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Nerbert
*sigh*

Did I somehow give the impression that I wasn't making up a ton of crap? Did I somehow give you the idea that I expected my speculation to be taken as rote fact? No, I don't believe I did.

I wrote it as speculation on how something might work and not totally suck!

Is there no possible way that you can get down off of your noble steeds of elitest bullshit and maybe offer some constructive criticism?
Eldritch
Constructive criticism? Sure -

Way to complex a system. Remember they're trying to make it streamlined *Cough*Dumbeddown*cough*

While that system may work, it's just more than the average SR player today would even want to keep track of, let alone the simplistic player of tomorrow.
Critias
Well, seeing as how your speculation flies wildly in the face of what we've been told, no. I'm not going to offer any constructive criticism towards it. Peter Pan might come flying through your window and tell you your rules will be great in Imagination Land, but I really don't understand why you sat down and thought them up, since we know that's not how things are going to work.
Nerbert
Actually, constructive criticism would be indicating, in specific, all the ways that it "flies in the face of what we've been told". But I should have known it was too much to expect.

The shanks of the Noble Steeds of Elitest Bullshit are long indeed.

And Eldritch, its not any more complicated then the ways Combat Pools already work. You take two attirubutes, apply a forumla, write down a number and ta freaking dah.
Cain
Nerbert: Congratulations, you've just demonstrated exactly what Edge should *not* be, and why we're objecting to it so much. For a guy who's objecting to our speculation, you sure did make a huge leap.

Supposedly, the reason why they're breaking down Quickness and Intelligence is because they're uberstats, maxed out simply for the mechanical value without regard for backstory. Now, in a supposedly simpler system, we have *more* attributes, with Edge becoming a new potential uberstat.

Let's take a look at what's most likely to happen. First of all, Edge could work exactly like the current karma pool, each point being good for one reroll per session. Of course, that offers the problem of consecutive rerolls, and the various "burnable" karma pool uses. That would be the easiest, and offers the fewest problems. However, Edge is still an uberstat; characters will likely max it out, regardless of backstory-- and what's worse, it's harder for a GM to object to it. As a GM, you could raise a legitimate question as to why a parapalegic rigger had Quickness 6, but any character concept could be lucky.

The second suggestion is that Edge somehow works like the other attributes, offering an Edge+ Skill roll. The problem here is not just that Edge becomes an uberstat-- there's no need for any other attribute, you can just use Edge-- and that low Edge scores are worse than useless (why use edge, when your attribute is higher?)

The karma pool, with all it's faults, is a known quantity. We can come up with fixes for it. But with a totally new system, we're opening the doors for all kinds of new abuses, which may require even more drastic fixes.
Nerbert
I'm pretty sure I covered how to avoid making Edge an Uberstat. You just cut it off if its higher then your other attributes.
Critias
QUOTE (Nerbert @ Jun 1 2005, 02:05 AM)
Actually, constructive criticism would be indicating, in specific, all the ways that it "flies in the face of what we've been told".  But I should have known it was too much to expect.

The shanks of the Noble Steeds of Elitest Bullshit are long indeed.

And Eldritch, its not any more complicated then the ways Combat Pools already work.  You take two attirubutes, apply a forumla, write down a number and ta freaking dah.

We've been told, outright, that when you do something you roll attribute + skill + situational modifiers (like smartlinks, range, visibility mods, etc). Part of the reason for this is (similar to CP) was to streamline gameplay by making it very very very very easy for people to figure out what to roll. Fixed TN = Less Math. Simple Pool = Basic Addition (instead of division, rounding, etc). Simple. "Streamlined." Your zany "stat + edge/ 3" or whatever it was could be found in the dictionary under "polar fucking opposite" of what SR4's stated purpose is -- simplicity to the point of dumbing down probably has nothing at all to do with division.

We've been told, outright, that Edge works like Karma Pool. Karma Pool is only rarely used for auto successes. It is just as rarely used to lower TNs (similar, in theory, to what would be called auto successes under the current system, and related to lowering thresholds in SR4, that being the case). It is almost always used to reroll dice. It is not an attribute that is used to determine other attributes. It is not an attribute that is often -- if ever, I can't think of a single time -- rolled or otherwise taken into consideration for anything.

