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Hell Hound
The balance between Skills and Attributes is a concern that was being thrown about some time back. Is there any indication of a rule to correct the balance? If there isn't one it wouldn't seem to be that difficult to houserule, give skills an advantage that attributes don't get.

Some examples that jump to mind;
  • Attribute dice do not explode even with the use of edge (only Edge and Skill dice get this bonus)
  • Where threshold exceeds skill rating impose some sort of penalty (loss of dice)
  • Where threshold exceeds skill rating make the test a longshot test (edge dice only)
Crusher Bob
QUOTE (mfb)
i think SR4 is pretty much perfect for people like Nerbert--people who don't understand, or don't want to understand, what die mechanics really mean. if you're just looking for a quick and dirty vehicle to facilitate roleplay, SR4 is for you. if you want to play an enjoyable game that makes you think, it may benefit you to sample some alternatives. there's nothing particularly wrong with the first play style, except that by its very nature, proponents of it don't tend to recognize their biases (since they don't really recognize non-obvious differences in game mechanics, which is what the rest of us are hooting and hollering about).

But what if we end up playing in the same game together?

Consider the following character bio: Bob used to be a cop, after having a close bursh with death, he developed a drinking problem. Eventually drummed out of the force, he now makes ends meet as a private detective. (ie private detective archtype).

Soundsl ike a fine character, untils some simple math in character generation allows the private detective to outshoot the weapns specialist and still be an ok private detective (whoops!). Metagame rules, such as character generation, should be as balanced as possible, to reduce the 'whoops!' factor. As character generation is trivially exploitable, I worry about the balance of the rest of the rules.
mfb
i know that. you know that. they don't know that. *shrug* maybe when your half-drunk private detective consistently outshoots their combat badass, they'll start to get a glimmer of what we mean.

incidentally, that's a perfect counterpoint to a larger trend i'm seeing lately. it's fairly popular to argue that game mechanics and story are two seperate animals that coexist peacefully but never really interact. that's patently untrue, as can be seen just from that example. it's true on larger scales as well... but people don't tend to look at those scales.
Nerbert
I'm prefectly aware of the consequences of game mechanics and their relationship with gameplay. I just just take theory, no matter how mathematically sound it is, with a grain of salt when its coming from people who've never even played the game. Mfb, I know you've playtested, but I still don't really see this as a catastrophic game breaking problem. I have twinks in my group and I expect them to poke holes in everything I do. The best way to eliminate problems with character creation seem to me to be to limit the amount of BP so that they just start as low on the curve of, apparently, infinite uberness as possible.
nezumi
Silly question. I've seen a lot of bits of SR4 and like them (consolidation of rules, fewer 'broken' pieces of cyber since skillwires and artwinkulation and the like have been addressed, magic rating increased through karma expenditure, etc.) and I see some bits I really don't like (skill caps, ability/skill ROI questions).

Is anyone planning on perhaps making an 'SR4R', and suggest some simple fixes to get over the problems we're seeing? Is this possible? Will the neat parts of SR4 be implemented in SR3R?
Kagetenshi
QUOTE (nezumi)
Will the neat parts of SR4 be implemented in SR3R?

Absolutely, those that are consistent with the SR3R design philosophy and can be ported cleanly.

~J
Ellery
QUOTE (Nerbert)
I'm prefectly aware of the consequences of game mechanics and their relationship with gameplay. I just just take theory, no matter how mathematically sound it is, with a grain of salt

Why? Because math might just decide to lie every now and then, for no reason?

Or because you and the players might use the rules wrong, making the theory not apply? Or because if you and the players don't know about the theory, you might not notice if there's a problem, or why it exists? ("Jim's characters always do really well. Huh. Guess he's just lucky.")
blakkie
QUOTE (Ellery @ Aug 22 2005, 11:03 AM)
QUOTE (Nerbert)
I'm prefectly aware of the consequences of game mechanics and their relationship with gameplay. I just just take theory, no matter how mathematically sound it is, with a grain of salt

Why? Because math might just decide to lie every now and then, for no reason?

Or because you and the players might use the rules wrong, making the theory not apply? Or because if you and the players don't know about the theory, you might not notice if there's a problem, or why it exists? ("Jim's characters always do really well. Huh. Guess he's just lucky.")

So if you correctly asign the numbers to letters in my dad's first name, James, and you correctly add all those up, you should be able to use that number to determine if my first grandson will be righthanded or lefthanded?

