Gambitt
May 27 2005, 12:10 PM
| QUOTE |
QUOTE (Gambitt) Hi there im Mr. Toast in good need of a nose rubbing...blah blah blah...i dont like being called a moron. |
And there was me thinking the blah blah blah bit actually had a point.
I really dont understand where having simpler rules means u dont plan a run, and are more prone to just "kick in the door". Are the new, as u call them dumber rules going to mean when i switch systems im also going to become more dumb in how i play?
Critias
May 27 2005, 12:18 PM
This isn't really a conversation I can stay in, without winding up banned. See ya.
Taki
May 27 2005, 12:24 PM
| QUOTE (Critias @ May 27 2005, 06:43 AM) |
For some reason or another, more people can't or won't play Shadowrun than can or will. (...) Who told you TN 11 is twice as good as TN 12? I mean, you're real busy being sarcastic and all, but that's not even an honest example of whatever-it-is you're trying to insult.
|
Some people like complex rules because they do not understand it ... it is called mystic.
As gambit, I must admit I am a moron.
By the way Critias ....
If can't understand that the probality for each dice thrown to get a hit vs TN11 is 2/ 36 (1/6 multiplied by 5or6 on 6), and vs TN12 is 1/36 (1/6*1/6)
No comment ...
EDIT: correction for clarity
Cain
May 27 2005, 04:28 PM
Stripping all the ranting and sacrasm and flaming out of Critias's last post-- most people who feel the Shadowrun system is too complex generally doesn't fully understand the rules, or is getting bogged down in the broken parts of the game. SR3 isn't perfect, but it's not nearly as bad as the SR4 FAQs are trying to make out.
| QUOTE |
| That's unfair. d20 requires as much tactical thinking as SR does. How many points of attack bonus do I sacrifice for damage with Power Attack? Will I fight defensively, sacrificing attack ability for defense? |
D20, even more than Shadowrun, emphasizes overspecialization. In order for your argument to apply, you need to take the power attack feat in the first place. That typically means you're playing a fighter. In my experience, D20 has been about developing one or two types of attack to the extreme, and using those to the exclusion of all else. The same is true of d20 magic. This is a strategic decision, and not a tactical one.
In d20, the barbarian is never going to be a defensive fighter, and the wizard is never going to be swinging a greatsword. In Shadowrun, I've seen more cross-concepts. While d20 might allow for certain strategic concepts, it certainly doesn't have the tactical flexibility of Shadowrun, where players are constantly balancing offense versus defense.
Nerbert
May 27 2005, 05:34 PM
Insulting my intelligence? Amazing.
I'm not too stupid to run Shadowrun and none of my players are too stupid to play.
We just have better things to do.
It saddens me to see a group of obviously intelligent people reduced to childishness because they're favroite toy is being taken away and they're throwing a tantrum.
Its clear that intelligent conversation concerning this is not possible and I definitely won't be continuing to post here.
nezumi
May 27 2005, 05:44 PM
To add on to Cain's post...
I'm a geek, through and through. I've calculated powers of 2 for fun repeatedly. I love math. Sometimes when I'm with my wife, I imagine she's a number (I like i best, since it's irrational. j/k! Don't beat me, honey!)
When I play shadowrun, figuring out the best distribution of my pool is enjoyable for me. Even though it is very ooc, it's an aspect I do really enjoy (just like tweaking my cyber list to get that extra .01 of essence). I suspect critia also gets a kick out of doing the math part of the game. And frankly, D20 and what we've seen of SR4, really doesn't support that sort of mental number crunching.
There are plenty of people though (like art majors) who really don't enjoy this beautiful side of SR. It isn't that they CAN'T, it's that they don't want to. I can understand wanting a mechanic which is largely invisible so the game can just move, and frankly, SR's current mechanics are anything but invisible.
Jrayjoker
May 27 2005, 07:20 PM
They must not have used improved invisiblity.
I likes the numbers...
Crimsondude 2.0
May 27 2005, 08:03 PM
| QUOTE (Cain @ May 27 2005, 10:28 AM) |
| Stripping all the ranting and sacrasm and flaming out of Critias's last post-- most people who feel the Shadowrun system is too complex generally doesn't fully understand the rules, or is getting bogged down in the broken parts of the game. SR3 isn't perfect, but it's not nearly as bad as the SR4 FAQs are trying to make out. |
What sarcasm? That's about as blunt and direct as Critias gets. There's no utility in sarcasm when he's making a point on something he's concerned about.