Continuing (replying for Eldritch, in a fashion), we've been told, outright, that Combat Pool's been removed because it slowed things down, made the poor gamers think too much, and complicated gameplay too much -- so why replace it with the exact same problems? Weird formula (too tough for what they assume to be the average gamer), etc, etc, are not what they're going for, by all accounts.

Trying to defend an idea by saying "it's not any more complicated than what we have now" just means your idea is at least half again too complicated. SR players aren't, apparently, smart enough to get to keep something as dangerous and complex as Combat Pool. What makes you think they're going to trust is with anything similar to it in complication?

SR4 = "streamlined." One could very probably even say "dumbed down." None of your ideas are very streamed, nor lined. They are, from all that we've been told, far too complicated for your average poor, stupid, attention-span lacking gamer to comprehend, much less implement in any sort of entertaining fashion. Adding arcane formula (like "number plus number divided by three, write down") would only add to the several hour process of character creation (several hours, according to some people around here), and the frustration of poor Timmy trying to get into gaming.

There. Constructive, specific, "criticism" -- though I'm not really criticising your idea, just pointing out it (as mentioned) flies wildly in the face of what we know they have in mind for SR4. I've been trying to keep my posts short, lately, so that I don't drown people in bitterness and sarcasm. If you prefer a blow-by-blow like this, though, I'll oblige whenever I have the time.
Nerbert
I am unable to respond in any meaningful way to your post because it doesn't make any sense.

All I can get out of it is your idea that streamlining a game means removing all of the math. Unfortunately, "arcane formulas" like "division" are a fundamental part of d20, like the Max Skill Rank system. So... thats out the window...

And what could be more simple then counting your successes and saying "Well, I got 2 5s, 2 6s, and oh yeah, two more from my freebies."

As for how it relates to Karma Pool, I don't recall anyone saying the two were going to work exactly the same.
Critias
QUOTE (Nerbert)
I am unable to respond in any meaningful way to your post because it doesn't make any sense.

All I can get out of it is your idea that streamlining a game means removing all of the math. Unfortunately, "arcane formulas" like "division" are a fundamental part of d20, like the Max Skill Rank system. So... thats out the window...

And what could be more simple then counting your successes and saying "Well, I got 2 5s, 2 6s, and oh yeah, two more from my freebies."

As for how it relates to Karma Pool, I don't recall anyone saying the two were going to work exactly the same.

It's not "my idea" that streamlining means removing math. It's the idea of the people streamlining Shadowrun. I can tell from your confusion over my post that sarcasm is not only wasted on you, but potentially conversation ending. Instead of being sarcastic as a means of half-heartedly poking fun at the "simplistic" game we're all being handed on a silver platter, I will, instead, try to state a series of simple, raw, facts, to explain things to you more simply. I will streamline my post.

Fact: They want to get as many people playing Shadowrun as possible. This should surprise no one. It's their job.

Fact: Apparently, right now, an awful lot of people don't play Shadowrun because it's too hard, too complicated, has too much math. I don't make up these facts, nor do I agree with them, but this is what people say is the problem. These are, apparently, common and long-standing complaints. Working up Combat Pool takes a long time. Allocating Combat Pool takes a long time. Figuring out a target number takes a long time. That's what people say.

Fact: To fix that, and draw in all those not-playing people, they're making it simpler.

Fact: A part of making it simpler is getting rid of the things people don't like: it being hard, complicated, and containing much math beyond basic addition.

Fact: Your concepts are the opposite of that. They want it simple, and have told us how they're doing so -- attribute + skill + modifiers (for lighting, wounds, etc). Period. That's it. That's the core mechanic, right there. That's all. No "pools" all up and divided. No variable TN. No complication.

Fact: You defend some of your concepts by saying they are "no more complicated than what we have now." This is an absurd defense because, according to the people (re)making the game, what we have now is too complicated.

