Nerbert
May 23 2005, 04:06 AM
We're arguing the same point, Critias.
I'm arguing that I prefer soft mechanic, dramatic games to hard mechanic, strategic games. Precisely because, for a hard strategic game, I have to lay out a hex map, buy a lot of minis and do a lot of work while I play, all the while sacrificing character development and story for the sake of rules.
Or instead of doing all that, I could put together an enjoyable nWoD game in about two hours, play it with no extra equipment, and have everyone have a good time.
You say I don't know what I'm talking about because I compared Shadowrun to Warhammer 40k. You're right, I don't know anything about Warhammer 40k. I hope you weren't implying that that invalidates everything else I said.
Charon,
The differences are largely academic and vary greatly depending on the way they're played. For examples of a hard game I used 1st ed. D&D, and for an example of a soft system I used nWoD.
Charon
May 23 2005, 05:45 AM
| QUOTE (Nerbert @ May 19 2005, 11:16 PM) |
| Hard Dice Mechanics - A hard dice mechanic is one in which there is a rule for virtually anything. |
D&D 1st edition has a rule for nearly anything? You kidding, right? Go back to your book and tell me the rules for building a table. Jumping 5, 10 or 15 feet. Convincing a suspicious guard that you are not a rebel etc.
There were rules for almost nothing beside wonking monsters over the head and casting spell. For the rest, have fun.
D&D 3e, SR, WoD old or new... they all have roughly the same degree of rule structure, with a focus on activities particularly common to characters in these game world. You're telling me nWoD is "soft"? Compared to old AD&D it's steel solid but otherwise it's about the same as most game nowadays. SR might seem "hard" if you consider the sum of the rules, but it's only because SR needs more rules due to bizarre activities like decking and it has a larger shopping catalogue, but otherwise the "rule coverage" of SR is pretty much the same as nWoD or D&D. Meaning, I'm having to outright improvise a ruling roughly as often in all these systems and most other I've tried. The realism may vary, but the rules are there in all of the major games. It's the common paradigm, I guess.
The only thing really "soft" I can think of, beside diceless games, are fringe stuff like Feng Shui (Now, that's a game that simplify a lot of things into a single roll).
---
If you want "dramatic games", it is usually entirely independent of whether the rules are "hard" or "soft". Dramatic game have their own mechanics specifically dedicated to making the game dramatic. For SR, it's the Karma. Take a look at what earns you karma after a run ; following the guidelines you can easily earn more karma from your roleplaying than from accomplishing your objective! OTOH A game like D&D has no drama mechanics at all and this comes closest to a wargame. A game like Riddle of Steel has the "spiritual attributes" mechanics which are the driving passions, faith and destiny of the character ; these are the only thing that will allow a character to progress, thus making it an heavily dramatic game. But it's not like the game isn't heavy on rules ; the game pride itself on perhaps the most realistic melee system ever designed and that means a lot of rule.
---
So there you have it ; I've read a few post in the thread but I was confused. Everybody talking about "hard", "Soft", "Dramatic"... but without saying which game they are talking about, I can't picture what you are arguing about. I don't recognize the real games out there in these arguments.
Ellery
May 23 2005, 10:18 AM
| QUOTE (Nerbert) |
| What do you do when your gang of runners happens to hit a lucky streak and decimate an important NPC in a long running campaign? What if, according to the rules, your players break your game forever? You can't plan for everything. And the more people are playing, the more likely this is going to happen. |
The NPC dies. Tough luck. Don't have your whole campaign hinge upon the survival of one key NPC in a violent conflict with the PCs. With karma pool, extra goons who just happened to show up, Hand of God, etc., there are lots of options for preserving the NPC. If, despite all that, he still dies, well, maybe he deserves to be dead.
It's healthy for NPCs to be killable early. It keeps them on their toes and makes them act realistically (i.e. cautiously). If you're the kind of GM who wants to tell a story while your players sit around and listen and throw dice, then maybe there's a problem. If you are instead generating the world in which the players can write their own stories, there's no problem at all.
The story is, they win early. And if they realize how lucky they are, they'll talk about it for months to come.
Gambitt
May 23 2005, 02:56 PM
Sorry couldnt resist an off topic side note:
i Bloody hate grids/hexes, (this is mainly based from D&D systems) i know peoples interpretations of a situation differ, but they really suck the roleplaying out of the situation for me ( say in D&D... the rogue says "i 5 foot step diagonally to this grid, acrobatics 2 grids forward backstab X, then 5foot step here etc... my god it sucks my will to live)
The day our regular group gets out a grid map out, gets a ruler out and starts calculating distances he can move and weapon ranges in the day i stop playing SR.
Aku
May 23 2005, 04:46 PM
First to chime on the map issue. I'm not "anti map" but that that, i try to use it as a background to make sure everyone is clear on who is where when. It keeps me from having to state EVERYTIME how close someone is to someone else, you can see it, but with that, the characters should still be describing what they're doing. It's not a game of chess, no moving from king 8 to knight 11... just place holders.
On the dice issue. In alot of games, it will seem, when first starting out, that there ARE in fact rules for everything under the sun, and until you get more advanced and know the rules better, thats how it's going to seem. Once you learn the rules though, you'll realize that there may be gaps in things YOU'D like to be able to rule, maybe something that comes up on a regular basis, or you want to do often as a player.
And thats when you need to make up/ask for rules to have sex with your ally spirit
Nerbert
May 23 2005, 05:21 PM
Ellery
Normally I would agree with you. But what we're talking about here is a massive game, 50-100 people, and multiple groups. The NPC one gang is killing in one corner could be the same NPC that another gang is making political dealings in the other corner. And the game world needs to remain cohesive.
mfb
May 23 2005, 05:42 PM
don't have the 'main' NPC deal with PCs, then. have him act through proxies. that's the only way to guarantee that your favorite NPC survives until you want him to die--don't let the PCs ever get direct access to him.
either that, or make the NPC a high-grade initiate with several custom metamagical powers and an army of the Awakened to back him up, and then throw a massive shedim invasion into the mix to make sure the PCs are too distracted to take a shot at the NPC. speaking hypothetically!
Raskolnikov
May 23 2005, 06:07 PM
We avoid that by having a simple rule that a character (and this applies to NPCs) can only be in one place at one time. Additionally, cannon places and people should not be used for anything other than reference. We do not want Dante's Inferno actually becoming one due to random firebombing because there is then a split with the cannon material, it never burned down in the books.