Personally, how can I trust a system written by someone who writes the FAQs?
[edit]
"Soft" Style Gaming. The future of SR?
Wireknight
May 27 2005, 10:40 PM
| QUOTE (Taki) |
[mode=sarcastic on] Are you thinking of the guy firing only 9 bullets (TN11) instead of 10 because he will statistically get twice as much success ? [mode=sarcastic off] |
There were actually quite a few paragraphs of explanation with regard to exactly what I meant. It appears you were unable/unwilling to read them. If you aren't really acknowledging others' points, whether to agree or disprove them, then you're not actually doing anything more than wasting your time. Such responses contribute nothing.
Raskolnikov
May 27 2005, 11:23 PM
Actually that example really doesn't make much sense. Do you mean that having rules that characters try to act within to achieve optimum effects is bad? Then I would need to ask what the alternative is.
Do we simply tell the characters how many opponents they are faced with and sit back while they describe the vicious and -dramatic- ways in which they triumph between stuffing handfuls of cheetos in their voracious maws and swilling enough soda to cause insulin shock in less greasy humans?
I suppose that is how some groups "roll" but I see no stigma attached to considering the statistics of your character's action before you make it.
Wounded Ronin
May 28 2005, 05:20 AM
| QUOTE (Crimsondude 2.0) |
| QUOTE (Cain @ May 27 2005, 10:28 AM) | | Stripping all the ranting and sacrasm and flaming out of Critias's last post-- most people who feel the Shadowrun system is too complex generally doesn't fully understand the rules, or is getting bogged down in the broken parts of the game. SR3 isn't perfect, but it's not nearly as bad as the SR4 FAQs are trying to make out. |
What sarcasm? That's about as blunt and direct as Critias gets. There's no utility in sarcasm when he's making a point on something he's concerned about. Personally, how can I trust a system written by someone who writes the FAQs? [edit] "Soft" Style Gaming. The future of SR? |
Soft gaming was just PWNED!!!!
Taki
May 29 2005, 09:57 AM
OK, the violence in my answer to Critias was due to his insulting post (we shadowrun srIII player are smarter, those who don't like don't understand it blabla...).
Linking that to the evidence of his non existent skill in statistics I couldn't have make the point ....
By the way I am pretty sure to be the one to like the less sr3 in my group.
By the way I am pretty sure as well I am the one that understand the more of the rules and stats ...
The worst rules are dumb AND complex one.
By the way Raskolnikov, I prefer as a GM to have player trying to find which action is the best in the situation - not in the flawed rules. Because it is funnier, and always different (the flaws in rules stand still). And as a GM I always make rules logical, so if an action seems to hard to reach in a system, I don't follow the "rules".
And my point was more about a stupid rule that say firing 10% less bullets you can be twice as accurate ... I wouldn't call that "strategy" man. This is min/maxing capabilities
Raskolnikov
May 29 2005, 10:57 AM
Wow 50% sounds like a big number, even though the total probabilities vary by a very small amount.
Trying to attack three people at a time is harder than trying to attack two people at once! Does this mean a character is min-maxing if they elect to only strike two of the three combatants they are faced with? You are making invalid leaps of logic based on an example that is incorrect to begin with.
Let us assume you had made a proper example for what you stated you wished to convey however. A poor rule. The rule does not model reality to the extent you would like it. You maintain this is a perfect time to simply fudge the action. Those of use advocating a hard approach are not saying the rule should be used in a flawed state, rather that any change should be codified and applied consistently from then on.
If something is broken badly enough it -needs- to be changed, then by all means change it, but change it to a rule.
Ellery
May 29 2005, 11:51 AM
The example is a pretty good one as far as poor rules go, Rask: it's not sensible to hit half as often when shooting 10 bullets as when shooting 9, even if the probabilities to hit are 5% and 10% respectively. It might seem like 5% doesn't make a big difference, until you have to run past 15 people shooting at you with full-auto. Then the difference between a 5% chance of success and a 10% chance may make the difference between life and, um, not quite so much life.
However, Taki, Rask's right that in such cases it is preferable to actually come up with a rule to fix these things instead of just ignoring the rules, or making something up on the spot. It's more consistent if you make up a rule, and if you spend a little while thinking about it, you'll probably come up with something better than if you just fudge it.