Nerbert
What we're disagreeing on is that I don't believe that they're fixing Fact 2 with Fact 4 as you suggest. Nor do I believe that there is evidence to support that claim.

Your statement that the core mechanic is "attribute + skill + modifiers" is correct, but thats like saying "The core mechanic of the d20 system is to roll a d20." and extrapolate from there that all damage must range between 1 and 20, and that your armor class can't go above 20 and that all of your attributes are rolled on a d20.
Critias
I bet you $20 their finished product is simpler than your proposal. I'll bet you another $20 that their finished product tries to fix fact #2 with fact #4.
Nerbert
If you can establish quantified rules for judging "simplicity" I will take you up on that.
Synner
Against my better judgement, and in what will definitely be my final post on this subforum until SR4 comes out, I feel compelled to set the record straight since Critias' last posted highlights a lot of the erroneous assumptions being made on these forums.

Contrary to Critias' claims, very little of what he says is indeed fact (at least not clearly vouched or announced by FanPro) and even less was said "outright". A lot of it is in fact erroneous suppositions and assumptions based on a incomplete understanding of what a new core system entails.

Streamlining only equates to dumbing down if you're subtracting and reducing an existing system. Streamlining and simplifying don't equate to dumbing down or even reducing options, if what you're doing is developing something new. It can, in this context, simply mean making multiple systems cohesive and better articulated... unifying doesn't necessarily mean subtracting.

For instance, I'm sure everyone agrees that adopting a common core mechanic through-out all the specialized subsystems while keeping all the options intact would constitute streamlining and you'd be hard pressed to considered it dumbing down.

Once you accept (possibly the greatest leap of faith right now) that a new core mechanic is a necessary move (which seems to be a lot of people's hang up) then the next natural step is to conclude that the best design approach is to redevelop current system options within the new core framework (so that design is streamlined) rather than simply "porting" them over with all the luggage they entail.

The goal is to develop a system that plays like SR, has all the options and variety of SR, reflects the atmosphere of SR, addresses the problems of SR, is dead similar to SR in many respects but at the same time is (i) cohesive and streamlined, (ii) faster to play and pick up, (iii) and (iv) is sufficiently different and apparently less complex that it appeals in the wider gaming community. Whether it succeeds in doing so, is something you'll be finding out soon enough.

And btw Critias, I'd take you up on that second bet but it wouldn't be fair play.
Ol' Scratch
QUOTE (Synner)
...and what will be my final post on this subforum...

frown.gif
Critias
Don't be too upset, Doc. If I had a buck for every time someone said this was their last post in the SR4 forum, I'd have enough for a free copy of SR4 by now.

But, anyways, I'm curious as to what all my false assumptions are. Let's start with the first one.

(1) Are you guys not out to get more people playing (that's what we've been told, even here in this very sub forum, and it's, y'know, what makes sense to do -- you're a business, you want people buying your product, don't you)?

(2) Are there not people choosing not to play Shadowrun because the rules are complex (again, this is something dev team members have told us plainly as a reason for the change, as a direct attempt at drawing in new players)?

(3) Or is it fact number three that's a false assumption on my part -- that you're trying to make a simpler system (oh, wait, that's not an assumption, that's something else that's been stated outright). This wild assumption of mine is just a continuation of the logical chain started by #1 and #2 -- you want people to play, people aren't playing because it's complex, so (the logical next step) you're making it simpler. You are making a simpler system, according to the official FAQ, even.

(4) Fact number four must be an assumption, then -- but wait, if you're not making it simpler by getting rid of the things that make it complicated, how are you making it simpler (and why have we been told tactical pools are going away because they slowed gameplay down, among other reasons)? I guess this one does have to be my wild and crazy assumption. I guess maybe you're...what? Making it simple by purposefully re-introducing all SR3's complicated stuff? Or...what? I dunno. I assumed it would be made simpler by taking away the complicated stuff (like those tricky as hell variable TNs, and the complex "add this, and this, and this, and divide by two" combat pool formula). If you guys are making it simpler by not taking away complex stuff, I apologize for my crazy leap of logic.