Beware the Numerology leap.
Kagetenshi
Numerology is not math.

~J
Ellery
That wouldn't exactly be mathematically sound, now would it? Good grief.
blakkie
QUOTE (Kagetenshi @ Aug 22 2005, 11:12 AM)
Numerology is not math.

~J

Certainly not. However Numerology often uses arithmetic, a branch of mathematics, in conjunction with other 'stuff' to reach highly questionable ends....which is my point.
Kagetenshi
And the relevance of that point is?

~J
Nerbert
QUOTE (Ellery @ Aug 22 2005, 12:03 PM)
QUOTE (Nerbert)
I'm prefectly aware of the consequences of game mechanics and their relationship with gameplay. I just just take theory, no matter how mathematically sound it is, with a grain of salt

Why? Because math might just decide to lie every now and then, for no reason?

Or because you and the players might use the rules wrong, making the theory not apply? Or because if you and the players don't know about the theory, you might not notice if there's a problem, or why it exists? ("Jim's characters always do really well. Huh. Guess he's just lucky.")

You cut off the end of the quote.

"I just take theory, no matter how mathematically sound it is, with a grain of salt when its coming from people who've never even played the game."

People with strong personal biases, specific playing styles and and experiences can make assumptions about a way a game works that aren't necessarily sound.

The simple fact of the matter is that the difference between an attribute of 5 and an attribute of 6 is 25 BP. How important those BP are depends on how many you have to start with, whether you plan on being magical or mundane, what diversity of skills you want, whether you're going to need expensive equipment, whether or not you want particularly strange Qualities and how picky your GM is about the RP Kosherness of your attributes. None of those things can be measured statistically and none of them fall under the heading of house rules.

Additionally, its very true that you can throw more dice at a wider variety of tasks if you have high attributes. However I think it remains to be seen if doing such a thing is better or more viable then throwing a lot more dice into a specific selection of complementary skills.
blakkie
QUOTE (Kagetenshi @ Aug 22 2005, 11:22 AM)
And the relevance of that point is?

~J

... lost on you?
Kagetenshi
QUOTE (blakkie @ Aug 22 2005, 12:22 PM)
QUOTE (Kagetenshi @ Aug 22 2005, 11:22 AM)
And the relevance of that point is?

... lost on you?

I would have thought that I had made that sufficiently clear. Shall I repeat it until you understand that it's a request for clarification?

~J
blakkie
QUOTE (Kagetenshi)
QUOTE (blakkie @ Aug 22 2005, 12:22 PM)
QUOTE (Kagetenshi @ Aug 22 2005, 11:22 AM)
And the relevance of that point is?

... lost on you?

I would have thought that I had made that sufficiently clear. Shall I repeat it until you understand that it's a request for clarification?

~J
Steadfast
The real problem with mathematical theorems is, that it is, ah, well... uhm... theory.
Even if if something is stochasticly very sound it can (and prolly will) have dramatical erand results with some players (which do not all by definition do cheat nyahnyah.gif). Meaning you can theorize all the way you like, but in the end, the roll of the dice will decide the outcome, given the used rules.

Now, if the basic rules are at least basically sound or elegant in a mathematical sense, it shouldn't be a problem.

What I have seen here so far sounds, that the system does not apeal to some (one) of our mathematicans, is that about right?

Weeeeell, screw it, like with all sciences, even mathematicans have a right to have different opinions on any given mathematical problem, so be easy and stay dandy.

Just play and roll the dice. Probabilities are all swell and sweet, but in the end, one don't have the time to roll for a single test 1000 times the dice and divide the result by 1000, now have we (and even that would probably not come very close on all occasions as the same result, which proves: math is elegant, humans and testresults sometimes aren't).

regards
Daniel

EDIT: Gentlebeeings, order in the court ^^
Nerbert
QUOTE (Kagetenshi)
QUOTE (blakkie @ Aug 22 2005, 12:22 PM)
QUOTE (Kagetenshi @ Aug 22 2005, 11:22 AM)
And the relevance of that point is?

... lost on you?

I would have thought that I had made that sufficiently clear. Shall I repeat it until you understand that it's a request for clarification?

I think Blakkie's point is that math is infallible, but the interpretation of mathematical conclusions very frequently is not.
FrostyNSO
eh....

This may be a stupid question, but does anybody know if the amount of attribute dice you can throw into a pool is limited by the level of the skill your using?

