDIT: By this I mean i was confused by the odd placement of "and" and commas, and what I guess is an implied "or"?
QUOTE |
Your statement was that they hate change and are too paranoid about allowing this because it will make it overpowered. Willful blindness, is, of course, blindness that they wilfully cling to -- which, to your reasoning, would be anyone who STILL thinks essence should be purchasable. |
Pretty sure that last sentence isn't what you ment. But even as you likely intended it, ummm, no.
QUOTE |
And.. actually, Blakkie, I have read all your posts. |
*shrug* It isn't just me. It isn't just my various personal experiences (which you don't represent accurately there). I also based this on information gleaned from other posts over the years at DSF. I wrote the original from my gaming experience POV, but that certainly wasn't the sole influence at all.
You also seem to have missed people that suggest that there is an issue, but think that just changing the 'ware removal rules would fix the problem.
I'll try to make it clearer next time I post about the subject. But judging from the content in the rest of your post the thread is dead.
P.S. I know you ment the idea as an example, I just thought it an interesting idea and commented as such. But the comparison to my suggestion wasn't really that accurate. At least not as written.
Ellery
Apr 19 2005, 09:43 PM
QUOTE (blakkie) |
Well....you could start with the first point. But you'd look like fool arguing with that. |
Hey, okay, I'm up for looking like a fool.
QUOTE (blakkie) |
ROFL @ Ellery |
This is the first point. You're laughing at me for some reason, but it's not clear why from this sentence, so we don't have enough context to evaluate this point. Let's keep going.
QUOTE (blakkie) |
I must say that IMO that tops mintcar's concern for the PC's soul. |
Since I didn't mention the PC's soul, this reference isn't clear to me. Since you only say "IMO" and do not provide the reasons upon which you base your opinion, this doesn't constitute an argument in favor of a position.
So, anyway, I think your first point is badly worded and poorly argued. I don't see much substance here.
QUOTE (blakkie) |
First, although least important; The combat decker, inspite looking more like the Terminator without a skinjob, has more than 1.5 Essense left. |
I was giving an example of a cyber-heavy character that would not be possible to create if you had strictly limited the cyberware you could start with in order to leave room for expansion:
QUOTE (Ellery (Apr 18 2005 @ 04:09 PM)) |
Strictly limiting how much cyber a street sam can have is one possible way to keep advancement open for everyone |
QUOTE (Ellery (Apr 18 2005 @ 04:42 PM)) |
But a street sam with a significant amount of cyber has featured prominently in artwork, stories, and character archetypes throughout the history of SR. |
QUOTE (Ellery (Apr 18 2005 @ 08:55 PM)) |
Look in SR3 at the color plate that should be p. 66 and the one that should be p. 75 (Combat Decker and Street Samurai respectively). They've got metal in their bodies, cords coming out of their heads, etc.; they look pretty heavily cybered. The rules say they're pretty heavily cybered. |
You're making an observation that I specifically ask to be made, and you report that, as I had already maintained, the character has used up about 3/4 of their essence during character creation and therefore has a lot of cyber. You suggest capping starting essence at 3 (half essence used up), which would not allow the creation of this character under existing rules.
(Of course, you also suggest that everyone get twice as much cyber as before, which I would argue will create major problems with game balance--but I was only addressing the point about limiting cyber, not raising the total amount of cyber one could take.)
So this isn't very substantive. You've stated a fact that agrees with what I've said, but from the phrasing "has more than" you apparently believe this indicates something important. However, you don't specify what that is.
QUOTE (blakkie) |
However the whole idea that a starting character has to have as much cyberware as a previous version's starting character or it is a violation of a canon archetype is so...so....well just so so. |
The term colloquialism "so-so" typically is used as a synonym for "mediocre", so this point (if it is a point) is that an idea that archetypes should be consistent is a mediocre idea. The usage of "just" indicates that this is a personal opinion, and again, without an explanation of the reasoning or thought process that led to the opinion, it's hard to view this as a point.
QUOTE (blakkie) |
I mean why bother even coming to this board and/or consider SR4 if you want to put it in that much of a straightjacket for change? If it was then yup, Fanpro would indeed be picking our pockets for relabeling an old product as new. |
Here you are setting up a straw man--you are implying that the reason that some people dislike this idea is not because it's a bad idea, but because people are afraid of any change at all, and save for fear of essentially all changes, the idea would be popular.
It is easy to see that this is a straw man (i.e. it is arguing against a position that your opponents don't hold) if we look in my previous post:
QUOTE (Ellery) |
Improvements are good if they address problems that ought to be addressed . . . a very close balance is hard to achieve, and you usually end up sacrificing a lot of your game to it. |
So I'm specifically saying that I do want change, but I want the changes to be improvements--I want them to address existing problems. And in this particular case, since you are saying that the problem is one of game balance, I want a clearer case made that this type of balancing doesn't do more harm than good.
That is the entirety of your post, and upon close inspection, you have, as I claimed earlier, made no substantive points. I agree that it looks rather foolish to do this, but you did invite it, so I have obliged.
However, I won't do so again--it's a useful exercise as illustration, perhaps, but after that it's really a waste of time.
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You need "X" number of items to be a given archetype? How about you should EXPECT that a character riding the Essense edge is going to lose a few pieces of 'ware. |
I never said that. As an exercise, I leave it to the reader to review my previous posts and see if they can figure out what my point was regarding large amounts of cyberware in starting characters.
QUOTE |
Given that you don't see anything substantive in my post, then I don't doubt that you've seen no reason....because you seem to be off in a thread of your own.
QUOTE (Ellery) | f the argument was, "Yeah, everyone in my group upgrades to the best stuff and they've got it all and have no free essence after 200 karma," that would be different. But I've not heard a compelling case made for that. |
Yup, not even in the same thread.....
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It's hard for me to be sure, but you seem to be implying that there was an argument made in this thread similar to the hypothetical argument that I wanted to see.
If this is your claim, can you please list the dates of the posts to this thread that lay out this argument? ("This thread" means the one titled "What if PCs could use Karma to increase Essense?" which is located at the URL
http://forums.dumpshock.com/index.php?showtopic=8174.)
Eyeless Blond
Apr 20 2005, 12:47 AM
QUOTE (Fortune @ Apr 18 2005, 08:25 PM) |
QUOTE (Eyeless Blond @ Apr 19 2005, 10:45 AM) | The point we're making here is that having options on one side, and having effectively *no* options on the other side is decidedly unbalanced. |
This is where we differ in opinion. I fail to see where the non-awakened have 'no' options. I have played Sammies into the 400-500 Karma range, and have never felt restricted as far as options are concerned. And, as I've said before, I have never had a player complain that he had nothing to spend his character's Karma on, awakened or not.
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As I happen to hold a different opinion, cot exactly opposite as we're not discussing the same thing. I suppose we're going to have to agree to disagree, though, as yours and Ellery's posts appear to be the last of rational discussion in this thread.