Taki
May 29 2005, 05:41 PM
First : the flaw in rules will be changed. It is called fixed TN.
Second : the flaw on the TN SR3 is generalized, but it is effectively very caricatural here.
As some people do not very well understand statistics apparently - lets make a calculation.
(Rask: Wow 50% sounds like a big number, even though the total probabilities vary by a very small amount.)
OK
9 bullets : TN11, good sammy sr3 7 dices :
Proba to have at least one success = proba not to have 0 success
proba to have 0 success = proba not to reach TN11 (34/36) multiplied by itself 7 times = 67%
SO 9 bullets : TN11, good sammy sr3 7 dices : 33% to have at least one hit (one chance over three to get a deadly heavy fire)
With 10 bullets the result is : 18%
... The total probability is changed by 15% on total chances, (18% represent only 54% of success of the best choice firing only 9 bullets), which is not a small amount, and I really think one more bullet for that result IS a flaw (especially when 11 bullet will be the same - if you would find a proper weapon to fire 11 bullets).
The flaw is just existing because
1 a difference of 1 on a TN is a too big difference on a dice of 6
2 a TN of 6/7 is the same
hurrah to fixed TN !
Death to SR3 yahaaaaaaa!
(how much enemies ???)
Edit : replace "which represent" by "18% represent" for clarity
SirBedevere
May 29 2005, 07:10 PM
| QUOTE (Taki) |
Death to SR3 yahaaaaaaa! (how much enemies ???)
|
There is I feel a misunderstanding with regard to those of us who are not too pleased at what we have been told about SR4. I am not an 'enemy' to Taki, or I hope, anyone.
No one I think is suggesting that SR3 is anything like perfection, it's not. SR3 does have several flaws, some serious; but if it's the horrible thing that has been suggested why have people played it?
I am not hostile to changes in Shadowrun, there have been many changes since I started playing. I think that more changes are needed; it is just that I and some others do not think that the changes that we have been told about are the right way to go. I am not hostile to the developers. I am sure that they are doing what in their opinion is best for the Shadowrun product line, and working very hard to implement their ideas.
No-one on Dumpshock wants Shadowrun to go to the wall, all of us want Shadowrun to succeed so that we can go on playing it! What I fear is that the changes that have been announced will not in my opinion be good for Shadowrun. I fear that SR4 as has been revealed in the announcements so far is going to be bad for the Shadowrun product line. I hope that I am wrong. I do not think that voicing what I (and others) feel are justified concerns makes me an 'enemy'.
Taki
May 29 2005, 07:44 PM
We played and go on playing SR3 because even if the the rules can be a lot better and simpler, there is really some very good things in the background, world and so on.
Because it was possible as well to display characters with a lot of option (different ammo, cyber, magic, lots of weapons), and because those option were easily represented - just pick up in a list.
I think and hope rule will be better in sr4 - and since that I won't put my sr3 book in the litter anyway
Rules just can't handle everything. I prefer rules simple than rules trying and failing to simulate reality.
You can be my enemy, until you are (edit:)NOT a hacker I don't fear a lot.
Ellery
May 29 2005, 11:23 PM
What do you suppose would happen to your example, Taki, if you applied the Rule of 6 to fives as well?
Cain
May 30 2005, 04:01 AM
Here's my question for you, Taki: What makes you think fixed TNs will be any less complex? We're discussing gains and losses to the dice rolled, plus probable changes in threshold values. Calculating those odds becomes a fair amount more complex, and could produce any number of annoying artifacts as well.
Ellery
May 30 2005, 06:37 AM
Most notably things like, "Well, I've already got a 1/3 chance to hit and I can't get any lower, so I'll go for a headshot as well." or going from 9 bullets to 10 makes the difference between hitting 1/3 of the time and hitting never!
Taki
May 30 2005, 10:39 AM
Ellery:
My solution for "impossible" shoot:
let say 7 dices with a 8 dices penalty (pretty hard, should be achievable but with a real small probabilities).
I state : 1 dice is the minimum for a pool.
So in the example I only can substract 6 of the penalty, I have a 2 dices penalty left.
The trick: I now ADD the 2 penalty dices left with my 1 die remaining, throw them all, and keep the SMALLER RESULT. Wich means I have to score a minimum of 5 on all dices to have a hit. probability : one chance over (3*3) (seems correct, don't you think ?). EDIT : the right result here is 1/27.