That seems like it could be at least a quick and dirty temporary fix.
mmu1
QUOTE (FrostyNSO)
eh....

This may be a stupid question, but does anybody know if the amount of attribute dice you can throw into a pool is limited by the level of the skill your using?

That seems like it could be at least a quick and dirty temporary fix.

It just changes things so that skills and skill groups in particular overshadow attributes, instead of the other way around - it's not a fix, it's a whole new problem.
blakkie
QUOTE (mmu1 @ Aug 22 2005, 11:56 AM)
QUOTE (FrostyNSO @ Aug 22 2005, 01:43 PM)
eh....

This may be a stupid question, but does anybody know if the amount of attribute dice you can throw into a pool is limited by the level of the skill your using?

That seems like it could be at least a quick and dirty temporary fix.

It just changes things so that skills and skill groups in particular overshadow attributes, instead of the other way around - it's not a fix, it's a whole new problem.

Agreed. Perhaps a different tweak to help a bit would be 4 ->5 costs 25 BP and no 6s allowed at PC creation time? Not sure how that would work at the higher BP numbers though.

Also not sure how a 400BP PC with two maxed Attributes (Edge & prime skill Attribute) and all the 'ware to make him top tier would function overall. Or if it can actually even be done.

EDIT: Further in something like a firefight, for example, there could be other skills/attributes that come into play besides just shooting that can give that extra deciding factor. But the senario needs to be complex enough though to give a chance for other skills be able to factor into the result.
blakkie
More thoughts: Going through some trials i see that just dropping the max at creation to 5, plus an extra 4 -> 5 cost might have the effect of overly homogenizing starting Attributes towards 3ish and some (notice the attributes on the two sample PCs). Especially for 500BP characters. Might have to also lower the maximum total BP you can put into attributes to 40% or 45%. A tiny bit more bookwork for PC creation, but not horendeous.
nezumi
Seems to me like the easiest solution is to simply increase the price of attributes in general, both in chargen and with karma. Make it cost another BP or two for each level. As has been pointed out, they're simply too cheap.
hahnsoo
QUOTE (nezumi)
Seems to me like the easiest solution is to simply increase the price of attributes in general, both in chargen and with karma. Make it cost another BP or two for each level. As has been pointed out, they're simply too cheap.

With only 200 Build Points to spend on Attributes as the limit, I'm finding it very difficult to place points where I want (it doesn't help that my character is an Ork hacker/rigger). I don't think the Attributes are too cheap, if you are trying to build a viable character rather than a min-maxed monster. The one attribute that I really had to drop (not put any points in) was Edge.
nezumi
More specifically, increase the attribute costs by say 1 BP, and then give the character an extra 20 or so BPs on the number you get at chargen (whatever number is required to let most of the sample characters work).
Cain
QUOTE
Is anyone planning on perhaps making an 'SR4R', and suggest some simple fixes to get over the problems we're seeing? Is this possible? Will the neat parts of SR4 be implemented in SR3R?
Rolemodel
Initial Impressions.

Well, thanks to these forums, those of us un/fortunate enough not to have a copy of 4th edition sitting in our laps have been exposed to enough of the new game that we're able to draw those initial impressions in the first place. That experience has been wholly worthwhile, so I would like to extend my gratitude to those of you attempting to satisfy the appetites of this insatiable forum-base. Thank you all, it is sincerely appreciated.

Fourth edition will certainly be a departure from some aspects of the Flexibility-through-complexity that we've all come to know and love in it's predecessors. Many of the old tricks of the trade we've counted on to save our hoop, so to speak, may need to be refined, and applied differently in upcoming days, if they're to work at all. The genre, as well, has changed; The immersive cyberspace of Gibson's holy Neuromancer is shifting towards Dick's clever Minority Report. It appears that many of the things we counted on requiring direct neural interfacing can be accomplished without the presupposed link; The mind has not taken reality to be fused inside of the machine, but rather, the machine has been pulled out of it's box and merged into reality.

As we've seen, many of the little quirks that have been so irritating about our previous system have been addressed: The isolation of one very similar skill, from another, bridged poorly by defaulting has been addressed by the reintroduction of skill groupings. The often times irritating aspect of waiting around while the Decker strolls around isolated from the rest of the players has been addressed. We've set build points as the standard form of character creation. The overpowering wave of karma pool no longer threatens GMs with never-endingly-unfailing-PCs (Particularly Human), nor ties circumstantial difficulties into waves and waves of age-old karma pool vs. TN. Magic has been disassembled, and cleaned into a smart, concise system, straight forward in so many of the ways that our old system lacked.

