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Nerbert
QUOTE (Raskolnikov)
Still wrong. The character shooting at the retreating target is very likely. The ninja showing up at all, as I described above, is unlikely. If the characters went into the situation with so little knowledge about the situation that they can not possibly know whether there are ninja or not, then ninja showing up is technically fine. But if the characters have so little situational awareness, why is Albert not already gone when they get there?

Because it was an example, ok?
mfb
hahaha. okay, listen: WoD has based its entire gaming line on rules snobbery. they tell their players that they're better than other gamers because they appreciate the story and ignore the rules. that's hardly an opinion shared by all game systems, or all gamers.

edit: yes, it was an example. examples illustrate points, or else they're not accomlishing their purpose. if it doesn't illustrate your point, you probably shouldn't make the example. this is another instance where planning ahead helps you.
Critias
Especially because it's wrong/stupid. "No one will notice (or care)" is fairly obviously not the case, is it? Since several of us who have nothing at all to do with your game(s) are both noticing, and caring, about how you handle this sort of thing.

How do you players not notice when you make a dead-on accurate shot fly wide and hit a convenient other NPC, instead, breaking not only the rules of the game but the laws of physics in the process? Have they just never seen the basic rulebook, or understand the rules?

I guess in a game where no one but the GM knows the rules (and the GM ignores them whenever they would inconvenience him) your playing style would work okay. I mean, you tell them what to roll, they roll it, you ignore the die roll and tell them what happened -- and they think that's just, y'know, how it works. If they don't know any better, I'm sure they still have a good time (I guess), and if it works for you game keep doing it (I guess).
Nerbert
Its interesting how the WoD books weren't snobbish until they started supporting my point of view.

And Critias once again ignores what I have to say, this time in the form of my post on how I normally play.
Raskolnikov
Look; the initial example was bad, and it would have been beneficial to your position to state as much and lay out an example that was a good demonstration. I believe you can not, but that is due to my position. You failed to take this route and started in on defending that example and actions therein.

I have tried to strip away what makes that example an almost straw-man for my position to attack out of fairness to you. I have tried to present the points at the root of the discussion rather than the characitured extereme.

The point is, if you are telling the story correctly and engaging the characters actions instead of moving the plot along in spite of them, you will not have to break the rules. The extension of that statement is that you should not break the rules because then you are, logically following, not telling the story correctly.
mfb
no, WoD has always been snobbish. i don't like WoD, partly because of that. you'll note that i've yet to say anything positive--or, actually, anything at all--about WoD until the last few posts.
Nerbert
Oh I know you didn't say anything. But the nWoD book was, up until recently, used to support everything everyone had to say against me. They said I believe "How could someone who claims to be an expeirence Vampire storyteller not have read the chapter that supports all our statements." And now that I've found a specific passage that supports my statements, its no longer valid.

Oh and Raskolnikov, that was a very sensical, rational and valid statement. And I appreciate it.

My example did help my point. My point was that no one can tell me why breaking the rules is so horrible except that it makes players angry, and not breaking the rules never makes players angry. And yet I do it, and my players don't care, they know the rules, and they don't care, they accept it, they're enjoying themselves. On the other hand, I've had horrible, tense, boring game sessions in which hours were spent rolling saves for every single piece of equipment that may or may not have been burned by fire.

Even Critias's gut reaction was merely "well, you might have let me know the Target Number" until he had a lot of time to calculate every possible variable into the situation.

And its not so implausible to imagine hitting the helicopter instead of the person if the person is in between you and the chopper, which was not specified and does not matter in the slightest. Which means its all anyone is going to talk about from now on.
Critias
Who is the "they" who's been talking about nWoD and how it relates to this scenario, and are they me, mfb, or Rask?
mfb
okay, now you're just making things up. the only spot i can find "WoD" in this thread, before you brought it up, is on page 3. and that had nothing to do with this discussion.
Raskolnikov
It is a game quality issue honestly. You and yours may have decent enough games expecting such plot devices. Hell, I like to read a pulp fiction novel from time to time. I enjoy a great work of literature a lot more than whatever Popular Author Alpha jammed out in a month so he could buy a new boat however.

You may be happy playing a game that relies upon immutable plot points such as the example, but I maintain that a game can be run to a higher degree of finesse, enjoyability, and interest. This is not to say your game is not any of those, merely that it could be better if measures are taken not to rely on that sort of GM fudging.
Nerbert
QUOTE (Cain @ Jun 3 2005, 03:21 AM)
I'll also add that while I'm not an "experienced Vampire storyteller", I was mildly obsessed with Mage: The Ascencion for a while there. IIRC, all oWoD books came with a huge chapter on GMing, and my Mage book emphasizes the importance of collaborative storytelling and GM flexibility. "Player creativity is part of the fun of storytelling"-- I think that was the exact quote.

Now, I seem to recall that this chapter was pretty much the same across the various oWoD games. I have to wonder how any "experience vampire storyteller" could have missed reading that chapter.