But the only facts that are left from that post are the ones I said, specifically, about Nerbert's proposed system. Unless you're about to tell us -- since you know and we don't -- that his guess is just spot on how the new system works...maybe you'd better just clarify your statement where you say I'm wrong. But, oh, wait, you can't tell us Nerbert's guess was the new system, since you've got an NDA.

Oh, but wait. I forgot. That was your last post in this sub-forum (again), anyways. Calling someone incorrect and accusing them of "erroneous suppositions and assumptions" before never posting again (again) is a neat way to get in the last word.
Jrayjoker
QUOTE (Nerbert)
I was thinking about Edge recently and new ways that it might work.

Say instead of Dice Pools, instead you have something called, for lack of a better term, Feats. Strength Feat, Speed Feat, Magic Feat, what have you.

These Feat pools would be derived in the same kind of way as your old Combat Pools, only they'd be smaller and based off the Edge attribute. So Strength Feat might be (STR + EDGE)/3 and your average person would have a Strength Feat of 2.

And instead of these feats being spent like Combat Pools were, you could just spend them on automatic successes. So say if you threw a punch, you could spend some of your Strength Feat on automatic damage successes. So suddenly your Target Threshhold of 4 is only 2, and things aren't looking so hairy anymore, or because you put your effort into it, you pack a little extra wallop into that attack.

Now, obviously, people with high Edge atts are going to have higher Feats. But hopefully you'll be able to keep it under control by having them linked to other attributes, which hopefully won't be so high. And because their other attributes aren't as high, they'll be less good overall at doing normal tasks. Also, to keep people from only ever putting points into edge, you could rule that Feats only count Edge equal to the linked attribute. So a character with STR 10 EDGE 10 and QUICK 2 would have a Str Feat of 6 (10 + 10)/3 rounded down for example, but a Quick Feat of only 1 (2 + 2)/3 rounded down.

Now, before I get too much criticism here, this is only an example of a way in which Edge could work without being overly complex and still managing to be vaguely balanced. Now understand that I mean vaguely, I fully expect people to poke big holes all through it. Just keep in mind that its just an idea and I don't need to be shat all over for it.

And we can use D20's, but only one of them. JK wink.gif
Kagetenshi
QUOTE (Synner)
For instance, I'm sure everyone agrees that adopting a common core mechanic through-out all the specialized subsystems while keeping all the options intact would constitute streamlining and you'd be hard pressed to considered it dumbing down.

On the contrary, this is exactly what I consider dumbing it down. Moreover, it's one thing to say "while keeping all the options intact", another completely to actually keep them intact.

~J
Eldritch
QUOTE (Nerbert)
Actually, constructive criticism would be indicating, in specific, all the ways that it "flies in the face of what we've been told". But I should have known it was too much to expect.

The shanks of the Noble Steeds of Elitest Bullshit are long indeed.

And Eldritch, its not any more complicated then the ways Combat Pools already work. You take two attirubutes, apply a forumla, write down a number and ta freaking dah.

You ever notice that the people that go around calling others 'Elitist' generally come off as elitist themselves?


Nerbie, you've spent a lot of posting time the last few days coming off as just downright insulting to those of us that criticize SR4. We are entitled to our opinion. Opinions based on the facts of the faq, the 'poorly translated' German news letter, the tid bits dropped by the play testers/devs, and yes, opinions based on speculation.


You need to step back, take a chill and relax. It's fine to argue, debate, and even toss out your own wild ass speculations - but becoming insulting is asinine.

You tossed out an idea. Several people agreed that it was at least as complicated as what we have now, and I still maintain that it is more complicated - you'd have a die pool for each attribute. Would you also have magic, control, and decking pools? Each attribute - does that include reaction? Essence? Heh, and even edge? A pool for the pool! COOL!