And at what cost? The flexibility and cold calculation of our combat pool has been taken away, which for many sounds to be a killing blow. The clear cut boundaries between magical traditions, and their abilities. The intricacy of micromanagement, and the pleasure derived from tweaking small little mathematical bonuses from here and there inside the system. The limitless potential of an individual, instead, has been replaced by the notion that characters can be capped, human potential can be reached, and cannot exceeded without introducing an outside source. And of course, despite what is said, we all know that the Rigger will never -quite- be the same; Be it utility, be it form, be it merely aesthetics.

And of course, there is more.

But the fine line of humanity has been repainted, it would seem. The skilled, the elite; They are so much more tightly packed around their entrance to Olympus. It would seem the foothills, and mountains, and the plains have become much closer together. Does that mean that the edge gained over an opponent is hardly worth the effort? Or does that mean that the mighty, now, must fear the lowly?

The second, I believe. And, as the gaps have been closed, or narrowed, the edge, grit, and bite of some punks with Saturday Night Specials has regained the threat it once held. Calculated risk appears much less calculated, and much riskier with the addition of more frequent glitches. Danger appears to be present; Not through the repetitive stacking of TNs, but simply because all opponents must be taken with some degree of caution. Risk, then, -must- be minimized, else Darwin works his magic through their gene pool. And with the restructured economy, we'll no longer have a standard outfitted character carrying around the equivalent of a West Hills Mansion retirement inside/around their body.

I believe, it's entirely realistic to find the streets filled with the struggling. The oppressed. And the bitter. Torn between making rent. To keep them off the street for another day. Or sliding in that new piece of chrome. To keep the street off them for another day.

It appears more than a Character Sheet will decide who is elite. More than dice will decide who is elite. If anything, the player them self will define where they stand, modeled after a system that enforces the limits of humanity, the financial competition between wanna-be's and veterans, and always makes room for a few lucky punks looking to make a name for themselves.

In so many ways, we've been reintroduced to the genre we cut our teeth on. It -is- a lethal world, even the very -good- may not be -good enough-. Our comfort blanket has been pulled from under our feet, and it looks like we're once again a few steps closer to a few old friend: Danger. It is true that the instantly killing blow so prevalent in the previous edition has been removed. No longer is the all-or-nothing mentality as prevalent. Instead, we're faced with accepting that 'Yes, I am vulnerable.' And 'Yes, this vulnerability will begin to add up, if I'm not careful'.

In the end? I will mourn the passing of the previous edition. But I will enjoy the birth of the new, rising from it's ashes. I will recount what the previous instilled in us, count it as a worthwhile experience, and press on into the next. If you look hard enough, you will find faults in whatever you squint at, be it a scratch on a sculpture, a dent on a new car, or the impression of a tire iron in the back of one's head.

But I welcome in the new, and believe that a few scratches can be overlooked, after taking several steps backwards; In the end, it boils down to opinion. It is a tool for entertainment you can choose to use or ignore, completely or partially.

A tool, then, that I for one will be more than happy to use.

-RoleModel
"I haven't figured out how to say 'FUCK YOU' politely."
SL James
QUOTE (Rolemodel)
he financial competition between wanna-be's and veterans

... shouldn't exist.

However, it seems more likely to occur with this edition's stats.
Rolemodel
...And I can't say that I agree.

Not to imply that I believe that an up-and-coming should be on the -exact same payscale- as someone that's been in the business for a while, but I really believe that implying the difference should be a -drastic- amount isn't very realistic. Corporate America demonstrates this constantly, with a pyramid between their entry level positions, all the way to their high-end managerial positions.

The difference in salaries, however, is often times fractional increases between tiers; Little carrots and perks to reward employment, and encourage longevity and retainability. Also note that when there's a squeeze on the budget, it isn't the entry level that feels the heat. You'll find management working for lower wages, or being replaced by a couple "Wanna-Be's" from data-processing.

In the end, if the Veterans aren't pulling their weight ahead of the wannabe's to justify their meal ticket, they'll find it's a very short trip to the chopping block. And there's always someone eyeing the prospect of filling their boots.

Now imagine the friendly Black&Tie atmosphere of your local glass spire replaced by the gutterpunk dog-eat-dog world of the Urban Sprawl; And exactly how driven, motivated, and determined those up-and-comings will be to make a name for themselves, and get out of their own personal hell-hole.