This is a good simple way to handles very hard task, because it doesn't change in any way the normal situation as would explosive dice.
Still it isn't perfect has it doesn't deal with tests which need more than one hit to succeed.
To Cain (Calculating those odds becomes a fair amount more complex):
I disagree. The complexity here is just : counting the penalty.
It doesn't change the complexity at all if you apply the penalty on either dices or TN.
When I think the SR3 system is too complex, I it is not because of TN, even if this design has inducced a lot of complexity in rules. What was good in the SR3 system was the overall balance - it was working, this depends on a lot of details ... And for instant we haven't any of those details to judge SR4 who has better ground design TMO. If SR4 works, it will surely be simpler, and better (because some complexity in SR3 wasn't needed TMO).
Counting the penalty on TN is too bad with a 6 sided die (or you have to stick with TN 2 3 4 5 and 6).
I prefere players to keep in mind a strategy on situation, than a strategy in using rules. Strategic vs Dramatic ?
Ellery
May 30 2005, 11:44 AM
Taki--your idea has merit. But let's think about it a little more. Firstly, this adds an extra complexity to the base mechanic--you have both a "roll and count successes" and a "roll and keep the lowest" mechanic. But, okay, maybe we can deal with that.
But now let's see if we've really improved the situation over the variable TN case.
Supposing that an extra bullet will subtract one die, let's consider a case where we shoot 8 bullets and have 2 dice, 9 and have 1 die, and 10 and have the lesser of 2 dice. In the first case, our probability of at least one success is 55%. In the second case, it's 33%. In the third case, it's 11%.
Notice that 33% to 11% is a worse change than the 33% to 18% change that you thought was so problematic in SR3. 55% to 33% is a pretty big jump too. (It's 42% to 33% in SR3.)
You could come up with other changes instead (e.g. if the number of dice goes below 1, the opponent gets that many dice to oppose the test, even if the test isn't normally opposed--this would cut it down from 33% to 22%, which is marginally better than the 33% to 18% change you disliked).
Combine that with exploding dice, and you've got a system that works a little better than the existing variable TN system as long as you don't roll too many dice--but it isn't any simpler, either, which makes one wonder what the point of the whole exercise was.
Especially since you could achieve superior effects by making any number of minor changes to the variable TN system. For example, if you have a rule of 5 that says, "Reroll your 5s, and those that come up 5 or 6 count as 6 instead (but don't roll them again)", then your probabilities go from 33% at TN11 to 23% at TN12 (and then 18% at TN13). If you have a rule of 5-or-6 that says "add 4 and roll again", then the progression of probabilities also goes from 33% at TN 11 to 23% at TN12 (but this time goes to 20% at TN13). And so on. Edit--oops, these values are for TN12, 13, and 14 since the irregularity occurs at different places in the rule-of-5-or-6 system I described.
There's all kinds of ways to fix the variable TN system, just like there's all kinds of ways to fix the fixed TN system. The advantage of fixing the variable TN system is that you don't have to recalibrate every single rule in the entire game, on the basis of a system that you have almost no experience with; and you circumvent the largely-intractable problems of fixed TN systems where people with large numbers of dice do not care about penalties to the numbers of dice, while people with small numbers of dice cannot tolerate penalties that increase the number of hits required for success.
Taki
May 30 2005, 01:07 PM
You are quite right in a way (especially when you see my EDIT in last post) :
It seems pretty odd to just add one die and have so many changes in the probability to have hits. And the system I propose was just a patch (which advantage was not to overrules the design, but to occur in a range were the design doesn't apply).
But I said : the good thing in SR3 was details that make the system balanced.
Here you just showed that the penalty of 1 die by bullet doesn't work after a certain time in those conditions.
By the way my example was, as I said caricatural. you can take any system and show it doesn't work at its extremities. The example was here to show the flow of TN, which occurs more often from 5 to 6 which represent a penalty of 1 or 2.
That is way I think the fixed TN is better : the range of use will be often relevant.
SirBedevere
May 30 2005, 01:46 PM
| QUOTE (Taki @ May 29 2005, 02:44 PM) |
You can be my enemy, until you are (edit:)NOT a hacker I don't fear a lot. |
I'm confused Taki. Do you want to be my enemy because I disagree with you? I don't want to be your enemy even though you disagree with me.