Besides runners do not need to, nor should they ever meet the gods of the Sixth world in person.
The up side to this is that it encourages people to develop unique and interesting locations and NPCs. God's Descent, Golgotha, Hollow Point, Biohazard, Scarlet Viel, Sick Haxx; these are all Shadowland bars that at one point saw heavy traffic. Somer were cooler than others, some were tougher, but they were all non-derivative and enjoyed by many.
Nerbert
May 23 2005, 08:01 PM
And all of this stuff falls under the heading of "things done before hand"
What about something going hideously awry in the middle of the game? Its going to happen eventually. Killing an important NPC wasn't the best example.
My point is that a GameMaster should be allowed to "break the rules" on the fly in order to improve the overall quality of the game.
Raskolnikov
May 23 2005, 08:17 PM
Maybe we're just really lucky, which I doubt considering how many times the dieroller has needed to be tweaked due to pseudorandom output, but that has rarely ever occured.
I can not speak for everyone who has run a scene or two on Shadowland, but I've never had something go so horribly wrong that it could not be handled through IC plot turns, proper tactics on the part of the oppositon, or the like. Never have I had to flat-out break the rules as a GM just because a player, enemy, or npc got a lucky shot.
Ellery
May 23 2005, 09:02 PM
Between the one place at a time rule, and not walking critical NPCs into firefights all the time, I've also never had a major problem. Again, if you remember that it's the players' story as much as yours, you get used to rolling with these things. If you're the director and they're the cast, then yeah, you'll have to break rules whenever they deviate from your script for them.
Hell Hound
May 24 2005, 02:25 AM
I've got to say, the idea of breaking the rules specifically to keep the players from doing something you as GM don't want them to do is a tactic I abhor.
I have had players kill off important NPCs, I have had them turn the tables and screw over their Johnson rather than being screwed over by him, I have had the players make utter mincemeat out of an enemy that should have had them sweating, I have watched players create plans that turned the game completely on its head and I have had players make unbelievably lucky rolls and kill off main villains that were supposed to escape and threaten the group again someday.
These were some of the best games I have ever GMed. I and all the players enjoyed them completely because the players really felt like they were in control of their characters.
On the flipside I was once part of a group where the GM (who has a good friend of mine) went to great lengths to make sure we the players did not mess with his plot. This went on for several game sessions and then finally exploded into an argument that just about tore the group apart because the GM was breaking every rule for his NPCs and yet was as unyeilding as stone when it came to the players. If it wasn't in the rules a PC couldn't do it, there was no reward or incentive to be creative and any idea that wasn't inline with the GM's plot was squashed, whilst at the same time the NPCs were allowed to defy the laws of reality.
Cheops
May 24 2005, 04:17 AM
I've also had the misfortune of being in a game like that...as I'm sure most of us have...I find that it is a hallmark of a new GM...so is having trouble working with the rules
I prefer to have lots of rules because it is easier to introduce new players and new GMs. Their first few sessions are usually very difficult for them but as they get more comfortable they learn how to work WITHIN the rules of the game to get flexibility and do dramatic stuff.
This doesn't work with a system with less rules because it all rests with the GM to adjudicate what is happening...new players have less idea what's going on at any particular time, new GMs have trouble maintaining balance, and it does basically degenerate more into interactive storytelling and less of a game.
Critias
May 24 2005, 05:49 AM
I can understand why a GM might occasionally want to fudge a die roll a little. I wouldn't -- but I'm also pretty good at spending CP and using cover, etc, in order to keep any given PC (or NPC, if I bother) alive okay.
More than saying "LOL OMG despite your nineteen-success head shot with a Panther, Mr Johnson is unharmed!!!!11!" as a GM, I think maybe a GM can/should/is allowed to dramatically stretch wound effects, etc, if he needs to as part of his plot.
Imagine the scenario: the GM expects the PCs to return to their Meet and intimidate Mr Johnson to get some information. Instead (as PCs are wont to do), they kick in the door and go in with smartguns blazing.
Some GMs might lock up because they don't know how to still get the PCs the info -- some GMs might cover it by them finding a pocket secretary on the corpse, some GMs might stretch the damage/overflow rules by having him survive some horrible gunshots long enough for them to get the information from him as he's dying. Some GMs might just get mad at the characters not doing the "right" thing, give Mr Johnson 18's across the board, and "teach the characters a lesson."
Is it breaking the rules to have Mr J stay awake long enough to be interrogated? Is it breaking the rules to add a convenient pocket secretary (that wasn't on his gear list the GM originally scribbled up)? Is it breaking the rules to -- once you see what the players are doing -- toss a few mooks into the fight scene so the players get a little more challenge out of it, since you're "cheating" by adding NPCs on the fly and stacking the deck against them?
It all depends on how you look at it. Some people would say a GM was cheating any time they deviated from whatever specifics they've got written down in their spiral notebook as "what is going on in the game tonight." Me? I think the GM's just doing his job if he wings it every now and then.
Nerbert
May 24 2005, 05:57 AM
| QUOTE |
| I have had players kill off important NPCs, I have had them turn the tables and screw over their Johnson rather than being screwed over by him, I have had the players make utter mincemeat out of an enemy that should have had them sweating, I have watched players create plans that turned the game completely on its head and I have had players make unbelievably lucky rolls and kill off main villains that were supposed to escape and threaten the group again someday. |
The kind of cheating I'm talking about is that kind that allows this villian to come back some day and threaten the group again, even though they killed him. Does that make sense?
| QUOTE |
| On the flipside I was once part of a group where the GM (who has a good friend of mine) went to great lengths to make sure we the players did not mess with his plot. This went on for several game sessions and then finally exploded into an argument that just about tore the group apart because the GM was breaking every rule for his NPCs and yet was as unyeilding as stone when it came to the players. If it wasn't in the rules a PC couldn't do it, there was no reward or incentive to be creative and any idea that wasn't inline with the GM's plot was squashed, whilst at the same time the NPCs were allowed to defy the laws of reality. |
This is obviously the worst case scenario. But do you really think that breaking the rules needs to be this obvious and that it can't be done literally without the players ever finding out about it? And are you telling me that a GM can't manipulate the game behind the screen and make it more enjoyable? Not just more enjoyable for himself, but more enjoyable for everyone?