Then you got pissed of that your idea was criticized. Well if you can't take it, don't put it out there.
hermit
Opinions, yes. You guys tend to state yours as facts, though (see Critas' post a bit up, about fixing #2 with #4), and that comes off as more than a bit arrogant.
Jrayjoker
Sheeee-it. We're on the internet, and you expect us not to express our opinions as fact?

Just a note to everyone: Everything I say, including things that I can back up with research, are my opinions!
Cain
QUOTE (Nerbert)
I'm pretty sure I covered how to avoid making Edge an Uberstat. You just cut it off if its higher then your other attributes.

sarcastic.gif

You really don't seem to understand the problem.

See, the reason why players are maxing out intelligence and quickness right now is because they factor into 2 important sub-stats: Reaction and Combat Pool. You're suggesting that Edge should factor into 9 sub-pools! And don't get me started on the problem of automatic successes; if you've had any experience with other systems, like SR1, you'd know how broken that is. Hopefully the devs will have learned from the mistake of past systems-- but with what we're seeing, it's hard to credit them with even that.

It's pretty clear to us all that you've got very little experience with gaming mechanics in general, and Shadowrun in particular. Which is fine, we all had to start somewhere. You seem to have only the vaugest concept of what constitutes simple and balanced mechanics.

I'm going to quote one of my favorite authors, now, as an analogy to Nerbie.
QUOTE
NOTE FOR YOUNG PEOPLE AND AMERICANS: One shilling = Five Pee. It helps to understand the antique finances of the Witchfinder Army if you know the original British monetary system:

Two farthings = One Ha'penny. Two ha'pennies = One Penny. Three pennies = A Thrupenny Bit. Two Thrupences = A Sixpence. Two Sixpences = One Shilling, or Bob. Two Bob = A Florin. One Florin and one Sixpence = Half a Crown. Four Half Crowns = Ten Bob Note. Two Ten Bob Notes = One Pound (or 240 pennies). One Pound and One Shilling = One Guinea.

The British resisted decimalized currency for a long time because they thought it was too complicated.
talker.gif talker.gif talker.gif
hermit
QUOTE
Sheeee-it. We're on the internet, and you expect us not to express our opinions as fact?

It would seriously enhance your standing with devs and make it more propable your complaints aren't written off as someone bitching for the sake of bitching, that's all I'm saying.
Jrayjoker
Sorry to say, we have no standing with the devs unless they know us personally. And even then we won't cloud their judgement much.
Ol' Scratch
QUOTE
NOTE FOR YOUNG PEOPLE AND AMERICANS: One shilling = Five Pee. It helps to understand the antique finances of the Witchfinder Army if you know the original British monetary system:

Two farthings = One Ha'penny. Two ha'pennies = One Penny. Three pennies = A Thrupenny Bit. Two Thrupences = A Sixpence. Two Sixpences = One Shilling, or Bob. Two Bob = A Florin. One Florin and one Sixpence = Half a Crown. Four Half Crowns = Ten Bob Note. Two Ten Bob Notes = One Pound (or 240 pennies). One Pound and One Shilling = One Guinea.

The British resisted decimalized currency for a long time because they thought it was too complicated.

As opposed to it (accurately) being more streamlined and easier to learn and use, which is what you see people bitching about here.
Eldritch
I find it amusing that the 'SR4' crowd has become bitchier, more insulting, and offensive than the anti SR4 crowd.
Jrayjoker
I don't know...Both sides are highly escalated at this point. Quantifying it is tough.
Critias
QUOTE (Eldritch)
I find it amusing that the 'SR4' crowd has become bitchier, more insulting, and offensive than the anti SR4 crowd.

Crap. I'm slipping.
Jrayjoker
Funny! smile.gif
Nerbert
Look, like you've said, I've been posting a lot the last few days. And in response, I've seen a lot of people making the same basic assumptions as Critias above, and like Synner said, most of those assumptions are just that, but being expressed as "outright fact"

And no one seems willing to actually look at their own statements and see if they're reasonable.

As for being annoyed by having my idead "criticised", I've gotten precisely one person trying to be constructive about it. Cain, stating that he thought it was an Uberstat, a valid complaint. Only now, he's saying I'm childish, inexperienced, and don't know anything about game design or balance.