QUOTE (Cain @ Jun 3 2005, 03:56 PM)
I cannot imagine that someone could actually have read either the BBB or the oWoD books, and missed the entire section on being a GM. Being flexible and collaborating with your players are basic GM lessons in both systems.  The point was made earlier that you don't know Shadowrun all that well; it's evident from your lack of knowledge of the system. Apparently, this is true of n/oWoD as well-- you're missing some very basic knowledge about both systems.


I consede that it seems to have been only one person who used this argument. But I have trouble telling some people apart from each other.
Penta
QUOTE (Raskolnikov)
It is a game quality issue honestly. You and yours may have decent enough games expecting such plot devices. Hell, I like to read a pulp fiction novel from time to time. I enjoy a great work of literature a lot more than whatever Popular Author Alpha jammed out in a month so he could buy a new boat however.

Y'know, something totally off-topic:

Is it just me, or do most Great Works of Literature suck?

I mean, I still remember reading Les Miserables (in English, yes), and Hugo went on for *3 pages* with something unrelated in parentheses.

It may be something I'd read once, but I always have trouble calling it Great Literature.
Hell Hound
I have read through the old WOD rulebooks but never had a chance to play them, I am familiar with the quote Nerbert gave earlier about rules taking second place to story but I won't pass judgement on the validity of that statement since I have never seen it in action in a WOD game. What I will say here is why I personally have an objection to the idea of railroading, as in bending the rules as opposed to planning ahead.

In a roleplaying game the GM is a god. They control the actions of every single entity in the game universe apart from the handfull of characters run by the players, in the end there is very little the GM cannot do or make happen as long as it is within the bounds of the game worlds reality. This is planning ahead and it is what the GM is supposed to do.

The only weapon the players have is the rules. The sniper gets a lucky shot and takes down your main villain? Too bad. The rules say the player is allowed to do that, just as that villain is allowed to kill the player. The rules give players control, they give their actions meaning, they know they can do things in the game world and the GM cannot turn around and say "I don't like that so you can't do it."

Now if the players in a group are fine with just being a part of the GMs story, with following where he wants them to go then all of this is a moot point because no argument is ever going to come up. But if the players want to take the story in a completely different direction to the GM then a problem will arise. Once the players feel they are being forced in a particular direction, especially if it's one they don't want to go, they will fight it with their only weapon, the rules. They will want to make dice rolls for virtually every action so that there is an indisputable result and the GM cannot turn around and say "it doesn't happen like that". If the GM starts ignoring the rules then players are going to get frustrated. This is what tore up my old roleplaying group many years ago
Nerbert
QUOTE (Raskolnikov)
It is a game quality issue honestly. You and yours may have decent enough games expecting such plot devices. Hell, I like to read a pulp fiction novel from time to time. I enjoy a great work of literature a lot more than whatever Popular Author Alpha jammed out in a month so he could buy a new boat however.


You know what's interesting about a "great work of literature"? One person writes it and one person controls everything in it. Every action of the characters is done with a very specific person commanding all of their actions for a very specific reason to create "art". A pulp novel is intended to make money. It makes money by being popular. It becomes popular by pandering to its audience and giving them what they want.

In a "great work of literature" the villian will survive at all costs as long as it suits the story. In a series of pulp novels, characters may die all the time just for a plot twist to be replaced with nearly identicle characters so that gaps will not be left.

Now, I'm not saying that one is better then the other. What I'm saying is that a great work of literature and a pulp novel are both enjoyable for different reasons. GMing is the skill of getting everyone to have fun playing a RPG. Now, for the sake of a more "artistic" or "great work" of roleplaying, I think its better to have a "Storyteller" who can ignore the rules for the sake of telling his/her story. But for the sake of a fun, fast and loose competitive game where the whole point is to set up and defeat interesting scenarios, it doesn't make any sense to break the rules because one villian is just as good as any other.

I don't think one style of play is better then any other. Its true that one is a much snobbier style then the other. But in my opinion one style is also a lot more shallow then the other. And actually ideally, a long running game should strive to balance these two extremes.
Nythrun
QUOTE (Nerbert)
I think its better to have a "Storyteller" who can ignore the rules for the sake of telling his/her story.

And if a player says "It's my story too!", what then?
mfb
moreover, it's possible to have a deep, story-driven game where the GM doesn't break the rules. i've done it, and it's a hundred times better than the either of the extremes described above.
Nerbert
You obviously run a story that will be meaningful and fun for everyone. I think I've said that at least three times.

How do you run a "deep, story driven game" when there's no guarantee that the players will ever even experience it? Why even bother? Why not just stand up a series of encounters like dominos and let them try to knock over as many as they can without dying. Thats a game. Fun for all. No need to get involved with a character, because they could get screwed over by the dice at any time. You could even give all the dominos a thread of plot so that any survivors will have a reason to go to the next one.
mfb
because, unlike you, i'm willing to work at it. as for how--well, as i said previously, i'm not going to teach you how to GM.
Critias
You're just reading a script when you run a "game" (ie, tell your story to your captive audience). The rest of us are thinking on our feet, occasionally making it up as a go, improvising when needed, and having fun with our friends (not at them).
nezumi
QUOTE (Nerbert)
The truth is though, what I really would have done is never put him there in the first place.