-RoleModel
"I haven't figured out how to say 'FUCK YOU' politely."
tisoz
I'll vote, "It looks wrong, but I'll stay neutral."
mmu1
QUOTE (Rolemodel)
...And I can't say that I agree.

Not to imply that I believe that an up-and-coming should be on the -exact same payscale- as someone that's been in the business for a while, but I really believe that implying the difference should be a -drastic- amount isn't very realistic. Corporate America demonstrates this constantly, with a pyramid between their entry level positions, all the way to their high-end managerial positions.

I think a better analogy to represent the difference between a wannabe and a veteran runner would be competing race car drivers - one with 20 years' experience driving for Ferrari, another a rookie being sponsored by some new .com company, but that still falls short.

The playing field in SR between experienced prime runners and up-and coming and (mabe) talented kids is a lot less level than anything in the real world.
JongWK
QUOTE
I think a better analogy to represent the difference between a wannabe and a veteran runner would be competing race car drivers - one with 20 years' experience driving for Ferrari, another a rookie being sponsored by some new .com company, but that still falls short.


And it's so wrong in so many levels, as it brings me memory of a Sylvester Stallone movie. silly.gif
Rolemodel
QUOTE (mmu1)
I think a better analogy to represent the difference between a wannabe and a veteran runner would be competing race car drivers - one with 20 years' experience driving for Ferrari, another a rookie being sponsored by some new .com company, but that still falls short.

The playing field in SR between experienced prime runners and up-and coming and (mabe) talented kids is a lot less level than anything in the real world.

I believe our definition of 'Veteran' and 'Wanna-Be' are colliding.

However, I -do- see rookie NFL drafts outperforming their more 'experienced' counterparts. And it can be argued that some of these 'veterans' of the sport should be doing better than they are? And, yet, are still outperformed, and as a result, less desirable?

I understand that the team will factor in with the individual, but surely you can see that even so, if the more experienced players cannot compete at a level that justifies their contract, they'll find much less time on the field, and much more time on the bench?

And, naturally, they'll find plenty of anxious rookies willing to take their spot?
Kagetenshi
"Rookie" NFL drafts are anything but rookies to the sport in general. This raises a question. Where do Shadowrunners come from? Is it:

Military/black ops/corp strike teams? (much smaller difference between "new" and veteran)

Gangs/paramilitary organizations? (large difference between "new" and veteran)

Joe on the Street/Bill Wageslave on the run from the law/misc. reporter B living among the Shadowrunners for a few weeks and thinking twice about her career? (new blood is genuinely new, and will be near-infinitely below the veterans)

~J
Rolemodel
All of those afforementioned examples will include examples of where Runners can come from. Many more, I'm sure. And some, by the very nature of their experience, will be veterans from the beginning.

And it's hard for me, naturally, to see some Wage-Slaves-Turned-Fugitive as even having anything close to the skills, let alone resources, and contacts to remotely complete with a Veteran Shadowrunner for his paycheck.

Gang-Bangers that boosted a few SMG's, some body Armor, and some Kamikaze? Hired in aspects of shadowrunning low on subtlety? I find that much more believable; A more plentiful asset for a Johnson to use, eager to work for lower wages on the chance that they can elevate from the tier of Gangers, to the tier of Shadowrunners.

I believe I've heard the term 'Gangers gone Pro' more than once throughout Shadowrun.

As far as NFL Rookies - Sure, granted they've been playing their game for a good portion of their life. But they compete with the front-line-pros. They compete with each-other throughout their college career. And with the kids fresh from highschool looking to make a name.

Everybody is looking move up a slot. Everybody is willing to do what it takes to make it to the top, or they'll fall by the wayside. And, like mentioned previously, without consistently offering competitive performance, -someone else will be there, ready, willing, and waiting-.

Hence, with all of that said, I disagree financial competition between the up-and-comings and the established shouldn't exist. It is very much present in reality.

-RM
SL James
The NFL analogy is a thin one, at best. Not all positions are created equally, and so while you may have some break out linemen or receivers, quarterbacks for example are usually put on a slow track where they have to earn their place. Sure, you may see a Mike Vick, but he had one good season and hasn't been the same since his preseason injury. Most of the time, you end up with a situation like with Carson Palmer, who with a decent coaching team helped turn USC from a mediocre Pac-10 team to a co-national champion team, won the Heisman, and was the overall first draft pick ... only to be the third-string QB for the Bengals (which didn't exactly have a stellar QB roster at the time).