So, actually getting someone to comment on an idea without being treated like the villiage idiot is quite a challenge around these here parts.
Bigity
You're not helping yourself, you know.
Eldritch
Well I guess its all in how you read it. I've been reading the SR4 froums since they went up - and I know that unless it's from a known dev, known play tester, or the faq that - it's just an opinion. If you're reading fact into it then that's an issue you need to resolve with yourself and how you interpret what you read.


I critisized what you put up, not a detailed trascript of my every thought, but you got it - your system is too complicated - that;s not what they are going for. You just didn't like what I had to say. Or maybe how I said it. *shrug*




Nerbert
Eldritch, this is my interpretation of what you're saying.

QUOTE (Critias)
Fact: A part of making it simpler is getting rid of the things people don't like: it being hard, complicated, and containing much math beyond basic addition.


This is presented as mere opinion and my belief that Critias is stating this as Fact is my own personal delusion.
Jrayjoker
It struck me as overly complicated as well. I don't think people are afraid of the math, but why make multiple calculations to figure out your "edge pool" for each stat?

I like it, don't get me wrong. If you asked me to playtest it, I would probably do it if I had the time to play at all. Based on my interpretation of the devblog and comments I have read here in the SR4 forum it is not the path the developers are choosing at this time.
Eldritch
It is a fact - to him. To the rest of us it is just an opinion.


And if you interpert it as a fact to you, then that is your delusion.


I'm not saying nor debating how he presented it, but how you should read it. If you read fact into everything that gets posted, even if you know it's not a fact - then you're head will just explode. smile.gif

Someone says; "SR4 is a neccessity - the rules need to be burned down and rebuilt."

Comes across as a fact, but it's just an opinion.

I know it, you know it. Why get offended by it. Argue, debate, what have you - but don't take it personally as some have.

Cain
While I don't agree with the way Critias is approaching things, I have to say that everything he's saying is 100% consistant with the information as presented. Also note that I'm not the one suggesting that you're acting childishly-- you came up with that all on your own. If your behavior seems childish to you, then how do you think we will percieve it?

As far as your obvious inexperience, it shows, and nothing you can do can change that. That's not meant as an insult, merely a statement. Some of us have been gaming since the 70's, and have extensive experience in breaking multiple systems. Many people here-- such as myself-- have been playing Shadowrun since 1989, the first year it came out.

Now, if you *had* any long-term experience with Shadowrun, you'd know that armor used to provide automatic successes, which led to characters becoming essentially invincible against certain forms of attack. That was bad enough, but the original karma mechanic was even worse: there was no karma pool, there was only good karma, which you could spend for automatic successes.

That, of course, let to situations like this:

Munchkin: "I'm going to summon a Force 200 spirit."
GM: "Okay, roll for it."
Munchkin: <rolls> "Nope. But wait! I spend a point of karma!"
GM: "^&%!!@!"

If you had any experience with Shadowrun in its earlier incarnations, you'd have been well aware of the issues surrounding automatic successes. Heck, if you've seen any game systems get broken, the flaws should be quite obvious. But you haven't, which in turn means your gaming experience is quite limited, and your Shadowrun experience is lacking.

Of the 3 incarnations, I feel that the current karma pool mechanic is probably the best. And while I agree with some of what Edge is trying to accomplish-- putting a harder cap on karma pool-- there's enough difference that I have to question rather or not they're discarding what works and leaving what doesn't.
Eldritch
*drool* the Sr1 PhysAd - Automatic success for Combat, stealth, and athletics! *drool*


Stealth skill : 6
automatic stealth successes: 6

'Wher'd he go?!?!'
'Who?'

nyahnyah.gif
Nerbert
Does anyone have any other, better, simpler ideas?
Wireknight
One thing that SR4's system allows is automatic successes that aren't a hideous shattering of the game. In SR1-SR3, with variable TN#, an automatic success could be the equivalent of rolling a 20+. That meant that you could use automatic successes to oblitterate probability, rather than just giving it a gentle nudge in the direction you want. In SR4, however, you're virtually guaranteed to get a success on three dice, so automatic success mechanics are once more viable.