I used to think it was possible, with some foreplanning, to predict every path your PCs might take to kep them from encountering Evil Albert when they aren't supposed to. If your players are significantly dumber than you or simply easily led, that may be the case. But I've found, more often than not, PCs think of things I had never even considered, and pull off rolls I didn't think possible.

So yes, you can railroad without problem if you're players are sheep. In fact, sometimes its necessary, or they'll just sit there and chew cud.

I'll also agree that sometimes it's better not to tell TNs (unless asked). I run games online. I think the mechanics are important, but seeing numbers takes something from the storytelling. So I run all my mechanics on my own, in the background. I keep it fair, only nudging the dice when it's a new guy who unfortunately found himself at the wrong place at the wrong time (or if it's a person who hasn't posted in a month). But even though I don't post the TNs, it's because my players don't want them, and I DO figure out precisely what that number is, and if they make that astronomical shot, I go with it.

Really, I couldn't say if your game is good or not. But I think seeing how you reacted to the situation posted, that when things don't go as you planned, that you intentionally sabotage the PCs efforts, is a reason why I would avoid playing under you. I like knowing I might get that one in a million shot off and do something tremendous. On the flip side, I like knowing the ganger might too, and I might be nothing but a grease mark.
Penta
There's a massive difference between StoryTelling (WW) and DMing/GMing (everybody else).

StoryTelling is rather more dictatorial in style. It's "ST leads, everybody else follows, cuz that's the way it is. We're building Great Works of Angst and Goth here, dammit."

GMing is more collaborative, with infinitely less power for the leader. It's more "We go where the majority of the horses go. He who doesn't follow gets choked."

Which means that those who "grew up" with Vampire and similar probably don't translate well to SR and similar RPGs.
Critias
Not that any of this has anything, really, to do with Edge anywhere.
Nythrun
It does if Edge is the only remaining way to influence dice rolls after the chips have been cast, and thus for those meddling players to influence a story in non-deterministic ways.

Perhaps I'm making too much of what's only a single attribute; but if a single attribute is that only remaining way, than it's disportionately important - and if that anomaly of an attribute is costed and treated like other attributes then there's a problem.
Ol' Scratch
QUOTE (Nythrun)
Perhaps I'm making too much of what's only a single attribute; but if a single attribute is that only remaining way, than it's disportionately important - and if that anomaly of an attribute is costed and treated like other attributes then there's a problem.

Compared to now where you get tons of free attributes ("Dice Pools") that do the same thing without costing you a single Attribute or Karma point? Or how about the big one that you get for free at creation and then automatically have it improve every 10/20/40 Karma points whether you like it or not?

Having it treated as an Attribute in terms of purchasing it is, again, downpowering the strength of it, not increasing it. Not only do you now have to *sacrifice* (instead of encouraging you to maximize some other uberstats) attribute points in other attributes that you'll be using frequently, but increasing it will be more and more difficult the higher you go. You know, much as it is in a lot of the optional/house rules you see people posting about stepped Karma Pool costs...

Let's see, tons of free extra dice, free rerolls, and get-out-of-jail-free dice vs. having to buy the same with increased difficulty with each additional point (and probably with the same limit of 6 as the other attributes to boot). Hmm, I wonder which of those two sounds more munchkiny and abusable...
Bomber
Has anyone considered that they might be going with an edge system similar to that of Mechwarrior 3rd edition?

It's an attribute that you buy at chargen, you spend it to save your ass and it never refreshes unless the GM decides to give a point back for mighty deeds, great roleplaying etc.

Food for thought.
Nythrun
QUOTE (Doctor Funkenstein)
Having it treated as an Attribute in terms of purchasing it is, again, downpowering the strength of it, not increasing it.

Absolutely. Nor am I suggesting the agglutination of Karma under the SR3 system is problemfree - if Dumpshock is any indication, the most serious hurdle people face in high karma games is that of overlarge karma pools, and not the things players like to buy with their karma points.

If this system is being replaced, however, with a new system in which you have Attribute A, which lets you influence the story more and better, and Attribute B, which lets you carry a little more stuff, and Attributes A and B are identically costed, than the new system has traded one problem for another instead of solving an existing problem (and I'm not arguing that Strength and, say, Intelligence are equally important in SR3 either).

No doubt you can postulate any number of tweaks or rules addenda that make Edge work in a palatable fashion; were I in a speculative mood I'd do the same now. Edge is going to have to work very, very well indeed to "compensate" for the loss of Dice Pools, so it's an important topic for sure. The rub is that the FAQ tells us that Edge is an attribute that works something like Karma pool....so unless its an attribute that doesn't work like an attribute and it works like karma pool by not working like karma pool, those speculations are preemptively mooted.