Likewise, the NFL also has a salary cap, has grown into a league with a wide gap between old vets and rookies with very few journeyman players, and is one of the last gasps of socialism in America thanks to its profit-sharing arrangements for 90% of revenue-generating activities.

The free market of shadowrunning doesn't have any of those constraints.
Rolemodel
Once again, the Free-Market of Shadowrunning does, however, have plenty of desperate individuals looking to slip out of the daily grind into something better than a stone's throw from a coffin motel.

Even if the NFL example is a poor example at best, you admit that it does, to some extent cover the concept being expressed here. And whether we're using Nascar, Corporate America, of the NFL, the fact remains that people are interested in upward mobility. And climbing the social ladder may involve reaching out to to skip a rung. And while many of those may reach, fail, and fall. Some of them will not. And they will replace the established if the established do not continue to compete.

If -anything- Shadowrun theme enforces this. The old boy's club is on the corporate side of the house. When you're on the streets, you sweat for your next meal.
SL James
Yeah. It does kind of work, but it's becomes very thin (like, nanometer thin) once you get into specifics.
Nikoli
QUOTE (Zen Shooter01)
There are dildos, about 18" long overall, that have handles like billy clubs. I intend to get one to keep in the car.

There is no way you can spin the story of your defeat so that you are the hero when you get beaten stupid by a giant rubber cock.

That so reminds me of a conversation held at a Sex-toy shop among myself and some other clerks.
We were labeling the toys as "For Novelty Use only" and decided to see who could devise the most novel decided upon by vote. Self defense ranked up there with novel used, as did emergency replacement handle for a rubber mallet.
Ellery
Rolemodel's eloquently phrased (if somewhat affective) analysis of SR4 comes a little too soon for me to reply in full--I don't have the book yet, and the discussion here hasn't gone into enough details for me to give a broad assessment. I think it is not coincidence that he can give a broad assessment and I cannot, but I'll get to that later. Regardless, even before seeing the full book, there are a few points I'd like to make.

Before addressing the bulk of Rolemodel's post, I'd like to point out that while he neatly characterizes some of the major concerns with SR4, he doesn't actually argue that they're not valid. One might get a different impression, given that half the post is devoted to rhetoric applauding the effects of the low skill cap. But a careful eye will observe that the flexibility of combat, the important distinguishing features of magical traditions, and so on, have been lost or diminished. Perhaps Rolemodel thinks there are some redeeming graces aside from a slight reduction in the number of values GMs and players must keep track of; perhaps not. But for people who don't understand why some are quite negative regarding SR4: why not read Rolemodel's post instead of mine and think about those points?

I would ask that you convert statements into neutral language--"tweaking small little mathematical bonuses" is a synonym for tactical considerations, perhaps, considerations that make the difference between life and death in a critical situation, considerations that mark not only the character but also the player as someone who knows what they're doing. Some of these, granted, were wholly OOC and rather silly; others were important reflections of relative levels of danger.

So, on to the bulk, from which I've extracted a single, hopefully cogent quote. Rolemodel opines that

QUOTE
It appears more than a Character Sheet will decide who is elite. More than dice will decide who is elite. If anything, the player them self will define where they stand

and with this I agree--assuming that the player has done a good job min/maxing his character at creation time. Rolemodel does not, however, quite explain why it is that the player themself will define where they stand.

The reason is that the rules have lost much of their ability to generate distinctions between the highly skilled and extremely highly skilled, and to distinguish between those with tactical genius and those who just march along with business as usual. This is now exclusively the role of the player and the GM. The player may decide they are elite--but they do so wholly at the whim and mercy of the GM, and the GM must make the decision unassisted or even hampered by rules.

Those who are fond of systems with lightweight rules may applaud this move. I do not. I do not buy 350 page rulebooks in order to have rules that vanish into nonexistence whenever the going gets tough. When I'm tired, irritated at the player, or just feeling uninspired, I want the rules to help me out, to say, "Hey, this guy knows what he's doing!" or, "This moron's going down." When I was younger I played completely free-form games of imagination with my friends. I can still do that, and I don't need a large rulebook to not help me do it.