Wireknight
May 24 2005, 06:48 AM
Basically, my view on "flexible rules interpretetation" (read: breaking them to suit the plot) is that if it's done once, it should be done every time the situation in question occurs. A GM should behave reliably so that the players are secure that everyone's on the same page of the rulebook. This is a circumspect way of saying that the only type of rule reinterpretation/adjustment I find appropriate is the house rule variety, used when a rule is particularly broken in such a way that a general consensus as to its brokenness, and equal consensus as to the manner in which it is adjusted or replaced, occurs.
I think that adjusting characters' attributes or screwing with the effectiveness of a character or NPC's dicerolls, on a moment's notice, is a crude and unnecessary way to enforce one's idea of how the plot should turn out. If you've created a scenario such that it only fits one possible outcome, then it'll probably save frustration for all involved if you simply write it up as a piece of short fiction, rather than giving others the capacity, and tendency (so I've observed) to make decisions and undertake actions that you either viewed as unlikely or did not predict at all.
I have a good caveat to that, if you really feel that, the moment bullets start to fly or a situation arises that only an adjustment of statistics can salvage the situation (or that you simply didn't think of something that seems obvious to you in retrospect) is what I call Schroedinger's Rule. There is no way of knowing the state of something up and until it is observed. Until Body is rolled, only the GM knows exactly what that NPC's Body rating is. Up and until he decides to take a shot at the characters, no one knows what ranged combat skills the NPC has, nor their ratings, save for the GM.
If you really have to adjust, add cybernetics, gear, skills, attributes, and the like? Only add things that would not have impacted prior dice rolls (in a rules aspect) or actions (in a plot/roleplaying aspect) made by the NPC in question up and until this point. If your adjustment would have to retroactively rewrite prior outcomes, then it's pretty crude and would never sit right with me, the GM, even if my players never noticed it happen. If it didn't work right within the rules, then either my players outsmarted me, did something tremendously insane (in a bad way, insane in a good way classifies as outsmarting me), or the rules pertaining to that scenario were broken and should have been adjusted by consensus ahead of time, or even during the course of the scenario.
As far as the "tremendously insane" thing goes, I think it's tantamount to insulting your players if you've actually bothered considering the possiblity that they might, instead of walking into the meet interested in doing business, gone in with military armor and shot everyone in the bar for no discernable reason. Every adventure book I've purchased (i.e. all of them) seem to detail contingencies in the event of this, which bugged me. If your players do this, continuing the game is probably a bad idea anyhow. Clarification sessions, or even outright disbanding the group (or adjusting its roster to disinclude the player who does insane game-ruining things for fun), are usually better and more constructive solutions.
No matter how you slice it, changing things so that this sort of behavior has little impact on the plot is a manner of justifying it. Bending or breaking the game's rule system in the process is just upping the ante in the process.
Hell Hound
May 24 2005, 01:05 PM
I have no problem with bending or breaking the rules per se. Its the reasons for doing so, as well as the manner in which it is done, that I consider important.
There are plenty of perfectly acceptable reasons to fudge rolls, or even outright ignore them, in order to keep the game from completely coming off the rails. My personal preference however is to play things as they happen. I have found games where I don't intervene to save NPCs or a specific plot device much more fun and exciting because the players always manage to do things I did not expect and so cause the game to head in a direction that is interesting for everyone, including me the GM. Of course, I like the challenge of coming up with responses to the players plans on the fly and always flesh out my important NPCs fully so that I can accomplish this in a believable manner.
It's when a GM fudges or outright ignores rules because the players deviate from the 'script' that I tend to object. I personally consider control of my character to be the most important part of being a player in an RPG, and the rules are the player's protection. When the GM is dumping rules in order to stop a PC from doing what they want to do that control is lost, and for me at least that's when the fun of the game departs as well.
There is a difference between fudging rules so that a game can still reach the intended conclusion, and keeping the characters from doing anything that deviates from your carefully planned story, where the distinction is made will probably be different for each gaming group. Personally, if the game doesn't deviate from the plans and notes in your little GM's spiral notebook then either your players are very predictable or you are excercising too much control over their actions.
Geko
May 24 2005, 03:28 PM
| QUOTE (Charon @ May 23 2005, 12:45 AM) |
D&D 1st edition has a rule for nearly anything? You kidding, right? Go back to your book and tell me the rules for building a table. Jumping 5, 10 or 15 feet. Convincing a suspicious guard that you are not a rebel etc.
There were rules for almost nothing beside wonking monsters over the head and casting spell. For the rest, have fun. |
There are percentile rolls, too. They are important.
I'm not sure I would call AD&D a 'hard' rule style, but I wouldn't call it 'soft' either. The mechanics are modular. You can take a few simple mechanisms and apply them to almost any situation, almost entirely intact. The percentile roll makes that very powerful, because you can always assign a percent chance of success and roll straight at it. That is the built-in 'softness.' The hard facet comes from the fact that you don't alter the rules...you just apply them creatively. That's fun, and yet it is pretty realistic, depending on the DM and the percent chance they assign.
Apply the percentile to building a table. Or jumping further than normal. For bluffing a guard, roll d20 lower than charisma (if you even have to roll; there is the roleplaying aspect, where the player can simply come up with such a good lie that the DM doesn't even ask for a roll). Pee standing up? Ranged attack vs. an appropriate AC (as determined by the DM).
That is modularity. Not flexibility, because you don't change the mechanic. It doesn't require the rules to be all-encompassing, because they are versatile enough to apply anywhere.
This is the kind of game I hope to see come from SR4. It my simple hope. Call it naiive (I probably would). But we have heard straight from their own FAQ that they are trying to unify the mechanics at the base level. I don't see why the rolling mechanism they have revealed can't be imported to any possible situation in the SR universe effectively, and still maintain a level of realism. Perhaps not the same level, but then again...why not?
Cain
May 25 2005, 08:23 PM
| QUOTE |
| This is obviously the worst case scenario. But do you really think that breaking the rules needs to be this obvious and that it can't be done literally without the players ever finding out about it? And are you telling me that a GM can't manipulate the game behind the screen and make it more enjoyable? Not just more enjoyable for himself, but more enjoyable for everyone? |
The problem here is that you seem to think there's no option except fudging. As others have pointed out repeatedly in this thread, SR3 has plenty of "fudge factors" built into it, tactical pools being one of the most prevalent.