A metahuman with the Bad Karma Flaw isn't going to get six karma pool until 200 karma, when an ordinary human could have had that at 50 karma. These characters don't have to be comparable to one another - because 150 karma difference is a lot!. But a new character straight out of chargen with an Edge of one does need to be comparable to a character with an Edge of six. So if Edge does do all the tasks that karma pool used to, it's probably underpriced. And if it doesn't do all tasks that karma pool used to, then you shut down one more exit from the Dei Ex Machina Railways, all aboard! Is there a fine line between that Scylla and Charybdis?
Ol' Scratch
QUOTE
If this system is being replaced, however, with a new system in which you have Attribute A, which lets you influence the story more and better, and Attribute B, which lets you carry a little more stuff, and Attributes A and B are identically costed, than the new system has traded one problem for another instead of solving an existing problem (and I'm not arguing that Strength and, say, Intelligence are equally important in SR3 either).

Well see, that's the thing. The new system actually uses Attributes in every roll, so there's no such thing as "Attribute B which lets you carry a little more stuff." At least not the way you were implying. Social Tests, for instance, are no longer just an Etiquette or Negotiation roll, they're a Charisma+Etiquette and Charisma+Negotiation role (for example). You'll always be rolling Charisma with those actions, with Edge only coming up occasionally when you need to, I dunno, reroll or recover from a horrible roll.

It's going to be a lot tougher figuring out which Attributes to sacrifice in favor of other ones, or so it would seem. I can only assume that's why they're suggesting Edge will be more of an Edge for non-magical non-cybered characters, as they will be able to regularly buy higher Attribute priorities over Magic and Resources ones. *I* realize that that's not going to be necessarily true as players can just sacrifice some other aspect of their character instead, but it seems to be the reasoning they're using for saying that.

But in any case, the occassional blurb I see playtesters make from time to time seems to indicate that Edge "refreshes" pretty rapidly, thus compensating for its lower overall score compared ot the vast number of dice pools currently available. It also seems to incorporate the option to reroll tests somehow, and if that is indeed one of its facets, it's going to be potentially be more powerful than normal dice pools which, currently, only lets you add a few dice. But you also have to consider the fact that the new system does, indeed, use Attribute + Skill for most tests, which means you're already getting more dice on every test by default, so the role dice pools played are largely removed in that you're essentially getting them for "free" with every single roll compared to how the system works now.
Wireknight
QUOTE (Doctor Funkenstein)
It's going to be a lot tougher figuring out which Attributes to sacrifice in favor of other ones, or so it would seem. I can only assume that's why they're suggesting Edge will be more of an Edge for non-magical non-cybered characters, as they will be able to regularly buy higher Attribute priorities over Magic and Resources ones. *I* realize that that's not going to be necessarily true as players can just sacrifice some other aspect of their character instead, but it seems to be the reasoning they're using for saying that.

Keep in mind that, at least in the case of characters with augmentations, resources actually do equate to attributes, just not natural ones. If the tradeoff is sufficiently good, then you'll probably see a lot of characters running around with high Edge ratings and low natural physical attributes, with cyberware and bioware (or adept powers) picking up the slack.
Ol' Scratch
Like I said, *I* know this, but it seems to be the logic the designers are using. At least that's the only logic I've been able to piece together upon what's been stated so far.
Nythrun
QUOTE (Doctor Funkenstein)
Well see, that's the thing. The new system actually uses Attributes in every roll, so there's no such thing as "Attribute B which lets you carry a little more stuff." At least not the way you were implying.

Sure. Which is partly why I loaded my example by choosing Strength as the baseline attribute to compare to...if you prefer, I'll be happy to amend said example to "Attribute B which lets you carry a little a more stuff and also makes you better at bringing a knife to a gunfight."

QUOTE (Doctor Funkenstein)

*I* realize that that's not going to be necessarily true as players can just sacrifice some other aspect of their character instead, but it seems to be the reasoning they're using for saying that.


Permit me then to crib from your book and use a different example instead: Kinesics. Lots of people said that Adepts with this power make for the best Face characters, and they're not wrong, especially because Adepts can get Tailored Pheremones just like anyone else...but no one else can get Adept powers.

Now if you can get other attributes from 'ware and magic, but you can get Edge only in this one way - isn't this Kinesics writ large across the entire game system, as both Wireknight and yourself have suggested? More to the point, is that a sound design choice that discourages überstatting? You seem to think not - I think they should know better, unless Edge doesn't work like other attributes. Edge that refreshes quickly is more useful than Edge that doesn't - shouldn't it cost much more also? But not so much more that people can't reasonably afford it?

A slight miscalibration on either the cost or the effects of Edge can't but lead the game astray, especially if the other failsafes and redundancy backups have been removed. That's really all I wanted to say...well, to say that, and to say that if Edge can't do its job then SR4 becomes option poor, and less interesting, to me.
Cain
Here's the problem, Doc. The goal here seems to be to power down Shadowrun somewhat. OK, that's fine, I can live with that. The problem is that adding more attributes seldom gets rid of munchkins-- it usually only gives them more room to maneuver.

I just started a Big Eyes, Small Mouth game, and I managed to create a fairly powerful character when restricted to slightly-above ordinary power levels. Not bad; but then I downloaded the free Tri-Stat rules, which are an expanded version of the same system. Same basic idea, only more complex. I decided to see what I could do with the equivalent starting points; I ended up with a character with ultimate cosmic powers.