I hope that SR4 will be a very good set of rules. I just don't think it will be because of what has been revealed so far by the developers. I want Shadowrun to have the best set of rules it can. In my opinion the developers are not going the right way about it.
My own personal preference is for 'hard' rules. If the developers want to go for 'soft' rules good luck to them, if they think that they can develop better 'hard' rules that's fine. I am afraid that the SR4 rules will be stuck somewhere in the middle, with the downside of both and the upside of neither.
Taki
May 30 2005, 02:32 PM
Your Highness, I was just taking fun - ok that was stupid and just fun to me - I am sorry for that
I respect your opinion even if TMO SR4 showed improvement in the base design.
My disrespect go only to those who think and say that not following their opinion is a mark of stupidity, which is clearly not your case (they will recognize themself anyway).
... Now let's pray ...
Please Dev give us a good system, make the rule clear, simple and consistent
Has someone got a idea when we could say "alea jacta est" - fate/dices are thrown, and when no change and turning back will be possible before ... errata ?
SirBedevere
May 30 2005, 06:11 PM
That's OK Taki.
I think the 'alea jacta est' moment has gone. If SR4 is to be ready by GenCon, I don't think there is time to change things now. We will have to just wait and see.
Ellery
May 30 2005, 07:43 PM
| QUOTE (Taki) |
You can take any system and show it doesn't work at its extremities. The example was here to show the flow of TN, which occurs more often from 5 to 6 which represent a penalty of 1 or 2. That is way I think the fixed TN is better : the range of use will be often relevant. |
You have amply demonstrated the (hopefully) well-known irregularity in increasing TNs under the current system.
But you have not demonstrated that the fixed TN system is better, because there are easy ways to improve the variable TN system so that it doesn't have much of an irregularity any more, and works over a much wider range of conditions without breaking.
With a few patches to the fixed TN5 system, and careful resculpting of all the bonuses and penalties for actions, you could probably come up with something that didn't work much worse than the variable TN system. It wouldn't be as simple, though. And that's a powerful reason for being pessimistic that such patches will exist: they contradict the most likely motivation for moving to a fixed TN anyway. Given the problems I've identified, what would be the motivation beyond the feeling that, "Roll dice vs TN5--simple!" and "I had fun playing nWoD, and that's essentially what they use!".
| QUOTE (SirBedevere) |
| If the developers want to go for 'soft' rules good luck to them, if they think that they can develop better 'hard' rules that's fine. I am afraid that the SR4 rules will be stuck somewhere in the middle, with the downside of both and the upside of neither. |
I'm afraid of this also. I'm especially afraid of it since I haven't seen much feedback from freelancers or playtesters that indicates an awareness of the difference.
| QUOTE (SirBedevere) |
| If SR4 is to be ready by GenCon, I don't think there is time to change things now. We will have to just wait and see. |
And I don't think there is either. First editions of games almost always have lots of glitches in their rules which are then ironed out to some extent in later editions. The nature of the change is such that SR4 is using the first edition of these rules, which means we add a proclivity to bugginess on top of time pressure on top of a dubious mechanic.
To come out with an improved set of hard rules under these conditions would be a minor miracle.
I think that there will be some areas of improvement, but plenty of areas where the change is for the worse. I also think that people will have great difficulty finding any improvement that could not have more easily been implemented without switching from a variable TN to a fixed TN system.
Taki
May 31 2005, 01:06 PM
I still doesn't agree with variable ... Maybe because I am for soft rules (?), I must admit it isn't a easy way to get along with that kind of rpg way, but I had a lot of fun in it.
I do understand that a lot of people preferre hard rules, but I reckon SR4 will be more hard than soft anyway !
Thinking SR4 will be bad will probably help me being pleased by the result
Wounded Ronin
May 31 2005, 07:29 PM
I just don't think we've seen enough statistical breakdown from the developers...have any of them analyzed the effect of a fixed TN like the people on this forum have?
Jrayjoker
May 31 2005, 07:50 PM
In the thread I started about probability and statistics, the answer from one playtester/freelancer was yes, they are being considered. Of course we got nothing else, but we didn't expect it either.
I would have liked to have seen an explanation on the order of, "We looked at the probability of success for X and Y in SR3 and compared it to X an Y in SR4. We found Z."
So all we have is a Yes and some hope and faith.
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