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mfb
i'm going to just copy and paste a post i made on Shadowland a few days ago. it says just about everything i want to say.

QUOTE (motorfirebox)
i'm really tired.

i'm a playtester for SR4. some people knew that; now, everybody (or at least everybody who reads this page) does. don't ask me for details about the game, i'm not going to break my NDA.

i am going to say that i hate the rules. i hate the basic design philosophy—not the one the devs say they're using, but the one they're actually using. the rules "fix" a shitload of things that really didn't need fixing, and straight-out ignore an even bigger shitload of things that did need fixing. there are a few gems in there; the Matrix rules, for instance, are really neat. i like the stat split. but most of the "okay" changes—few and far between—are not necessary to make a better game. the changes are neat, but they're not better than what they "fix". they're just different.

and the game has a seriously bad base mechanic, one that makes it much harder to write rules for. with SR3's base mechanic, it's easy to decide how a given situation should be represented in terms of TN changes and changes to the number of dice. with the new mechanic, modifiers kinda blur together. i'm not going to cite specific examples, but suffice to say that you end up with some truly crazy situations.

the biggest problem, though, is that they've really dumbed the game down a lot. Patrick Goodman, if you read Dumpshock at all, disagrees with me. i like and respect Goodman, but he's got some very different ideas about the role of game mechanics in RPGs. i'm really not sure why he maintains that the mechanics are not dumbed down, because they very, very much are. there's very little thinking involved; you add up the modifiers and roll your set number of dice, every time. if something goes wrong, you can use Edge to get out of it; other than that, it's d20 with more dice and a less wacky die mechanic.

it's bad enough that i haven't posted any comments on the most recent version of the playtest rules. i'm too tired. there are improvements in the latest version—improvements that came from comments i made, or which at least match those comments. but they're band-aids on a trainwreck victim of a game.


some clarification on what i was talking about, in regards to Goodman's view of game mechanics: from what he's said, he views game mechanics as being almost wholly seperate from the "feel" of the game, the in-character part. i strongly disagree. game mechanics have a very real impact on the feel of the game. for instance, in SR, you can't build a character that can't get killed by the lowliest ganger. SR is a fairly lethal game with a fairly level playing field (or, at least, a playing field that can be levelled with by giving the underdogs better weapons). this gritty violence is an earmark of cyberpunk, and it's brought into SR by the rules. if SR used D&D-style hit points, you wouldn't get that.

so when Goodman says that the SR4 mechanics still "feel" like Shadowrun, he means something completely different than i would if i were to say that. if you limit your definition of "feels like SR" to "roll handsfull of dice against a TN and count the successes", he's absolutely correct. i have more stringent criteria.

that said? i've got very different opinions from a lot of you, about what the rules should be like. this is obvious if you look back through the SR3 threads, and see how often i held up a minority viewpoint. to be perfectly honest, i'm not who they're writing SR4 for. i like complex mechanics (as long as they're complex for a good reason), and i like player management of combat. if you like a simple game, and combat is something you want to just get through, SR4's your game. it's not mine.
Eldritch
Whoa.

and

Wow.


(Heh, not a CD2.0 Wow, an Eldritch wow smile.gif )
hermit
Looks like I'm more with Goodman than with you, mfb, concering my understanding of rules and RPG world interaction.

But many, many thanks for your comments anyway. They really help in figuring out what SR4 will be like.
Jrayjoker
Thanks very much for your perspective. I feel sad for you, having input but no power over the cahnges to the game you love.
SirBedevere
Thank you mfb for being up-front and delivering the news as you see it. Like you I think that rules are an integral part of an RPG, not just the setting.

This is very depressing frown.gif frown.gif frown.gif
fistandantilus4.0
Ouch

An informed and dissapointed second opinion. Pretty much what I've been dreading.I'm already tring to think of ways to make a bastardized combination of SR 3 and 4 rules now.

I agree that roll- hit -damage is not what I'm looking for in SR, and I'm pretty dissapointed to hear that's where it's going.Hopefull there's still some time for improvement. I have a bad feeling I'll be buying the new core book just to confirm that I don't really want it, and then spend the next years worth of rules books reverse engineering everything. fun...

Worst part is that up until now, I've been in the "wait patiently and see" camp. Think I might have to move my tent over near "dreading the fall". Hope it's not that bad.
ENHenry
QUOTE
other than that, it's d20 with more dice and a less wacky die mechanic.


It's too bad you're under an NDA, and can't explain what you mean by this, because it doesn't follow. Saying, "it's like the WOD" I could understand, but it's a pretty far cry from D&D, in that the range of success and failure is MUCH wider when you're counting successes. In d20, there's a point past which people almost can't fail; however, if number of successes are an issue, you'd have to roll so many dice you'd need an ice chest to roll them before you started talking about little to no chance of failure.
GaiasWrath8
After reading this thread I have come to two conclutions.