In general, adding more attributes doesn't simplify or demunchkinize a system. Generally, it's the exact opposite. Compare D&D 2nd ed to Hackmaster-- you'll see what I mean.
Adam
The point scales for BESM2 and Tri-Stat dX are not the same; characters in dX are typically built with a lot more points, and PMVs give you a lot more ways to fiddle with them.

Tri-Stat dX has more in common with Silver Age Sentinels than it does with BESM 2nd Edition, and the upcoming BESM 3 evolves further along that path, although by default it's been simplied a lot compared to dX.

However, "Attributes" in all Tri-Stat games are far different from attributes in Shadowrun; Shadowrun's Attributes are Tri-Stat's Stats. Shadowrun's Edges are a closer comparison to many of Tri-Stat's Attributes.
Cain
Allow me to rephrase, since I know you're the expert on these systems: I started with 35 points in BESM 2.0-- slightly above human average-- and created a decently-powerful character, one who's best attack can cripple a main battle tank. I started with 35 points in TriStat-- a very low-powered character-- and ended up with a character who could obliterate planets by sneezing too hard. eek.gif

I've admitted to being a recovering munchkin before, but some things are just too tempting. Tri-Stat, like SR4, offers more ways to fiddle with your character; that's more-or-less what adding base attributes accomplishes. By splitting things up, you give the munchkins more toys to play with.
Hell Hound
I am not personally familiar with BESM so I can't make a direct comment on the system, but I would have thought that adding more attributes would allow players to build broken or unworkable characters rather than overpowered ones. With fewer attributes each one has greater significance, a player gains greater power for their character for each point that they add to an attribute. With more attributes each one, presumably, has less importance in the overall game but the chargen system has to provide more points for attributes simply because there are more of them. Thus a character can be designed that is maxed out in some attributes and poor in all others, the beginning of a character that is nigh untouchable in their chosen field and dies instantly in any other situation.
Ol' Scratch
So a game with six attributes 18 points that allows BOD 6, QUI 3, STR 6, CHA 1, INT 1, WIL 1 encourages less broken characters than one with eight attributes and 24 points that allows BOD 6, AGI 4, REA 4, STR 6, CHA 1, INT 1, PER 1, WIL 1 or one with only three attributes and 9 points that allows BODY 6, MIND 2, SOUL 1? Note that the average for each system in the example is 3, with a range from 1-6 before racial mods.

Poor min/maxing is a problem on the player's side, not a game's. I'd much rather have versatility and customization options than a limited number of options for the sake of laziness/simplicity on the designer's part in order to reflect my character the way I see them, rather then the way I have to see them due to a weak character creation system. Fewer attributes lean towards the latter.

It's especially nice when designing the rest of the system, too, as you can now include things like more detailed racial traits, equipment that does what it needs to with fewer exceptions or special conditions, and so on and so forth.

For me, "simplified" is found in a system that needs fewer exceptions to the rules than one that needs more. A greater number of attributes tends to lean that way in addition to increasing customization of characters. Win-win for me.
Taki
Min/maxing is a player issue, since the system doesn't advantage it.
In SR3 min/maxer were quite encouraged as it was so expensive to increase with karma your stats to high ranks, so you best had to maximise them at the creation.

So min/maxing can as well be a system issue.
Hell Hound
QUOTE (Doctor Funkenstein)
So a game with six attributes 18 points that allows BOD 6, QUI 3, STR 6, CHA 1, INT 1, WIL 1 encourages less broken characters than one with eight attributes and 24 points that allows BOD 6, AGI 4, REA 4, STR 6, CHA 1, INT 1, PER 1, WIL 1 or one with only three attributes and 9 points that allows BODY 6, MIND 2, SOUL 1?  Note that the average for each system in the example is 3, with a range from 1-6 before racial mods.

Actually your example does show that more attributes can make a more broken character. With six attributes your physical stats are 6, 3 and 6, with eight attributes your physical stats are 6, 4, 4, and 6. With more attributes there are more you can drop to absolute minimum to bring a few others closer to maximum. It may only be one point higher than the quickness in the six attribute system but when attributes range from 1 to 6 even one point is significant.

I should point out here that I like the idea of breaking up the attributes, not because I think it can streamline the game but because I feel that more attributes allows for more fine tuning and differentiation between characters, which is something I like.
Ol' Scratch
QUOTE
Actually your example does show that more attributes can make a more broken character. With six attributes your physical stats are 6, 3 and 6, with eight attributes your physical stats are 6, 4, 4, and 6. With more attributes there are more you can drop to absolute minimum to bring a few others closer to maximum. It may only be one point higher than the quickness in the six attribute system but when attributes range from 1 to 6 even one point is significant.