Frankly, Edge is by itself neutral. It costs more and must be raised manually, but if you simply eliminate triangular cost expansion for repeated uses on a single diceroll, and otherwise have it function, point-for-point, pretty much like Karma Pool did in SR3, then I think it's a pretty good replacement. Admittedly, SR4 is different, and it should have additional different effects based upon the new system. I think that Edge, done correctly, won't be a particularly bad mechanic to replace the karma pool of SR2 and SR3.

Frankly, I always thought the karma pool was an oddity. It behaved like none of the other dicepools. It would have been better to have it, in the very least, not be called Karma Pool.
Eldritch
QUOTE (Nerbert)
Does anyone have any other, better, simpler ideas?

Suuure.

Edge is a attibute. Edge is Luck. Those seem to be facts so far.

How to work - and be simple (But not neccessarily better)?

1)It gives you extra dice - whenever you need them, for any task. That is probably the easiest way to use it. No refreshing, no keeping track of it. Use it as you please. Your edge is 3, you have 3 extra dice to use on all skill rolls. And that is where the unenhanced/mundane would get a leg up to be on the same field as the Sammie/mage. Smartgun Link gives you 2 extra dice, so does edge. I really don't care for this option, but it is by far the simplist to use - though I haven't thought out all that could go wrong with it.

2)It acts like the pools do now, and refreshes every round/turn/scene/adventure/day

3)Reroll a roll, once per point - and it refreshes every so often (See above)

Optional: Permenatnly burn a point off for a success. Which on a basic level equates to sepnding karma for successes - becuase I assume that you can increase your edge attribute like any other, by spedining karma.


Three other simple ways - off the top of my head - go ahead and tear them up smile.gif

Kagetenshi
1) What's wrong with it: uberstat.

Optional, problem with: unless you need to keep track of all the Edge you've ever had and pay from there, it allows you to have one point of Edge that you can burn for a success and then rebuy at minimal cost.

~J
Cain
QUOTE
One thing that SR4's system allows is automatic successes that aren't a hideous shattering of the game. In SR1-SR3, with variable TN#, an automatic success could be the equivalent of rolling a 20+. That meant that you could use automatic successes to oblitterate probability, rather than just giving it a gentle nudge in the direction you want. In SR4, however, you're virtually guaranteed to get a success on three dice, so automatic success mechanics are once more viable.

Actually, that doesn't describe SR3 at all. Under the current rules, you can only burn for an automatic success if you roll one naturally. Even under a new mechanic, autosuccesses pose a huge problem: if you've been modified down to 1 or less dice, you simply autosuccess yourself past the threshold you need.

QUOTE
It gives you extra dice - whenever you need them, for any task. That is probably the easiest way to use it. No refreshing, no keeping track of it. Use it as you please. Your edge is 3, you have 3 extra dice to use on all skill rolls.

That creates an uberstat. Why bother raising any other skill or attribute, when you can just raise your edge, and get a benefit everywhere?
QUOTE
2)It acts like the pools do now, and refreshes every round/turn/scene/adventure/day

3)Reroll a roll, once per point - and it refreshes every so often (See above)

Both these work decently well, except for the fact that it doesn't work like any other attribute anymore. Since everything is supposedly skill + attribute, no exceptions, this means they're not really simplifying the system any; there's one rule for Edge, another for reaction/initiative, a third for Magic, and so on. Every benefit of the new mechanic goes right out the window.
Nerbert
As far automatically suceeding at certain tasks, I was speaking from the position of a mechanic balanced around available autosuccesses of one or two, and target thresholds of 4 or 5.
Wireknight
QUOTE (Cain @ Jun 2 2005, 01:38 AM)
Actually, that doesn't describe SR3 at all.  Under the current rules, you can only burn for an automatic success if you roll one naturally.  Even under a new mechanic, autosuccesses pose a huge problem: if you've been modified down to 1 or less dice, you simply autosuccess yourself past the threshold you need.