1. A real man can still cry.
2. I will not buy SR4, I will insted wait for my friends to buy it and then make fun of them for it.

P.S. This sucks.
Nerbert
I'm with PG on this one. I don't consider the dice mechanics to be a distinguishing feature of Shadowrun anymore then I do them to be a distinguishing feature of Axis and Allies.

Do I get to play a Troll? Can I have a cyber arm? Can I say "hoop" and "frag"? Why then I must be playing Shadowrun.
Bigity
Not really.

That may be your opinion, which is equally as valid as my opinion, which is that Shadowrun is equal parts rules, and setting.
Daegann
> SR4 is not finnished, games mecanics is pretty different from SR3 so all SR player can't be happy with the new version. However for me change I saw during playtest make me happy it was generaly things I'd like to see n SR so for me it's really good.
It's true that all isn't fixed and that we have a lot of work before the release however I'm confident in the dev team and other playtester to solve problem. because yes as I said, there are some problem but don't worry, we have many possibility. NDA exist also to not tell you bad ideas which can disgust you and that finaly isn't in the core book. Keep in mind that all you can read from playtester is a) a subjective point of biew and b) subject to changes before the release.
I can just say that I will surely prefer SR4 to SR3 but it's my point of view and assuming that some things will be fixed during the rest of the playtest ^^ So... wait and see and have your own judgement ^^

P.S. sorry for my english nyahnyah.gif
> Daegann
Lindt
Thank you for your input MFB. I respect your writing and with your help (and others by now) Im slowly going from the "wait and see" camp to the "Nope, this blows bubba the love troll" camp.

Gambitt
QUOTE (mfb)
SR is a fairly lethal game with a fairly level playing field (or, at least, a playing field that can be levelled with by giving the underdogs better weapons). this gritty violence is an earmark of cyberpunk, and it's brought into SR by the rules. if SR used D&D-style hit points, you wouldn't get that.


If this is the case, then i will not be playing SR4. I dont give a damn what rules they change, but if it fundamentally changes the way the world feels then im out.
(by the way, this is from a person whos been on the positive side of SR4 from announcement up until this thread)

P.S your english is good Daegann, i only wish my own language skills were better.
Smed
I agree with MFB. The dice mechanics are an integral part of the game. They set the Physics of the gaming world, the games lethality, and a variety of other things.


Wireknight
QUOTE (Nerbert)
Do I get to play a Troll? Can I have a cyber arm? Can I say "hoop" and "frag"? Why then I must be playing Shadowrun.

Or d20 Future.
Eyeless Blond
My opinion I guess coincides with Bigity and others: mechanics are important to a game insofar that mechanics can really change the feel of a game if they're done poorly. Take a look, for instance, at the current rules for spotting magic. The flavor text makes magic out to be subtle, that casting is really hard to notice unless you're really looking for it. The rules, however, make it only a little bit harder to notice than pointing a gun to someone's forehead and pulling the trigger.

Mechanics, IMO, are really only important if you screw them up. If the way you get something done through the game mechanics contrasts so completely with the way the game mechanics indicate that it is supposed to be done that it ruins the suspension of disbelief then you have a problem; otherwise they are pretty much fine. mfb's comments here indicate that the game mechanics, for him at least, actually impede with his enjoyment of the game. I picked up on two main objections here:

1) He says that the way modifiers are applied seem counterintuitive and arbitrary, that they "blur together."
2) He says that there is a general lack of situation-level tactics, that "there's very little thinking involved."

Of the two, it's the first that worried me the most, and is setting off big alarm bells in my head right now. The second may well just come down to a veteran's whining about the lack of tactical pool dice, something whose importance is debatable. The first, though--that the main dice mechanic is confusing at a fundamental level--is incredibly worrisome, and really needs to be brought to the powers-that-be in more detail. This is a hugely critical issue that I think would need to be dealt with before the game can be published.

I encourage mfb to really stress this one to the game developers, because if he's right and the core mechanic is confusing and counterintuitive that's going to basically make the game unplayable in a mass-market sense.
Eldritch
QUOTE (Wireknight)
QUOTE (Nerbert @ Jun 1 2005, 07:30 PM)
Do I get to play a Troll?  Can I have a cyber arm?  Can I say "hoop" and "frag"?  Why then I must be playing Shadowrun.

Or d20 Future.

Ahem - D20 Modern+Urban arcana+D20 Future+D20 Cybertechnology

Then you've got it.

Oh Yeah + Shadowrun Slang Glossary. smile.gif
nezumi
Hey Kage, do you accept paypal or credit card for SR3R? I'd like to pre-order now.
Wireknight
QUOTE (Eldritch)
Ahem - D20 Modern+Urban arcana+D20 Future+D20 Cybertechnology

Then you've got it.