<smacks your nose with a rolled-up newspaper> No redefining your use of "broken" in the middle of the conversation. Your original definition was that broken referred to characters with a few high scores and several ridiculously low ones. In the more-attributes group, he ended up with a slightly more "well balanced" character, not one as "broken" as the other two examples.
Cain
Hellhound wasn't using the term broken, Doc. None of us were. In point of fact, we're just referring to the min/maxing and munchkining potential availiable to a system. He did accurately demonstrate how you can cause *more* stat-maxing under an increased attribute system than under a lower one.

At any event, I've discovered that min/maxing is both a system problem and a player one. There's a certain amount of min/maxing that is inevitable in character generation: nobody wants to play Joe Average, after all. However, the degree of min/maxing possible is entirely dependant on the system; and the more complex the system, the more munchy-crunchy it gets.

Like I said, compare D&D to Hackmaster. BESM to Tri-Stat. Everway to GURPS. The systems with the fewest attributes are the ones that are harder to break. (I *still* have trouble breaking Everway.)

As for making characters more the way you see them, that's almost entirely up to the player. I can hand two players the identical set of stats, and have them come off completely different in scope and abilities. This is true for most games, but comes across best in live-boffer LARPs: two identical fighters, for example, will hit the field carrying different weapon combinations, fighting in totally different styles. You'll have no problem distinguising them. And live-combat LARPs, due to the fact they can't rely on dice rolls or have many Social skills, have some of the most constrained chargen systems out there. For example, Amtgard offers *no* customizeable abilities whatsoever: a sixth level fighter is a sixth level fighter is a sixth level fighter, they all have identical abilities. But one of them may be a tank in heavy steel armor with a sword and shield; another may be a polearm-wielding phalanx fighter, and a third may be an unarmored double-scimitar combatant.

Because Amtgard says: "Here are your abilites. No arguing.", the system becomes much harder to break. In comparison, NERO allows for all sorts of individual powergaming. While flexibility in a system is always good to have, it always comes at the cost of increasing the possibility of abuse. They're a tradeoff.

Now, none of this would be a big issue, except that the SR4 devs are apparently out to power down Shadowrun, as well as "streamline and simplify" it. But by adding more attributes, they seem to be doing the exact opposite.
Ol' Scratch
QUOTE (Cain @ Jun 6 2005, 01:32 PM)
Hellhound wasn't using the term broken, Doc.

"...but I would have thought that adding more attributes would allow players to build broken or unworkable characters..." --Hell Hound
"Actually your example does show that more attributes can make a more broken character." --Hell Hound

QUOTE
As for making characters more the way you see them, that's almost entirely up to the player

No more so than the min/maxing problem is solely a player fault, using your definitions above. If you only have three stats, Physical Mental and Spiritual, and you want to create a character who's unusually fast but not particularly tough or strong, you're largely out of luck as you're stuck either giving him a high Physical score or having to use a bunch of complicated rules exceptions to reflect it (which is just the same as having more attributes anyway).

QUOTE
Because Amtgard says: "Here are your abilites.  No arguing.", the system becomes much harder to break.  In comparison, NERO allows for all sorts of individual powergaming.  While flexibility in a system is always good to have, it always comes at the cost of increasing the possibility of abuse.  They're a tradeoff.

Which is why you should choose who you game with and grow a big enough pair of testicles to say "no" if someone is trying to abuse the system. *Any* set of rules can be abused. In the end, its up to trusting (preferably) or dictating (not so much preferred) both the players and the GM to not do so.

QUOTE
Now, none of this would be a big issue, except that the SR4 devs are apparently out to power down Shadowrun, as well as "streamline and simplify" it.  But by adding more attributes, they seem to be doing the exact opposite.

Which is wrong on both accounts. More attributes plus fewer overall points (potentially) will lower the average attribute ratings, especially those that are normally high to start with in SR3, such as Magic. And as stated before, for me at least, "streamlining and simplifying" includes removing exceptions to the rule and instead clearly defining what specific rules are there for. Splitting up one attribute (which, in the end, is the only thing happening -- Quickness is just being renamed and Reaction is turning into a "normal" attribute) that's clearly confusing and overpowered, namely Intelligence, does that very thing.
Adam
QUOTE
Like I said, compare D&D to Hackmaster. BESM to Tri-Stat. Everway to GURPS. The systems with the fewest attributes are the ones that are harder to break. (I *still* have trouble breaking Everway.)

BESM and Tri-Stat have the same number of Stats, which are far more equal to Shadowrun's Attributes than Tri-Stat/BESM's attributes are. Tri-Stat -- in the SAS and Tri-Stat dX form -- are more "breakable" than in the BESM2 form by design.
Cain
QUOTE
If you only have three stats, Physical Mental and Spiritual, and you want to create a character who's unusually fast but not particularly tough or strong, you're largely out of luck as you're stuck either giving him a high Physical score or having to use a bunch of complicated rules exceptions to reflect it (which is just the same as having more attributes anyway).

If you're referring to BESM (which has that exact "problem") it can be readily solved with the application of flaws. In particular, if you want an agile, but frail character, you give him a high body then liberally apply the "Not so Strong" and "Not so Tough" disadvantages. No complicated rules exceptions; those are generic flaws availiable to anyone.