So, because I failed to mention that you require one success in order to purchase further successes, my comment was in no way indicative of how degree of success and the concept of automatic successes works, in SR3?

If you manage to improbably succeed against a TN# of 35, it's astronomically unlikely that you'd score more than one success. However, you are still able to buy successes, each of which would ordinarily be the result of a 1-in-23,000 roll. A success in SR4, regardless of how difficult the task, is always the result of a 1-in-3 roll.

I also don't view the idea of being able to purchase enough successes to exceed an otherwise impossible threshold as a problem. If that is a problem, then the existing rule of six is a huge problem, as a character can, with luck alone, potentially obtain a success against an impossibly high target number on a single die (a situation that would be analogous to having little or no dice or a greatly increased threshold, in SR4).

I've always viewed this mechanic, wherein the potential for success, no matter how close to zero it approaches, never quite reaches zero, as one of the greater triumphs of the Shadowrun system. Compare it to d20's attempt, the natural 20. Your chances of failure will either never drop below 5% (if a natural 20 is a success) or will smoothly and surely go from 5% to absolute zero.
Ellery
QUOTE
In SR4, however, you're virtually guaranteed to get a success on three dice
Careful there. 1-(2/3)^3~=70%. That's not what I'd call a "virtual guarantee". Your original point is still valid, but the supporting evidence was rather overstated.
Cain
QUOTE
As far automatically suceeding at certain tasks, I was speaking from the position of a mechanic balanced around available autosuccesses of one or two, and target thresholds of 4 or 5.

Autosuccesses are still an issue, especially when you consider threshold successes. If a task requires 3 successes, and you only have 1 die, 2 autosuccesses changes it from impossible to easy. Worse, what happens if the threshold is less than your autosuccesses? If you need 5 successes, and have 6 guaranteed, you don't even need to roll.
QUOTE
So, because I failed to mention that you require one success in order to purchase further successes, my comment was in no way indicative of how degree of success and the concept of automatic successes works, in SR3?

Actually, I was responding to your argument that autosuccesses under SR3 "obliterates probability". Because one natural success is required, the SR3 system is more of an extra push. For example, if someone needed 2 successes vs TN 35, burning that karma point would, at worst, halve your odds.
QUOTE
I've always viewed this mechanic, wherein the potential for success, no matter how close to zero it approaches, never quite reaches zero, as one of the greater triumphs of the Shadowrun system. Compare it to d20's attempt, the natural 20. Your chances of failure will either never drop below 5% (if a natural 20 is a success) or will smoothly and surely go from 5% to absolute zero.

I agree. Which is why I'm concerned that said mechanic will be removed in SR4. According to the new info, the rule of 6 only applies when Edge is brought into play. That means, unless you're using Edge, if you need more successes than you have dice, you simply fail.
Nerbert
If they're adding a mechanic that makes certain tasks impossible, and increasing the likelyhood of a glitch, even on a successful action, it seens plausible to me that they would be allowing certain situations to be rote tasks requiring no roll.

Also, the idea of making something genuinely impossible is starting to grow on me. You'll actually be able to plan on certain things just not happening.
Hell Hound
What's so great about a game where the players can't mess with the GM's well laid plans? Sounds pretty dull to me.
hobgoblin
but remeber people, edge will be allways available as long as you have it.
but now people will be asking themself, should i be using edge now or is there something more important coming around the corner?

i only hope that edge will refresh faster then the current karma pool as it seems that edge will get more use...
Nerbert
Oh, but its not fair if the GM isn't allowed to mess back.
Hell Hound
The GM controls the entire world sans the half dozen or less player characters, he/she certainly doesn't need any special rules to help in messing with the players but a luck factor of some sort can help the players survive without the GM's help, which is always a good thing.

If the new system changes the probability of failure such that players must use Edge on a regular basis just to perform well rather than keeping that luck factor in reserve for the 'skin of their teeth' escapes I think it would be a step in the wrong direction.
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