Oh Yeah + Shadowrun Slang Glossary. smile.gif

Hmm, maybe d20's modability has just gotten me a bit confused. I was pretty sure d20 Modern featured magical stuff and even trolls as "monsters" (all monsters below a certain CR being essentially playable races) and that the d20 Future book's cyberpunk section just allowed those rules to be tacked onto any d20 Modern game. As far as lingo goes, you can say whatever you want in a game.

However, nitpicks aside, I don't think a d20 variant of Shadowrun would really be the same type of game, with the same type of feel, as the existing d6 variable TN# system, and likewise with the emergent d6 static TN# system. This also goes for the d6 variable versus d6 static systems. I toyed with the idea of throwing together a few d20 systems together to produce a Shadowrun-inclusive rules system, and was ultimately displeased. I eventually figured out that d20 just couldn't do Shadowrun the way I liked.

That being said, the major problem I have with SR4 is the number of logical absurdities that it introduces. I hate it when, with SR3, or any game I play, my ability to suspend disbelief is simply insufficient to justify certain aspects of the system's behavior. Good examples of this in SR3 are most Athletics-based activities (an unaugmented individual sprinting with a high Athletics score can leave current Olympic record-setters in the dust; a character tends to be capable of jumping unrealistic distances vertically, but relatively puny distances horizontally; weight-lifting/carrying and encumbrance are similarly broken). Another good example is that an average character, wearing pretty impressive ballistic protection, is still not going to shrug off a 10mm round(9M). Conversely, a 9mm round(6L) will be almost like a pinprick... but if your Body is low, your armor still won't really stop it very well.

d20's HP system has always bugged me. You just can't kill someone with one lucky shot, if they're high enough level. An L20 warrior with decent Constitution could probably be put in a guillotine and suffer less than 50% of their HP in damage. They can routinely suffer a dozen deep (i.e. full damage) stab wounds and be likewise fairly far from actually needing to worry about their low HP. A couple whacks with a greatsword? What's 15-20 HP when I've got 200 or so? No matter how tough you are, I don't think you should be tougher than a siege engine or a castle wall.

I see SR4 introducing more of these sorts of situations than it'll resolve. They're honestly relatively few and far between in SR3, though when they manifest they drive me nuts. If SR4 makes these things more prevalent, and/or does not fix the existing absurdities, I'll just snap. No one wants that. Trust me.
BitBasher
QUOTE (nezumi)
Hey Kage, do you accept paypal or credit card for SR3R? I'd like to pre-order now.

Seconded. frown.gif
Eldritch
You are right - D20 mod has some magic/psi/eetc. Urban Arcana expands on it. Future has aliens, cyber, nanotech, bio tech, star ships etc. And they have a cybertech book on the horizon that'll have expended Cyber and VRNet rules.


No, I agree; SR is as much setting as rules. You could make a Sr like game with D20, but it would'nt have the same feel as SR. Mechanics are all different. (smile.gif Duh)

hobgoblin
feel free to call me slow but i didnt know mfb was part of the playtest group...
Nerbert
I think the SR Troll was the hook that caught me on the game. The passage in the BBB written by the Troll was great, the art was great. I remember I wanted to figure out how Big a Troll really was. Turns out they can only fit through my front door sideways, and spend most of their time indoors hunched over.

You just get this great sense of playing a massive, fierce, hulking, scary, thing. Speaking of things, Troll vs The Thing... no contest.

Its true though that a lot of the themes of a game are determined by the mechanics. For example, SR has no morality mechanic whatsoever. Not even alignment. Karma can be used to reward good and bad, but it gives the Shadowrun universe a very capricious sense of what's right and wrong.

It sounds to me that they're sacrificing some of the gamist themes to expand on some of the role playing themes.
Charon
So Patrick loves SR4 and motor hates it. Gamers will be gamers. I read through the post but all I got from it is this :

QUOTE (motorfirebox)
i'm really tired.
there are a few gems in there; the Matrix rules, for instance, are really neat.



Yay!
If an admitted SR4 hater likes the Matrix rule, it makes me all giddy. biggrin.gif
Jrayjoker
He also stated that the matrix rules were neat, but not enough to make the difference.
Gambitt
Aye Jrayjoker... as mfb said there are some neat bits, and as i said before i dont care if the rules change as long as the feel for the world in terms of feeling remotely is consistant to the rules. New neat bits dont change the fact that from MFB says, if true, then SR is not SR anymore..... if a bullet cant kill, if you dont have a chance to hit someone in range, if you can walk the streets without any fear of death,.... thats not SR, thats a new game and the world background doesnt hold any water consistant with whats already been written.
Ive had a few beers and didnt explain that too well, but as mfb said.
QUOTE (mfb)
game mechanics have a very real impact on the feel of the game. for instance, in SR, you can't build a character that can't get killed by the lowliest ganger. SR is a fairly lethal game with a fairly level playing field (or, at least, a playing field that can be levelled with by giving the underdogs better weapons). this gritty violence is an earmark of cyberpunk, and it's brought into SR by the rules. if SR used D&D-style hit points, you wouldn't get that.