QUOTE
*Any* set of rules can be abused. In the end, its up to trusting (preferably) or dictating (not so much preferred) both the players and the GM to not do so.

But some are more abuseable than others. That means the system itself is flawed in some way. Granted, no system is perfect; but that doesn't excuse putting out a low-quality product. As a consumer, I prefer my purchases to be of good quality.

QUOTE
Which is wrong on both accounts. More attributes plus fewer overall points (potentially) will lower the average attribute ratings, especially those that are normally high to start with in SR3, such as Magic.

Wishful thinking fallacy. In this case, the key word is "potentially". You acknowledge that this is the theory, but several of us have shown the opposite. What could happen "potentially" may not occur in reality.
QUOTE
And as stated before, for me at least, "streamlining and simplifying" includes removing exceptions to the rule and instead clearly defining what specific rules are there for. Splitting up one attribute (which, in the end, is the only thing happening -- Quickness is just being renamed and Reaction is turning into a "normal" attribute) that's clearly confusing and overpowered, namely Intelligence, does that very thing.

Oh, I agree that Intelligence is overpowered, as it stands. I'm the one who called it an uberstat, in fact. However, what I don't see [yet] is anything indicating that the uberstat issue has been fixed. Simply splitting up the attribute doesn't tell me anything; they'd need to give us more on what each sub-attribute does. And now, with Edge being a purchable attribute, the possibility of another uberstat has emerged.

As for "streamlining and simplfying", the information presented to date tells us that the core mechanic is: "Attribute + Skill. No exceptions. Except, of course, for Edge. And Reaction/Initiative. And [unless there's a Dodge skill] dodging in combat. And Resonance. And Magic." See the problem?
Ol' Scratch
QUOTE
If you're referring to BESM (which has that exact "problem") it can be readily solved with the application of flaws. In particular, if you want an agile, but frail character, you give him a high body then liberally apply the "Not so Strong" and "Not so Tough" disadvantages. No complicated rules exceptions; those are generic flaws availiable to anyone.

Which is exactly what I was talking. You're still using different attribute scores, you've just had to introduce a new mechanic and set of rules to cover for it instead of just having the extra attributes to begin with.

QUOTE
Wishful thinking fallacy. In this case, the key word is "potentially". You acknowledge that this is the theory, but several of us have shown the opposite. What could happen "potentially" may not occur in reality.

The "potentially" was in regard to whether or not there would be fewer overall points available with the SR4 character creation system. All you've shown is that a system can be abused, which is a "duh." One with more attributes or fewer attributes doesn't change that fact.

QUOTE
Oh, I agree that Intelligence is overpowered, as it stands. I'm the one who called it an uberstat, in fact. However, what I don't see [yet] is anything indicating that the uberstat issue has been fixed.

Intelligence was an "uber stat" because it covered Intelligence, Perception (now split into a new attribute), was half of Reaction (now a seperate attribute), affected multiple dice pools (now gone), and determined some skill points (no idea how they're doing it now). Considering the middle three were the primary reason it was an "uber stat," I'd say its largely fixed thus far.

But the main boon is that it gives greater control to players to accurate reflect their characters. Now you can truly have an Einstein-type (high Intelligence, low Perception), for instance, without requiring any extra rules or rules exceptions in the forms of Flaws or house rules.

QUOTE
As for "streamlining and simplfying", the information presented to date tells us that the core mechanic is: "Attribute + Skill. No exceptions. Except, of course, for Edge. And Reaction/Initiative. And [unless there's a Dodge skill] dodging in combat. And Resonance. And Magic." See the problem?

Your "no exceptions" is your own creation. I don't recall that ever being stated let alone implied. Regardless, the "-ing" suffix in both of the words you emphasized indicate that those words are in relation to the current system. It's more streamlined compared to now. It's more simplified compared to now. In no way does either mean "it's been dumbed down completely to the most rudamentary mechanic possible, with no exceptions, ever."

That's your faulty assumption.
SR4-WTF?
QUOTE (Cain)
As for "streamlining and simplfying", the information presented to date tells us that the core mechanic is: "Attribute + Skill. No exceptions. Except, of course, for Edge. And Reaction/Initiative. And [unless there's a Dodge skill] dodging in combat. And Resonance. And Magic." See the problem?

Since you are big on logic fallacies, you should also list your assumptions to avoid begging the question. I know you said based on the information so far, but that is a rather broad blanket, so:

- There is a Dodge test that takes some form similar to SR3. That assumption seems dubious, but it could be correct.

- That Magic SR4 is not treated like another attribute linked to given Skills. However given Drain has been grandfathered something more than a single Attribute+Skill is likely to happen.

- Likewise with Resonance, though that is a murkier situation because it didn't make the attribute list in the FAQ. It would be interesting if Drain mechanic was used across the board in different forms, and not just for Magic. The exception would then start to become more the norm.

- Edge is somewhat different from the other attributes in that it can be added either to any Attribute+Skill check, or most Attribute+Skill checks. In some ways any check is more uniform than not, but only most checks is not as uniform. Any check could be tricker to balance, but either than that it seems it could go either way.