As a card-carrying member of the Evil GM's Union™, I don't think I've had to fudge a die roll in favor of the NPCs in the last six years or so. Clever use of karma pool, tactics, NPC's suddenly diving for cover instead of standing up like ducks in a shooting gallery... there's no limit to what you can do as a clever GM, within the rules. If you need to resort to GM fudging on a regular basis, then you're not doing something right as a GM.
The tactical pools are what keeps Shadowrun a "soft" and "dramatic" system, in my book. Removing them will force the game into a hard, strategic mold.
Raskolnikov
May 25 2005, 08:31 PM
Additionally, "behind the screen" takes flight like a lead zepplin when you are rolling with a computer system and the results are displayed as a post on the OCC page of your location/scene.
Nerbert
May 25 2005, 09:19 PM
Well, I must say, you all seem very confident of your abilities to plan for every possible contingency. I can say without irony that it is a humbling assesment of my GM abilities that I cannot.
Nythrun
May 25 2005, 09:50 PM
The last few posts, Wireknight's eloquent summary included, cover how the GM doesn't "plan for every possible contingency", because the GM can't do that, and sometimes unexpected outcomes occur - and that's alright. Really.
Which is more uncharitable - assuming that you've mastered the fine art of Missing the Point, or assuming that you've abandoned dialogue in favor of an ill-conceived barb? I don't mean to be rude.
Crimsondude 2.0
May 25 2005, 09:50 PM
| QUOTE (Raskolnikov) |
| Additionally, "behind the screen" takes flight like a lead zepplin when you are rolling with a computer system and the results are displayed as a post on the OCC page of your location/scene. |
hahaha
Yeah, I was thinking the same thing. It makes cheating noticeably harder after the first GM rolls are made, because then even if they post no or little information (e.g., Pools and Condition Monitors) prior, once they do you can't go back and say, "Oh, no he's rolling Body 6, not Body 3" because the numbers are sitting in plain view on a permanent page (like
this one).
Nerbert
May 25 2005, 10:09 PM
| QUOTE (Nythrun) |
The last few posts, Wireknight's eloquent summary included, cover how the GM doesn't "plan for every possible contingency", because the GM can't do that, and sometimes unexpected outcomes occur - and that's alright. Really. Which is more uncharitable - assuming that you've mastered the fine art of Missing the Point, or assuming that you've abandoned dialogue in favor of an ill-conceived barb? I don't mean to be rude. |
I "missed the point" as you say, because your point is irrelevant.
All of your talk about tactics and combat and properly using your dice pool is wonderful. Fantastic. I'm proud. Thats not "cheating" or dealing with the unexpected, thats just playing the game.
Choosing to duck behind available cover does not do you any good if your characters happen to get lucky when stealing an attack helicopter, and bypass an entire building's worth of defenses by crashing it into the seventh story and right into the middle of the Goblin King's throne room. In a Strategic, Hard game, they are going to die. On the other hand, this is a dramatic scene, would it be more fun to have them die, or perform some kind of amazing escape?
Or, the flip side, you've been doing everythign right, and your players have fought there way to the castle at the center of the labyrinth and are about to take out the Goblin King. In a Hard, Strategic game, your NPC is going to die. But on the other hand, you have an interesting character with some exciting plots going on, would it be more fun for the whole group to have him die, or perform some kind of amazing escape?
Playing by the rules is great, it can cause interesting, strategic, complicated battles, and I really do appreciate that. And obviously there are times when you should let your NPCs die. But in my opinion, its all about having fun, and sometimes the game is more fun when you can safely ignore the rules.
You're absolutely right that the game as built in flexibility. And you're afraid that that flexbility will be lost in the move to SR 4 despite the fact that there is no evidence for or against that except for a poorly written, confusing FAQ statement.
mfb
May 25 2005, 11:58 PM
i disagree. the FAQ was fairly clear: Edge is a replacement for karma pool, and there doesn't seem to be any replacement for combat/hacking/control/spell pool. removing those pools makes the game much, much harder--and, at the same, it makes the game much, much less strategic. talk about a lose/lose situation.
Kagetenshi
May 26 2005, 01:06 AM
| QUOTE (Nerbert) |
| As for not cheating. What do you do when your gang of runners happens to hit a lucky streak and decimate an important NPC in a long running campaign? |
Very late on this, but to chime in…
The NPC dies. It's happened before, you deal with it and move on. If I want a world that does exactly what I want it to, I write a story.
| QUOTE |
| What if, according to the rules, your players break your game forever? |
I have absolutely no idea what you mean here.
| QUOTE |
A Hard System does not reward any dramatic act. There is no encouragment to behave in such a manner unless you're willing to let your character die for the sake of a "good scene". Your heroic mannerisms might get you kudos and karma points for good roleplaying. But you can't spend Karma when you're dead.
A Dramatic system does reward this sort of behavior. The chances for a dramatic success are substantially higher, partially because the gamemaster has less control over the "difficulty" of an action. Good roleplaying is what its all about. |
If you're not willing to let the character die, the dramatic act is not dramatic and is thus worthless. This should not be rewarded.
| QUOTE |
| The kind of cheating I'm talking about is that kind that allows this villian to come back some day and threaten the group again, even though they killed him. Does that make sense? |
In short no, it doesn't. I mean, I understand what you're saying, but the ramifications of it are that the characters' actions don't affect the world. It's a story, not a game, and there's no need for any sort of rules for that.
| QUOTE |
| Or, the flip side, you've been doing everythign right, and your players have fought there way to the castle at the center of the labyrinth and are about to take out the Goblin King. In a Hard, Strategic game, your NPC is going to die. But on the other hand, you have an interesting character with some exciting plots going on, would it be more fun for the whole group to have him die, or perform some kind of amazing escape? |
In my experience, to have him die. Letting him live kills suspension of disbelief, kills any inkling that the characters might make a difference rather than running in their mouse-mazes, kills the fun. That said there's a certain amount of room for fudging because sometimes NPCs are just smarter or more qualified than we are as GMs (for example, just because I forgot to put a chemsniffer at the zero-zone entrance doesn't mean Mitsuhama did), but "miraculous escapes" are absolutely not covered.
~J
Nythrun
May 26 2005, 01:55 AM
| QUOTE (Nerbert) |
I "missed the point" as you say, because your point is irrelevant. |
If having your players listen to the BBEG's sinister monologue before he teleports safely away makes your game more fun for you and your players, then by all means do so.