Its such a vaild point.... honestly nerbert, can you not even look at that and see the implications.
That wasnt an attack on you nerbert, i just wondered what your opinions were on that quote, as we have kind of seen aye to eye on a few things.. but regardless of other systems being good in their own ways(i play a fair few) , you just cant take ignore/rewrite core fundamental premises out of the rules without killing the system.
Shadow
I have been saying this from the beginning. This game is not being designed for us. They are not interested in our opinions or ideas about how Shadowrun is played or how it feels. They are after a piece of the D20 Market, and MFB's statement spells that out.

Man when I first heard about SR4 last year I was so stoked! It was gonna be great. The way SR3 was compared to SR2. But no. They got greedy and let their egos take over.

"Were a new company. Were not FASA and we need to prove it. So lets sweep everything FASA made under the rug and make a whole new system! Let's destroy everything original and great about the game to make our own system! Shadowrun is FanPro now! Yay."

This is so depresing. I kept hoping that the information I had was wrong, that it was somehow just some pre-ideas that where thrown out. But each faq confirmed what I had. Each one confirmed the utter disaster SR4 was turning out to be.

For those of you who feel that the mechanic has nothing to do with the game I think once you play this game you will see what we all mean when we say that. You think that as long as it's in the future and has trolls that it is Shadowrun.

This is just not true. There are many of us who have been playing since SR1 who have watched Shadowrun evolve, who have identified that barely perceptible thing that is Shadowrun. And now we are watching it get crushed under the weight of a new inept system.

Well all the staunch allies of FP and SR4 are always saying "it's not like you can't keep playing SR3".

Well your right, I can keep playing SR3, and I probably will. But Fanpro is never going to get another dime of my money. Ever.

Wounded Ronin
QUOTE (Nerbert)
I'm with PG on this one. I don't consider the dice mechanics to be a distinguishing feature of Shadowrun anymore then I do them to be a distinguishing feature of Axis and Allies.

Do I get to play a Troll? Can I have a cyber arm? Can I say "hoop" and "frag"? Why then I must be playing Shadowrun.

But without dice mechanics you could be playing D20 Modern where people happen to say "hoop" and "frag" in the particular campaign setting.
Edward
I should have known this would happen when the surge thread said SR was being marketed to 12 year olds, I was only thinking of appropriate content at that time but now I realise that the average 12 year old would not be able to learn the SR3 system, a significant dumping down would be necessary if that is the target audience.

Edward
Eyeless Blond
QUOTE (Wireknight)
d20's HP system has always bugged me. You just can't kill someone with one lucky shot, if they're high enough level. An L20 warrior with decent Constitution could probably be put in a guillotine and suffer less than 50% of their HP in damage. They can routinely suffer a dozen deep (i.e. full damage) stab wounds and be likewise fairly far from actually needing to worry about their low HP. A couple whacks with a greatsword? What's 15-20 HP when I've got 200 or so? No matter how tough you are, I don't think you should be tougher than a siege engine or a castle wall.

I hear that this is actually fixed rather well using the Vitality and Wounds system in Star Wars d20, but I don't have the book or the rules myself so I can't judge. Anyone out there with the books who can make a verdict?
Eldritch
D20 modern (From the SRD anyway, though I assume that the rules are the same in the Core rule book:

QUOTE
Massive Damage

Any time a character takes damage from a single hit that exceeds the character’s massive damage threshold, that damage is considered massive damage. A character’s massive damage threshold is equal to the character’s current Constitution score; it can be increased by taking the Improved Damage Threshold feat.

When a character takes massive damage that doesn’t reduce his or her hit points to 0 or lower, the character must make a Fortitude save (DC 15). If the character fails the save, the character’s hit point total is immediately reduced to –1. If the save succeeds, the character suffers no ill effect beyond the loss of hit points.

Creatures immune to critical hits are also immune to the effects of massive damage.


So yeah, it is a bit more deadly than it used to be. (Back in the olden times of HP only.



Starwars has Wounds and Vitality - Vitality is hit points and increases with each level. Wounds is = to Con IIRC and does not improve. Wounds decreaase only after vitality is gone or you take a critical.




Wounded Ronin
Yeah, but IIRC D20 Modern assigns 2d8 damage to .45 ACP, which is enough to inspire rage as you think about the implications of firearms and hitpoints.

D20 automatic fire is even slower than SR automatic fire.

D20 is weird because apparently they have standardized damage for 8mm Nambu, that shitty cartridge that no one, not even in the Japanese Imperial Army, liked, and which you hardly ever see anymore in the world ever.

Yeah, D20 is totally strange and pointless. I don't understand why people don't just play GURPS instead. GURPS is better and more realistic than d20 in every concievable way, if you want to go the route of generic role playing systems.