Of course, some people feel more burdened by rules than others. So I'm willing to accept that some people would, knowing full well all the drawbacks and problems as well as the advantages and improvements, be delighted with SR4. The reduced burden, they might think, is worth the drawbacks, because the biggest drawback of all is being burdened by unenjoyably complex rules. In such a case, knowing that the burden is less is enough to allow a judgment to be made--the details don't matter so much.

However, I'm not willing to accept that the drawbacks and problems do not exist, or that the details don't matter. I'm not willing to accept that a failure of the rules to do what rules are there to do--give guidance, direction, and adjudicate outcomes--is some sort of wonderful blessing that promotes player freedom and initiative. Not unless all such failures are to be celebrated, or there are clear guidelines that can be used to distinguish those worthy of celebration from those deserving of scorn.

And despite the rhetoric about grit, and closeness of ability, and all of that, which I agree with, the bottom line is that character creation in SR4 is very manipulable. A clear understanding of the effect of statistics versus skills, and the crafty application of qualities, can yield characters of equivalent point values which outstrip their poorly-optimized bretheren considerably.

So the character sheet will decide, in SR4 as well as SR3, at least between those who care to optimize their character and those who do not.

But I don't think that we should bemoan that character sheet construction has an impact on the success of a character. Character sheets represent life choices that the character has made, in the context of the SR world. Some choices are better than others; the rules specify which. It's kind of like real life.
Sabosect
One of the things I suspect is, like the d20 system, this will encourage min/maxing and munchinizing rather than the intended job of hindering it. Hell, on this forum we've already seen someone take a sample character from the book and, with a simple alteration, produce a different character that is overall more powerful than before.

In the end, I see this as taking the same problems it was attempting to solve and only making them worse. After all, I really have no incentive to up a single gun skill three levels when a single upping of an attribute makes me stronger in multiple areas, potentially enough to make the cost in the gun area worth it.
Ellery
Sure you do. You have 200bp left that you can't spend on attributes. What are you going to do with it aside from raise your skill with that gun?
Sabosect
Grab a bunch of skills, equipment, and contacts.

Now, let's advance past chargen. You have enough karma to raise an attribute or a skill. Which do you raise?
Ellery
Attribute attribute attribute. Good grief. There's no reason to do anything else. Not til you're all capped out in your important attributes.
Sabosect
Which is how it fails to prevent min/maxing. Unless you're a magician or decker/technomancer, there really isn't any reason to spend karma on anything other than attributes for awhile.
Nerbert
Why on earth would you do that? You're spending a lot of karma for one die in a wide variety of things that your character might not even use. Why not spend the same Karma for two dice in something you're guaranteed to use right away? You can always go back and increase your attribute later for the exact same price. You havn't lost anything and you've gained a die. Not to mention that it takes a lot longer to earn enough Karma to buy attributes. The die you get with a skill is more valuable then the die you get with an attribute because you end up using it on a lot more rolls.
Ellery
Attributes only cost 50% more than skills after character creation time, according to the information that's been posted here so far.

Plus, every time you use the skill, you also use the linked attribute. You can't use a skill more than you use its linked attribute.
Sabosect
Nerbert, let's examine this.

Take a character that uses a lot of combat skills. Pretty much, they are only using one attribute. Now, you can either raise each skill individually (I include group skills as being individual for this). Or, you can wait and spend the karma on a single attribute and raise them all at the same time, as well as having extra dice for anything else tied to that attribute and a higher rating when you do learn a new skill.
Nerbert
First of all, combat regularly references Strength, Agility, Reaction and Body. Generally if you specialized in either range or melee then you're looking at only Strength or Agility and the other two. So, no, they don't only use one attribute if you want to be good at anything besides just one individual aspect of combat.

Secondly, you're potentially delaying character progression for extra game sessions by saving up your Karma for attributes. In the mean time you're making many rolls that you could be using those dice that you're just sitting on.

Finally, I believe that its cheaper to focus on two particular skills then it is to focus on a skill group. So unless that third skill is really, completely indispensible, I don't see why you would ever buy one.
Nerbert
QUOTE (Ellery)
Attributes only cost 50% more than skills after character creation time, according to the information that's been posted here so far.

Plus, every time you use the skill, you also use the linked attribute. You can't use a skill more than you use its linked attribute.

But you can't use a linked attribute without using a skill. Your claim is that an Attribute point is worth more then a skill point relative to karma cost. In effect, you're saying that you believe that the character progression rules are significantly unbalanced. A statement which I find highly doubtful.
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