But if you're contending that so doing makes the game more fun for me, Kagetenshi, mfb, Crimsondude 2.0, Raskolnikov, Cain, Ellery, et cetera....then you've some proving to do. And dismissing a point as irrelevant without reason isn't proof.
| QUOTE |
| You're absolutely right that the game as built in flexibility. And you're afraid that that flexbility will be lost in the move to SR 4 despite the fact that there is no evidence for or against that except for a poorly written, confusing FAQ statement. |
That poorly written, confusing FAQ statement is the only thing there is to use as evidence. Discounting it also discounts even flimsy inductive reasoning until the only valid statement you can make about SR4 is "I dunno, because I threw away the evidence." No need for an entire forum to cover that, unless one of the admins here is interested in prankishly changing all posts in the SR4 Forum to just that.
Ellery
May 26 2005, 04:44 AM
You know, it would be interesting to see how much correlation there was between answers to the question "A good GM cheats on a lot of rolls to keep the game fun (Y/N)" and "The dice mechanics in a game isn't that important because we're not modeling reality (Y/N)".
It occurs to me that cheating on the rolls often enough is a good way to make the outcome to work out right, regardless of the way dice are used.
Critias
May 26 2005, 05:49 AM
Yeah. I mean, I guess it's easy to think combat pool doesn't matter if you just decide who lives and dies in your SR games, in much the same way it's easy to think the rest of the die mechanic doesn't matter if you just ignore it whenever it "ruins" your plot.
Cain
May 26 2005, 06:20 AM
| QUOTE |
| Choosing to duck behind available cover does not do you any good if your characters happen to get lucky when stealing an attack helicopter, and bypass an entire building's worth of defenses by crashing it into the seventh story and right into the middle of the Goblin King's throne room. In a Strategic, Hard game, they are going to die. On the other hand, this is a dramatic scene, would it be more fun to have them die, or perform some kind of amazing escape? |
And you don't think SR3, as canon, can't cope with this sort of thing? You've almost quoted the Hooper-Nelson example in the BBB, p 248.
| QUOTE |
| Or, the flip side, you've been doing everythign right, and your players have fought there way to the castle at the center of the labyrinth and are about to take out the Goblin King. In a Hard, Strategic game, your NPC is going to die. But on the other hand, you have an interesting character with some exciting plots going on, would it be more fun for the whole group to have him die, or perform some kind of amazing escape? |
First of all, if you've done your job, the NPC isn't necessarily going to die. Second, what you've described can lead to serious player frustration. If they really, really want an NPC dead, and they have him dead to rights, the NPC should die. Anything else would be GM favoritism, which is no fun for anyone. Third, if you really, really need for that NPC to have some sort of amazing escape, use the existing rules to pull it off. Between the tactical pools, regular karma pool usage, Hooper-Nelson, and Hand of God, any NPC can pull off a miraculous escape. What's more, your players can't complain, because they know they can use the same rules-- and if they ever have to, they'll feel sure that you'll give them the same sort of clean getaway that your NPC got.
| QUOTE |
| Playing by the rules is great, it can cause interesting, strategic, complicated battles, and I really do appreciate that. And obviously there are times when you should let your NPCs die. But in my opinion, its all about having fun, and sometimes the game is more fun when you can safely ignore the rules. |
But if you can play within the rules, it's even better.
Look, did you ever play Cops and Robbers as a kid? If so, I'll bet you had a conversation like this: "I shot you!" "No you didn't, you missed!" "No, I got you!" "You missed!" Rules are necessary to prevent this sort of disagreement. If you choose to ignore the rules, you end up with a fancy version of that argument.
| QUOTE |
| You're absolutely right that the game as built in flexibility. And you're afraid that that flexbility will be lost in the move to SR 4 despite the fact that there is no evidence for or against that except for a poorly written, confusing FAQ statement. |
As mfb pointed out, the FAQ makes it quite clear that the tactical pools will be removed. Don't believe me?
Read it for yourself| QUOTE |
Q. Will SR4 still have Dice Pools? A. Yes, but not in the same sense as SR3. In SR4, any time you make a test, the dice you roll are considered your dice pool. Dice pools consist of skill + attribute, +/- any modifiers. The Dice Pools from SR3–Combat, Hacking, Control, Magic–no longer exist in SR4. |
Crimsondude 2.0
May 26 2005, 07:02 AM
| QUOTE (Cain) |
| QUOTE | | Playing by the rules is great, it can cause interesting, strategic, complicated battles, and I really do appreciate that. And obviously there are times when you should let your NPCs die. But in my opinion, its all about having fun, and sometimes the game is more fun when you can safely ignore the rules. |
But if you can play within the rules, it's even better.
Look, did you ever play Cops and Robbers as a kid? If so, I'll bet you had a conversation like this: "I shot you!" "No you didn't, you missed!" "No, I got you!" "You missed!" Rules are necessary to prevent this sort of disagreement. If you choose to ignore the rules, you end up with a fancy version of that argument.
|
And personally, I'm not going to game with someone who tries to apply Calvinball rules to SR.
Jrayjoker
May 26 2005, 03:48 PM
I've played a few games that degenerated into Calvinball pretty quickly, needless to say those games died pretty quickly too.
Now that we have a better understanding of the rules we use tactics a lot more, and we plan four hours for every hour of action generally.
Nerbert
May 27 2005, 12:29 AM
It was never my intention to "prove" anything to any of you!
As far as I can recall, and I'm not going to look it up because I don't particularly care, the idea of "cheating" was brought up as a contrast between a hard system, where you're inflexible in what you can do once you've set it in motion.
(Which by the way, this has nothing to do with using tactics or dice pools or whatever. It has to do with "On my little map of the fortress that I drew a week ago in preperation, I have deployed five storm troopers. Unfortunately, the players went out and brought friends, so these five storm troopers are effectively screwed, and it is now completely too late to double their numbers and make this an interesting encounter because I've already drawn everything on the Hex paper which is a vital, unavoidable component of my daming life." Which is what I was calling "cheating". Obviously the little douche bags are going to use their combat pool or whatever, fudging the dice isn't even the damn point.)
Versus a dramatic system in which you don't even have to write down how many Storm Troopers are in the fortress until its important because its much easier to just produce Storm Troopers at dramatic moments.