EDIT:

From now on, whenever anyone suggests to me a game of D20, I will retort, "8mm Nambu! LOL!"
hermit
How did you all get the idea that SR4 uses D&D-style HP instead of the old two-bar system?
Eldritch
er, I don't think we did - we were comparing deadliness of sr3 to D20.

Cain
QUOTE
I hear that this is actually fixed rather well using the Vitality and Wounds system in Star Wars d20, but I don't have the book or the rules myself so I can't judge. Anyone out there with the books who can make a verdict?

Not really. The system basically distinguishes betwen Vitality-- a kind-of dodge and scrape injury-- and Wounds, which are direct injuries. As Edlrich pointed out, Vitality goes up with levels, while Wounds are always equal to Con, and never improves unless your Con does.

The problem here is that critical hits under this system do their damage directly to wounds. So, if someone has sufficient Wound points, he can safely ignore small weapons, regardless of rather or not he's critted. In Shadowrun, that punker with a hold-out can still kill you, if he gets enough successes. But in d20, if that gun's max damage is less than your Wound points, you've got nothing to fear.
Eldritch
QUOTE (Cain)
QUOTE
I hear that this is actually fixed rather well using the Vitality and Wounds system in Star Wars d20, but I don't have the book or the rules myself so I can't judge. Anyone out there with the books who can make a verdict?

Not really. The system basically distinguishes betwen Vitality-- a kind-of dodge and scrape injury-- and Wounds, which are direct injuries. As Edlrich pointed out, Vitality goes up with levels, while Wounds are always equal to Con, and never improves unless your Con does.

The problem here is that critical hits under this system do their damage directly to wounds. So, if someone has sufficient Wound points, he can safely ignore small weapons, regardless of rather or not he's critted. In Shadowrun, that punker with a hold-out can still kill you, if he gets enough successes. But in d20, if that gun's max damage is less than your Wound points, you've got nothing to fear.

Enough successes means high enough skill. Even with the hold out, if the punker's skill is even 4 (Which I would consider high for a punker), the best he can hope for is a serious wound. If he gets all successes, and if the samurai gets none.

And the same could apply to d20, I lowly punk isn't likely to take out a 5th level character.
JongWK
FYI, there's also the True 20 system, used by Green Ronin's Blue Rose and (IIRC) Mutants & Masterminds.

If you hit someone, you don't roll for damage. Instead each weapon/attack has a damage value, which can be modified by attributes (i.e. Strength for melee weapons) or abilities (i.e. feats).

IIRC, the defender makes a Toughness check (Toughness bonus + d20) against a target number (DC - Difficulty Challenge) of 15 plus the above damage modifier.

If you succeed, nothing happens. If you fail, you get a damage level that based on how badlyyou missed the roll. A 1-5 miss might mean you get "hurt" (adding a penalty for future Toughness rolls). A huge miss might kill you in one single strike.

I haven't played Blue Rose yet, as the setting doesn't seem like my cup of tea (that might change once I get to read it in detail). On the other hand, its rules system is excellent. They are, IMHO, the best d20 rules I've seen--good enough I want to run a campaign with them.

Oh yeah, the True 20 system only uses the d20 die. No d4, d6, d8, d10 or d12. Blue Rose's magic ("Arcana") is also quite different--this is no Forgotten Realms. wink.gif
Charon
QUOTE (Cain)
In Shadowrun, that punker with a hold-out can still kill you, if he gets enough successes.

Everyone who has ever lost a PC to a punker with a holdout pistol and a skill of 3, raise your hand and form a club.
JongWK
Well, I lost a character to a punker who was defaulting with a rocket launcher. Does that count? biggrin.gif
NeoJudas
And wow the spiral of topic crawl begins.

grabs topic, pitches D20 conversation, looks at the previous material and then continues...

Okay, I have to admit I *really* want to meet MFB in August if he (she?) does make it to Gencon in Indy. I want to sooooOOOOOoooo badly shake the hand of the person who is, to my knowledge, the first playtester since SR2/3 to openly/publicly decry a game under development. If nothing else, I want to meet the guy/gal who spoke up within the PTer ranks and said "this isn't going to be good overall" (my summary of post(s) made).

As for those people who are saying that the dice mechanics don't really matter, I have a question for all of you. Serious question, nothing flackish here.

If the dice mechanics do not matter, then I wonder how many of you have ever heard while playing your own game of <insert game system here> ... "well if you're doing that, why don't you play that game"? I've heard it in the past for AD&D (first/second ed), Marvel Superheroes, Shadowrun, Earthdawn, DC Heroes, Babylon-5, Star Trek (two editions that I can recall) and all the others? If dice mechanics are not a part of the feel of a game, then why do each game system have different mechanics developed for them?