- Initative is not some sort of skill linked to, for example Reaction. This seems to me a reasonable assumption since the power of an Initiative skill seems likely to lead any serious character to immediately maximise it.


Initiative is also a good example of another problem assumption. Heading for an idealized goal can get you to a better place even if you never fully reach the goal. A pure uniform system is very difficult since you are likely to encounter tradeoffs that are very costly. But steamlining need not be an all or nothing situation. Pretty sure there is an item on that fallacy list for that.
Cain
QUOTE
Which is exactly what I was talking. You're still using different attribute scores, you've just had to introduce a new mechanic and set of rules to cover for it instead of just having the extra attributes to begin with.

You missed the point. They *were* there to begin with. You're talking about adding multiple attributes and multiple rules to cover each attribute, a la old-school D&D. I'm talking about a simple system of attributes with a fixed set of edges and flaws.

QUOTE
The "potentially" was in regard to whether or not there would be fewer overall points available with the SR4 character creation system. All you've shown is that a system can be abused, which is a "duh." One with more attributes or fewer attributes doesn't change that fact.

Hellhound already demonstrated that, when adding more attributes, a character can max out more attributes given a relatively identical amount of starting points. Adding more attributes simple exacerbates the problem, as your own example demonstrates.
QUOTE
Intelligence was an "uber stat" because it covered Intelligence, Perception (now split into a new attribute), was half of Reaction (now a seperate attribute), affected multiple dice pools (now gone), and determined some skill points (no idea how they're doing it now). Considering the middle three were the primary reason it was an "uber stat," I'd say its largely fixed thus far.

We don't know that. The split is now into Intuition and Logic; we don't know for certain which will govern Perception, or if either of them will do so. Besides which, I noticed you ignored my other point: that Edge could easily replace Intelligence as an uberstat. What's the point of only trading in problems?
QUOTE
But the main boon is that it gives greater control to players to accurate reflect their characters. Now you can truly have an Einstein-type (high Intelligence, low Perception), for instance, without requiring any extra rules or rules exceptions in the forms of Flaws or house rules.

You never needed that in the first place. You could have simply played off the character as absent-minded. Besides which, Einstien was quite perceptive about a lot of things.

Your argument is that Perception should never have been linked to Intelligence in the first place. Which is fine and dandy, but that doesn't mean the attribute needs to be split, or that the system becomes less abuseable by doing so. All your point means is that there should be a non-intelligence related mechanic for Perception. You've got a good argument, but it's for the wrong subject.

QUOTE
Your "no exceptions" is your own creation. I don't recall that ever being stated let alone implied.

I'm too lazy to look up the link right now, but Rob's PR release said that instead of having multiple systems for everything, the goal was to have one mechanic, and to have all tasks refer back to that core mechanic.

QUOTE
Regardless, the "-ing" suffix in both of the words you emphasized indicate that those words are in relation to the current system. It's more streamlined compared to now. It's more simplified compared to now.

Having not seen the new rules yet, neither of us can say that. All I've said is that every indication is the exact opposite: namely, the system will be more complex than before.
QUOTE
In no way does either mean "it's been dumbed down completely to the most rudamentary mechanic possible, with no exceptions, ever."

That's your faulty assumption.

Your faulty assumption was that I said anything to that effect in the first place. Show me where I've used the words "dumbed down", will ya?
Hell Hound
QUOTE (Doctor Funkenstein)
<smacks your nose with a rolled-up newspaper>  No redefining your use of "broken" in the middle of the conversation.  Your original definition was that broken referred to characters with a few high scores and several ridiculously low ones.

I can understand getting smacked with a newspaper when I'm urinating on the loungeroom floor, but not when I'm taking part in an online discussion.

I didn't redefine my use of the word broken it was the same for both posts, a character with half or more of their attributes at absolute minimum in order to force the other attributes as close to maximum as possible. Others have called it Min/Maxing to me it's a broken character.

Cain is right, a system with fewer attributes can still produce refined characters through the use of edges and flaws. However I have personal doubts about such systems because I have found edges and flaws to be more easily abused than attributes, which is why I favour more attributes.
Shadow
Edges and flaws add wonderful flavor to the game. And as long as you limit then (as suggested in the SRC) they do not break the game. It's when you don't make your players take ones that make sense is when they get broken. Or when they don't even out. Or if they have 10 of each.


I mean really, how many uneducated, quadriplegic, gremlin toting, combat monsters are there?
Jrayjoker
Seven
Eldritch
8 - your forgot *mumblewhisperMumble* *points in that direction*
warrior_allanon
QUOTE (Shadow @ Jun 7 2005, 10:22 AM)
I mean really, how many uneducated, quadriplegic, gremlin toting, combat monsters are there?

except for the uneducated i can think of three ways to play that right off the cuff
quadraplegic, play a rigger or decker with a drone wheel chair or mage with a massive levetate spell
combat monster, easy enough for all the above
gremlins, a little hard on riggers or deckers but easy for most mages just careful with the foci
the thing is that all these require you to be fairly well educated so that i cant work in

alright so i'm a smarta$$ so sue me
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