This point has been lost and it is far too late to bring it back and I highly doubt that this one post will do anything to enlighten the situation. I won't be resonding to this thread anymore unless it can be shown that I am being understood. I don't mean to insult anyone's intelligence, I obviously havn't been doing any decent job of explaining myself.
Oh, and before some conversational genius tells me that I should have been prepared for them to bring friends to my EXAMPLE encounter, way to miss the point jack hole.
Kagetenshi
May 27 2005, 12:39 AM
| QUOTE |
| Oh, and before some conversational genius tells me that I should have been prepared for them to bring friends to my EXAMPLE encounter, way to miss the point jack hole. |
Well then, I've missed the point. Any of you people catch it?
~J
mfb
May 27 2005, 12:56 AM
you're talking about two completely different things, Nerbert. tossing more storm troopers into your fortress is not cheating on any scale--it's completely up to you how many stormtroopers are there, because you're the GM and it's your job to decide such things. whether or not you place the extra stormtroopers or not has nothing at all to do with whether or not the system is hard or soft, because the system doesn't dictate how many stormtroopers there are.
now, if you added +3 to all the stormtroopers' rolls in the middle of the battle because the PCs aren't being challenged, that's cheating. if a PC hits, but you tell him he misses because the character being shot is important, that's cheating. that's where hard versus soft systems come into play. in feng shui, possibly the softest system ever that still uses dice, you as the GM can describe a super-cool escape move that trumps the description used by the player, and thereby get a bonus to your roll that keeps your NPC alive long enough to escape.
Nerbert
May 27 2005, 01:12 AM
| QUOTE (mfb) |
you're talking about two completely different things, Nerbert. tossing more storm troopers into your fortress is not cheating on any scale--it's completely up to you how many stormtroopers are there, because you're the GM and it's your job to decide such things. whether or not you place the extra stormtroopers or not has nothing at all to do with whether or not the system is hard or soft, because the system doesn't dictate how many stormtroopers there are.
now, if you added +3 to all the stormtroopers' rolls in the middle of the battle because the PCs aren't being challenged, that's cheating. if a PC hits, but you tell him he misses because the character being shot is important, that's cheating. that's where hard versus soft systems come into play. in feng shui, possibly the softest system ever that still uses dice, you as the GM can describe a super-cool escape move that trumps the description used by the player, and thereby get a bonus to your roll that keeps your NPC alive long enough to escape. |
mfb, you have grasped our disagreement on what is considered cheating, and what is not. It is a matter of semantics. Let us allow it to die, here.
My point, all matters of cheating or preperation aside, is that I find Shadowrun 3E to be extremely stifling to my ability to plan and execute a game plan from either the player end or the GameMaster end because of the fundamental nature of the game and its dice system.
I don't know, what 4E is going to be like. No one does except for the people who are making it. I've heard a lot of screaming, but I havn't seen anyone with an actually informed opinion.
I started this thread to analyze the differences between hard and soft dice mechanics, and how I percieve the game to be moving in a softer direction, which I appreciate.
One the other hand, it may be the case that Shadowrun will become bastardized instead of refined, thus is the thrust of the disagreement as I see it.
mfb
May 27 2005, 02:30 AM
hm. i'm the exact opposite. in SR, it's easy to plan ahead, because there are lots of factors you can control, or minimize the impact of. in, say, d20, it's all about the die roll. hard to plan for that.
Nerbert
May 27 2005, 03:46 AM
Its true that because there are so many variable, there's just as many ways dealign with them all. What I, and my players, find crippling is the sheer quantity of variables to manage. The number of variables you can control is directly proportional to the number of variables that you must control.
There comes a point when you're not playing a role playing game anymore, you're just playing a board game.
Someone mentioned earlier having four hours of planning versus an hour of actual conflict. Now, this is just my opinion, but that sounds like an awful game! In my case, thats an entire game session, all based around one encounter. And its entirely possible that the mission will fail and you'll have wasted all of that effort. I've had it happen before as a player, and I find it excruciating.
Honestly, I think that "dumbing" down the rules, condensing them and refining them can only improve this game. Look at the board game Go. Its the most simple, elegant, deeply strategic and intellectually challenging game I've ever played. It only has two mechanics, lay a tile on the board, and pick a tile off. Chess is right up there and it has a grand total of one rule per piece, plus that castleing rule, plus that weird pawn rule no one remembers how to use.
Critias
May 27 2005, 04:14 AM
So, right. One more vote in the "I'm not smart enough to understand how to play SR, so I think SR should be lowered to my level" category. That's kind of what I figured you meant to say at the start, but thanks for spelling it out for us all clearly (insults from a few posts ago aside), and summarizing.
mfb
May 27 2005, 04:16 AM
it might be better for your paticular group. i'm not convinced it will make for a better game. i like games that make me think; what you're talking about is basically SR d20, where thinking and strategy are kept to a minimum. that's fine, i like d20 when i want to play beer-and-pretzels heroics. but SR brings something unique to the table, and i don't want to lose that.
Cain
May 27 2005, 04:59 AM
| QUOTE |
| My point, all matters of cheating or preperation aside, is that I find Shadowrun 3E to be extremely stifling to my ability to plan and execute a game plan from either the player end or the GameMaster end because of the fundamental nature of the game and its dice system. |
Oddly enough, I find Shadowrun to be the easiest system to plan and execute a game for, and I've played quite a few. I'm including one of my favorites, Everway, in this comparison-- Everway doesn't even have dice rolls, it has a tarot deck that you interpret. That's probably as pure of a "soft dramatic" system as you can get.
Shadowrun taught me how to gamemaster. Harlequin, IMO, is the best module for any game system ever written. It included the all-important "Debugging" section, which showed me that alternate pathways to a goal were equally valid-- I didn't have to fall into the "glass tunnel" trap of many story-driven games. More, it also said it was perfectly OK if the players decided to kick off and do something completely else-- it said, just say: "To heck with this!" and move on.
In general, I've discovered that when people are stifled by Shadowrun, it's because they don't fully understand the rules of the game. It's very different than d20, where the system itself can be very stifling.
| QUOTE |
| I don't know, what 4E is going to be like. No one does except for the people who are making it. I've heard a lot of screaming, but I havn't seen anyone with an actually informed opinion. |
Our "uninformed screaming" is based heavily on what we are being told. It's not all rampant speculation on our part. We know that tactical pools are being removed, and there's no suggestion that anything will replace them. The people with an informed opinion-- Patrick, for one-- hasn't said anything to let me believe that there will be any such replacement.