Until the advent of the D20 system/structure, each game system came about with it's own die mechanics. Sure, we all used to say or have said "I can play this using any system" but the truth is we really couldn't. We played the die mechanic that worked best overall. We tweaked it to where we needed things to work and went on about what we as a game group would call "our game" and/or "our entertainment".

I have for the most part backed into the "opinion camp" of "wait until it comes out", but I really have to admit to also saying "the system as a whole was never that broken save in one/two critical areas. Nothing was perfect, but it's dice and paper and imagination and no matter what we try that will never be the same as Real Life".

What I have seen that I admit I am very intrigued by:

Splitting of Sorcery and Conjuring (and I'm presuming Enchanting, which really always has been split) into subskills. For the most part, this intrigues me and I do want to see this.

Merging of "Simsense Technologies" on some level. An ever more pervasive "Matrix" as it were. I have always enjoyed Riggers and Deckers and have personally always found a way to integrate those character types into game(s). Simply because we've always understood that no character, no matter who it is playing it or what kind of character, can be involved in everything. Note that involved is not the same thing as capable.

What I am not at all intrigued by:

The redoing of the Attributes. Flat out, it's ultimately coming down to the movement of previous game mechanics into new areas of definition. Nothing more and Nothing less.

The loss/restructuring of Dice Pools. I have never had a problem with Tactical Pool and in fact have allowed for the expanded development of the "Tactical Pool" to include all things involved in a "run" within obvious reason. Hell in our games even Matrix Tactics, Vehicle Tactics and Astral Tactics have been hammered out and the reasons for them and how they might work are even performable. The "Combat Pool" I know I"m going to miss. I remember when the switch from second to third editions occurred which changed the frequency by which pools refreshed. Three of our group played a game with our most experienced characters in a retrieval situation from a hot combat zone. We would survived well enough before only sweating and incidental wounds. The new refresh rate nearly ended with us slaughtering ourselves. Lethality had been reborn. What I see/read that is occurring only continues to make me believe that luck is being ultimately removed from the games flexibility.

The restructing of Karma. I'm not entirely sure I grasp what is going on in the suggestions from the FAQs on the SRRPG website, but from what I have read I'm extremely annoyed. It has moved the whole concept of "Karma" into an attributive matter. Something that insofar as I can tell is immediately measurable and far more consistent than the concept of "Karma" should ever be. Karma is a flexible force that is as much a measure of reputation as it is a measure of experience and relaxation. As an attribute, unless this is really something staggeringly amazing, it is becomes a consistent thing. As a "pool" it becomes a reserve of energy upon which the individual draws upon in moments of desperation, need or desire.

I will probably still buy the first/main book. But if the changes in it reflect what I ultimately feel is going to be, then I doubt I'll be buying more. Same will probably reflect/trickle down from me to the entire game group here. I know that may not seem like a lot, but it can add up over time.

I'm like everyone else, my "gamer prayers" have not been answered by anything but "have faith". And to be blunt, this is not a time of sincere faith in development.
Wounded Ronin
QUOTE (JongWK)
FYI, there's also the True 20 system, used by Green Ronin's Blue Rose and (IIRC) Mutants & Masterminds.

If you hit someone, you don't roll for damage. Instead each weapon/attack has a damage value, which can be modified by attributes (i.e. Strength for melee weapons) or abilities (i.e. feats).

IIRC, the defender makes a Toughness check (Toughness bonus + d20) against a target number (DC - Difficulty Challenge) of 15 plus the above damage modifier.

If you succeed, nothing happens. If you fail, you get a damage level that based on how badlyyou missed the roll. A 1-5 miss might mean you get "hurt" (adding a penalty for future Toughness rolls). A huge miss might kill you in one single strike.

I haven't played Blue Rose yet, as the setting doesn't seem like my cup of tea (that might change once I get to read it in detail). On the other hand, its rules system is excellent. They are, IMHO, the best d20 rules I've seen--good enough I want to run a campaign with them.

Oh yeah, the True 20 system only uses the d20 die. No d4, d6, d8, d10 or d12. Blue Rose's magic ("Arcana") is also quite different--this is no Forgotten Realms. wink.gif

I heard that Blue Rose was an attempt to capture a big female market share by de-emphasizing 12 year old boy D20 3rd ed combat rules and emphasizing storyline and character related crap more.
Eyeless Blond
QUOTE (Wounded Ronin)
I heard that Blue Rose was an attempt to capture a big female market share by de-emphasizing 12 year old boy D20 3rd ed combat rules and emphasizing storyline and character related crap more.

So, sorta the opposite of where SR4 seems to be headed? biggrin.gif
Wireknight
QUOTE (NeoJudas)
Splitting of Sorcery and Conjuring (and I'm presuming Enchanting, which really always has been split) into subskills. For the most part, this intrigues me and I do want to see this.