We're not uninformed. At worst, we're misinformed-- and that's the fault of the devs, who control all the outgoing information.
| QUOTE |
There comes a point when you're not playing a role playing game anymore, you're just playing a board game.
|
| QUOTE |
| Look at the board game Go. Its the most simple, elegant, deeply strategic and intellectually challenging game I've ever played. It only has two mechanics, lay a tile on the board, and pick a tile off. Chess is right up there and it has a grand total of one rule per piece, plus that castleing rule, plus that weird pawn rule no one remembers how to use. |
I put these two quotes together so you could see the contradiction. If playing a board game instead of an RPG is a bad thing, then making Shadowrun more like a board game is a bad thing.
| QUOTE |
| Someone mentioned earlier having four hours of planning versus an hour of actual conflict. Now, this is just my opinion, but that sounds like an awful game! In my case, thats an entire game session, all based around one encounter. And its entirely possible that the mission will fail and you'll have wasted all of that effort. I've had it happen before as a player, and I find it excruciating. |
You're the one who said that having fun was the most important part of a game, yes? I happen to love that sort of game. Even if it fails, planning can be a huge part of the fun of Shadowrun. What I personally find to be excruciating is the "glass tunnel" games, where I get to look at all the pretty plot things, but I'm not allowed to deviate from the path one iota. It took me a long time-- and reading Harlequin many times-- to finally drag myself away from that style of GMing, and I've never looked back.
BTW: Critias, you're not helping. Kindly stop flaming Nerbert before a mod comes in and kills this thread. Nerbert is asking a legitimate question, and being mostly decent about how he's handled himself. Please stop attacking him.
Critias
May 27 2005, 06:00 AM
[rant]
I never said I was trying to "help."
In much the same way he can start a post with "It was never my intention to prove anything to any of you!" and end a post with "you're missing the point, jackholes" (as a defense against him posting a poor example)... I think I'm allowed to translate his sprawling multi-paragraph post into "I don't understand how to GM Shadowrun, or maybe my players don't understand how to play it, or maybe both, and we blame Shadowrun instead of ourselves."
Because, well, that's what he's saying.
I'm sorry if that's not "helping," but it's fucking true. It seems like every beef anyone has with SR3 (up to and including the developers) is something that the rest of us see as a strong point of the game. "Boohoo, allocating CP takes too long" -- well, you win, you think too slow or don't appreciate probability enough to use CP right, so CP is going away. "Boohoo, using the visibility/combat modifier chart takes too long!" -- well, good news. Basic addition and subtraction are too hard for you, so now we're all stuck using a TN of 5 all the time. "Boohoo, the magic rules are too complicated" -- hey, guess what? That magic system that's worked just fine for years is getting torn down and rebuilt as something 'simpler,' just for you.
My game's getting dumbed down because some people can't figure out how to play it. This pisses me off. And when we finally get one of the "SR3 stinks, SR4 is gonna make my gaming group so happy!" guys to outright say aloud something like...
| QUOTE |
| What I, and my players, find crippling is the sheer quantity of variables to manage. |
Then I'm, by god, going to make a point of what was just said, by translating and summarizing it myself. Whether it's "helping" or not it's true, and it's time someone said so. The game's getting simplified to the point any chimp (or, in fact, any other creature with the opposable thumb required to throw a handful of dice) can sit at a gaming table, roll the number of plastic cubes their GM tells them to, and voila, be a super-L33T Shadowrunner. And that's crap. It wasn't ever just Shadowrun's setting that made it a great game, it was Shadowrun's system -- you felt like a badass because you had to think to play the game well and be a dangerous force (not only by spending hours planning before any sort of combat, but by spending time during combat thinking about what to do next and how to do it, in order to use your combat pool as well as the other guy and survive). In d20, you just have to ride the railroad from point A to B, roll, and trust in your levels to do all the work.
That's what they're turning Shadowrun into, they're turning Shadowrun into that because the world's full of morons that have the problem solving and tactical thinking skills of toast, and I'm tired of coddling them instead of rubbing their noses it. The people who find SR "too hard" right now are winning. They're cutting the balls right off the game so that the people who don't get it can get it. They win. That doesn't mean I can't be a little bitter about it.
[/rant]
Crimsondude 2.0
May 27 2005, 07:04 AM
Yeah... What he said.
nick012000
May 27 2005, 08:43 AM
| QUOTE (Critias) |
[rant] ...In d20, you just have to ride the railroad from point A to B, roll, and trust in your levels to do all the work. ... [/rant] |
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? If you're playing a wizard, it gets even more complex. And before you reply that it isn't to hard to cast a Fireball, it is commonly considered that casters who specialize in damage dealing are suboptimal, and that battlefield control spells like Web are much more useful.
DrJest
May 27 2005, 09:21 AM
Interesting discussion...
Personal viewpoint: I've fudged dice. I've done it in every game system I've GM'd. If the characters are just getting unfairly shitty luck, I'll cut them some slack for the sake of a good game. I'm also not a big fan of insta-kills on characters, where the entire life of an otherwise unwounded and healthy character hangs on a single die roll (there are exceptions, of course there are). And once or twice I've re-used a theoretically dead archvillain - but only according to the Marvel Maxim ("Did you see the corpse?").
However, it is worth noting that this is in the context of my particular GMing style, which tends more to the heroic/cinematic than the uber-realistic. As always, YMMV.
Wireknight
May 27 2005, 10:03 AM
| QUOTE (nick012000 @ May 27 2005, 08:43 AM) |
| 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? If you're playing a wizard, it gets even more complex. And before you reply that it isn't to hard to cast a Fireball, it is commonly considered that casters who specialize in damage dealing are suboptimal, and that battlefield control spells like Web are much more useful. |
The tactical utility of such mechanisms in the d20 system are suboptimal compared to their equivalents (the Combat Pool, equivalent spells) in the Shadowrun system. While the proper employment of certian spells in d20 is a good argument, you have to be a spellcaster with certain caster levels, in a certain class, in order to employ them. This is less flexible, via the aforementioned restrictiveness, than Shadowrun. In Shadowrun, if you are a spellcaster, you could choose to focus on such spells just as readily or more so than a character with levels in a caster class, in d20. The spells themselves may even be more useful, but I do not believe tactical spellcasting was what Critias was referring to. I believe he was referring to tactics available to all characters in a combat situation, regardless of particular magical gifts.
Fighting defensively, in the d20 system, is typically only useful in the earlier levels. Sacrificing a portion of your attack bonus, and all iterative attacks, in order to gain a certain bonus to armor class against melee opponents, becomes less and less smart an option the higher your attack bonus rises. Higher and higher Tumble skill somewhat extends the usefulness of the tactic, but not substantially so. The ranks in Tumble needed to effect additional dodge bonuses from defensive fighting require high enough levels that the iterative attacks you sacrifice are largely not worth it.
Likewise, in order to employ this tactic with some finesse, a character requires the Expertise feat. This feat is only fully utilizable up and until the 5th level in a strong base-attack class, the 7th level in a moderate base-attack class, and the 10th level in a weak base-attack class. To extend its utility further, one requires the Improved/Superior Expertise feat or prestige class ability, which is unavailable in the base rules and only available via expanded books' feat lists or prestige classes. Regardless, the initial capacity requires both a base Intelligence of 13+ and the expenditure of a precious, precious feat. The latter requires another such expenditure, through the purchase of the higher-level feat or the fact that the class in question confers the ability in lieu of some other ability which could be used in more general situations.
Power attack and its expansions (typically requiring a Prestige Class, though certain books permit Improved, Greater, and Supreme Power Attack as feats purchasable on the same tree) require equal expenditure of class abilities and/or feats, as well as a certain base attribute requirement, in order to obtain(in this case, Strength of 13+ is a requirement; I've quite a few finesse-oriented combat characters who could not pick this feat up or retain it when their magical equipment is not a factor). Thus these features are not truly in the hands of any character, but are rather in the realm of characters with a certain set of ability scores and the willingness to pick up feats and/or level in certain prestige classes to certain levels.
Comparing this to Shadowrun, where a character may gain enhanced damage capability, or enhanced defensive capability, with choice in the manner in which they employ a tactical pool common to all characters regardless of their inclination or ability set, it seems both more restrictive and less universally available. In short, in d20, if you are inclined to engage in tactical consideration, you must level in certain classes and/or possess certain ability scores and/or purchase certain feats (typically two or all three of the aforementioned), while such capabilities are in the hands of every Shadowrun 3rd Edition character, in capacity commensurate with their ability. Even the most aberrantly weak character, with all relevent attiributes of 1, may still benefit from a minor degree of tactical finesse with their 1-point Combat Pool. Average characters, with their 4-point pool, are able to exercise this capability with a degree of finesse that requires a lot of focus and development for a d20 character to match, within the bounds of the core rules.
Saying that d20 disavows all tactical thinking and precise player control over characters is an overgeneralization, but for the aforementioned reasons, I believe that the Shadowrun 3rd Edition system permits a much more universal and precise degree of such controls regardless of the type of character played. I don't know if this makes it "superior", but I certainly find it to be more suitable in such respects than d20 (which I have a great deal of experience with, as well.)
Taki
May 27 2005, 10:49 AM
| QUOTE (Wireknight) |
| I believe that the Shadowrun 3rd Edition system permits a much more universal and precise degree of such controls regardless of the type of character played. |
[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]
Gambitt
May 27 2005, 11:35 AM
| QUOTE (Critias) |
| That's what they're turning Shadowrun into, they're turning Shadowrun into that because the world's full of morons that have the problem solving and tactical thinking skills of toast, and I'm tired of coddling them instead of rubbing their noses it. The people who find SR "too hard" right now are winning |
Hi there im Mr. Toast in good need of a nose rubbing.
Posted early on in this thread, and am still happy to say i think SR is the best damn "dramatic" (storyline/world) rpg out there, and im still looking forward to GMing SR4 when it comes out. I have reservations about the FAQs, as im sure everyone does, but being Mr. Toast i would never have considered GMing SR3 as i am obviously a moron.
They could of modified the present rules, marketed the whole thing, kept the old school hardcore brigade happy, and got no new players (as we are all idiots and SR3 is just about adding and subtracting numbers, which we cant do) and therefore goes bust. Or they could make a new product that may/may not be good (we will see at launch), which continues the world, offers the hardcore SR3 players to continue with it by adapting the source books to the old rules, and maybe just maybe attracting more morons like me to take the game up. You never know, these morons may mean more material is produced....... and i know it sounds impossibe, maybe SR4 will not be as bad as some people think.
BTW there may be a touch of sarcasm in some of that post.
I like dramatic, i like strategic, i love the world of shadowrun, i pray the new rules are good, i dont like being called a moron.
Critias
May 27 2005, 11:43 AM
| QUOTE (Taki @ May 27 2005, 05:49 AM) |
| QUOTE (Wireknight @ May 27 2005, 05:03 AM) | | I believe that the Shadowrun 3rd Edition system permits a much more universal and precise degree of such controls regardless of the type of character played. |
[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]
|
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.
EDIT - this was just me misreading (rushing a post while at work). I thought the comparison was 12 vs 13 (not 11 vs 12). And we all know (and hear) about 6 vs 7, 12 vs 13, etc.
Critias
May 27 2005, 11:50 AM
| QUOTE (Gambitt) |
| Hi there im Mr. Toast in good need of a nose rubbing...blah blah blah...i dont like being called a moron. |
There may be a touch of sarcasm in your post, but there wasn't any in mine. I meant, and continue to mean, every word. They're dumbing down the game in order to let more people in, plain and simple. Right now there are hordes and hordes of people out there who can't (or won't), for whatever reason, figure out how to run Shadowrun. They think it's too hard, allocating pools takes them too long, thinking before they act makes their heads hurt, planning an attack instead of kicking in a door wastes their time, adding and subtracting TN modifiers is too complicated, rerolling 6's is slow. Thinking makes a game work, instead of fun, to them. They lack basic mathematical ability, or attention span, or probability knowledge, or tactical acumen, or raw intelligence, or maybe just experience/practice at playing the game.
For some reason or another, more people can't or won't play Shadowrun than can or will. Simple fact. So the game is being made simpler. Simple fact. So that more people (who would otherwise lack the attention, intelligence, motivation, practice, whatever) will play. Simple fact. The things being cut off to "streamline" the game in this fashion are all things Critias likes very very much about the system. Simple fact.
Is this good for the company? Sure, if it works. Is it good for the game? We'll find out soon. Is it good for Critias, who Critias cares about most? Nope.
And I'm allowed to express my opinion about that.