I am not at all a fan of this idea. Already, magicians are going to have a new place that they will need to spend karma in order to advance; i.e. raising Magic attribute. I likewise don't think that the way in which it was delineated is so good. I never understood why the push, as SR3 advanced and now SR4 appears, was toward nerfing ritual magic. You need more magicians than you did before (before, you could do ritual magic alone if you were so inclined), things you could do automatically in SR2 require a specific metamagic to do in SR3. Now, you'll need a full new skill to do it at all. If the difference between ritual and standard sorcery/conjuring is merely time and complexity (as I've always viewed it), why are they now going to be entirely different skills?

QUOTE
Merging of "Simsense Technologies" on some level.  An ever more pervasive "Matrix" as it were.  I have always enjoyed Riggers and Deckers and have personally always found a way to integrate those character types into game(s).  Simply because we've always understood that no character, no matter who it is playing it or what kind of character, can be involved in everything.  Note that involved is not the same thing as capable.


I like this idea. I figure that it'd be interesting to have an augmented reality that overlays wired portions of the physical world, a sort of techno-astral plane.

QUOTE
The redoing of the Attributes.  Flat out, it's ultimately coming down to the movement of previous game mechanics into new areas of definition.  Nothing more and Nothing less.


I don't mind this. The logic/intuition split was very handy, since having the same attribute cover that many things was a bit frustrating in prior editions. The agility/reaction split has less possibilities for good results, but it's necessary to keep the number of physical and mental attributes balanced. Otherwise you have problems with certain things, like astral attribute mapping.

QUOTE
The loss/restructuring of Dice Pools.  I have never had a problem with Tactical Pool and in fact have allowed for the expanded development of the "Tactical Pool" to include all things involved in a "run" within obvious reason.  Hell in our games even Matrix Tactics, Vehicle Tactics and Astral Tactics have been hammered out and the reasons for them and how they might work are even performable.  The "Combat Pool" I know I"m going to miss.  I remember when the switch from second to third editions occurred which changed the frequency by which pools refreshed.  Three of our group played a game with our most experienced characters in a retrieval situation from a hot combat zone.  We would survived well enough before only sweating and incidental wounds.  The new refresh rate nearly ended with us slaughtering ourselves.  Lethality had been reborn.  What I see/read that is occurring only continues to make me believe that luck is being ultimately removed from the games flexibility.


Actually, the problem I have with this is at least, in terms of how I perceive it, the opposite of you. I liked the idea that luck was not the only factor that determined the outcome of your actions, and that you could very specifically control just how far you were able to push the boundaries of probability into your favor (or out of someone else's favor) through mechanics that permitted tactical decision-making on a very specific scale.

QUOTE
The restructing of Karma.  I'm not entirely sure I grasp what is going on in the suggestions from the FAQs on the SRRPG website, but from what I have read I'm extremely annoyed.  It has moved the whole concept of "Karma" into an attributive matter.  Something that insofar as I can tell is immediately measurable and far more consistent than the concept of "Karma" should ever be.  Karma is a flexible force that is as much a measure of reputation as it is a measure of experience and relaxation.  As an attribute, unless this is really something staggeringly amazing, it is becomes a consistent thing.  As a "pool" it becomes a reserve of energy upon which the individual draws upon in moments of desperation, need or desire.


I never liked the idea that the mechanic in question was called "karma pool" when it behaved nothing like other dicepools. I don't think that, so long as Edge does the same thing as karma pool, it will be a bad change.
Eyeless Blond
QUOTE (Wireknight @ Jun 1 2005, 04:15 PM)
I never understood why the push, as SR3 advanced and now SR4 appears, was toward nerfing ritual magic.  You need more magicians than you did before (before, you could do ritual magic alone if you were so inclined), things you could do automatically in SR2 require a specific metamagic to do in SR3.  Now, you'll need a full new skill to do it at all.  If the difference between ritual and standard sorcery/conjuring is merely time and complexity (as I've always viewed it), why are they now going to be entirely different skills?

Actually you still can do ritual magic by yourself. The only thing you can't do by yourself is ritual tracking, because you need one person to make the link (leader) and another to follow it (spotter). Anything that doesn't require a spotter can be done with only one person, if you're so inclined. Of course it's a bitch to do by yourself, as you have a very small Ritual Pool to allocate to all four tests, but it's possible.

One possible consequence of having all these extra things for mages to spend karma on is that awakening by itself will probably cost less, or maybe nothing at all. You pay for Magic attribute, for magical skills, for spells, etc, but don't have to pay an exhorbient amount just to flip the awakened/not-awakened switch; I kinda like that.
Wireknight
It really breaks the "magic is rare(er than being mundane)" concept of Shadowrun, if being Awakened is so cheap as to make it ubiquitous. Anyone who didn't plan on cybering their character within an inch of their soul would be wise to pick up magical ability, if not actual talent and skill, just to have another trick up their sleeve and another area to occasionally advance in.
Cain
QUOTE
Enough successes means high enough skill. Even with the hold out, if the punker's skill is even 4 (Which I would consider high for a punker), the best he can hope for is a serious wound. If he gets all successes, and if the samurai gets none.

You're forgetting combat pool. 4 dice into the roll makes for a maximum of 8 successes, more than enough to push the damage into deadly. If the sam is caught by surprise, he can only hope to have a high enough body.
QUOTE
Everyone who has ever lost a PC to a punker with a holdout pistol and a skill of 3, raise your hand and form a club.

I almost killed a PC with his own hold-out. He had given it to a civilian he was protecting; he told her to shoot anyone who came through the door, then proceeded to close it and defend it against all attackers. After a bloody firefight, he fought off all of them, then carelessly opened the door without knocking. He ended up taking a Moderate on top of his other damage. She only had a skill of 2, to boot.

QUOTE
Splitting of Sorcery and Conjuring (and I'm presuming Enchanting, which really always has been split) into subskills. For the most part, this intrigues me and I do want to see this.

I agree. It's kinda like the old Firearms skill; Sorcery and Conjuring just covered too much territory. Especially sorcery, which covers spellcasting, spell defense, dispelling, and astral combat, among it's many functions. A split of sorcery is a good idea.
QUOTE
Merging of "Simsense Technologies" on some level. An ever more pervasive "Matrix" as it were.

I agree here as well. An overhaul of the rigging/decking rules is long overdue, as is a better merger of the rules to fit with physical actions.
QUOTE
The redoing of the Attributes. Flat out, it's ultimately coming down to the movement of previous game mechanics into new areas of definition. Nothing more and Nothing less.

Oh, it's worse than that. Supposedly, the issue is that Quickness and Intelligence are uberstats. Which is a valid concern, except that adding more attributes *never* simplifies a system, and creating new attributes doesn't guarantee that there won't still be uberstats. If their goal is to simplify and balance the system, splitting the attributes isn't likely to work.


fistandantilus4.0
QUOTE (Daegann)
It's true that all isn't fixed and that we have a lot of work before the release however I'm confident in the dev team and other playtester to solve problem. because yes as I said, there are some problem but don't worry, we have many possibility.

I haven't read past this point on this thread since I first posted on it, but this is what I needed to hear. That they're still working on it, and nothing is at the printers yet. That makes me feel better, so thanks for your two nuyen.gif Daegann.
Wounded Ronin
QUOTE (Eyeless Blond)
QUOTE (Wounded Ronin @ Jun 1 2005, 03:45 PM)
I heard that Blue Rose was an attempt to capture a big female market share by de-emphasizing 12 year old boy D20 3rd ed combat rules and emphasizing storyline and character related crap more.

So, sorta the opposite of where SR4 seems to be headed? biggrin.gif

Hah, yes.
Nikoli
For the record, D20 modern cyber rules (haven't picked up the cyber sourcebook) suck worse than the worst portions of SR cyber, any edition.

BTW, I love d20 modern, for what it is, a versatile game system. Con is probably the single most important stat int he game, as with an average Con (9 to 11) you can be killed with just about every weapon in the game. Punker uses an action point, adds extra damage, + max damage (luck here) and not even with a critical hit can whack your lvl 20 if you fail the save (it can happen). That said, I don't want my SR to become D20 modern/future. that's what SR is for me and fills that niche, I save D20 rules for everything outside of cyberpunk (as my group basically only knows the D20 rules and a few portions of SR)
mfb
okay. a couple things i posted seem to have been unclear.

SR4 is still a lethal game. lethality was merely an example i was using to illustrate the point that mechanics impact the feel of a setting.

i compared SR4 to d20 rather than WoD because, as in d20, i feel restricted by the die rolls. in WoD, you can split your pools to accomplish things, or dump all your pool on a single important action--similar in philosophy (if not execution) to SR3's pool system. in SR4, i feel that control has been lost. like i said, if all you're looking at is the fact that you roll handsfull of dice and count successes? yeah, it's SR; yeah, WoD might be a more apt comparison. i'm looking at the overall direction of the game, though, and that overall direction feels like what-you-see-is-what-you-roll, in regards to your charsheet.

does that mean you might as well just play d20 Future? tempting as it is to take the easy dig and say "yes", i'm going to refrain. SR4 offers a deeper game than d20. it offers a touch more realism, and it's certainly less hack-and-slash--d20 doesn't offer much in the way of realism, when it comes to disparity between character levels; a level 15 character is going to kill a level 1 character every time. one problem i see with SR4, honestly, is that it tries too hard to keep the playing field level, giving characters very little room for growth. so, no, SR4 != d20 Future with elves. but it's certainly a step in that direction--several steps, all told.

oh, also. not going to GC this year. low funds and the loss of a big reason for going. maybe next year.
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