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Sabosect
Okay, three items:

1) IIRC, from the posts on here pretty much all combat requires Agility to hit. Strength is pretty much left for damage.

2) The cost table:

QUOTE
Q. How do I raise a skill or attribute?

New Active Skill (Rating 1) - 4 Karma
New Active Skill Group (Rating 1) - 10 Karma
New Knowledge/Language Skill (Rating 1) - 2 Karma
New Specialization (tack on a +2 for the Specialization, only ONE specialization is allowed for any skill, and new specializations "overwrite" the old ones, but only at GM's discretion) - 2 Karma
(Special Note: Raising a Skill above 6 costs double the usual amount of Karma, and can only be done if you have Aptitude in that skill)
Improving an Active Skill by 1 - (New Rating) x 2 Karma
Improving an Active Skill Group by 1 - (New Rating) x 5 Karma
Improving an Attribute by 1 - (New Rating) x 3 Karma
Improving a Knowledge/Language skill by 1 - (New Rating) Karma
New Positive Quality (the old "Edge") - BP Cost x 2 Karma
Removing a Negative Quality ("Flaws") - BP Bonus x 2 Karma
New Spell - 5 Karma
New Complex Form (Rating 1) - 2 Karma
Improving a Complex Form by 1 - (New Rating)


So, yeah, 18 karma to turn that 5 into a 6 is really fragging expensive. My, my, it seems you'll never get that much in any reasonable time.

Edit:

3) It is more expensive, but worth it. You get 5 karma multiplied by the level for 3+ skills instead of 6 karma times the level for three individual skills.
blakkie
Always go for the Attribute is an ok generalization, but a good case can be made for:

- that skill pool key to shortterm survival can be raised much quicker via the skill
- Specialization is a very cheap dice pool boost if a pinpointed increase does the job
- spells for casters are pretty karma cheap if they fill an obvious hole in your list
- mages in general can recieve quick and comparible benifits from foci, for only one more karma than a 4 -> 5 Magic increase (and less than a 5 -> 6 increase) a mage can bond a Power Focus (2), assuming they have the 50K cash (every pool that includes Magic gets +2 dice instead of +1, downside is that it doesn't extend your Force range)
- depending on the GM's judgement regarding Defaulting, starting up a Skill or Skill Group can be very important if you are not allowed to Default it
- even if you are allowed to Default, by spending the 10 karma to start a skill group you get an effective 2 die increase for those 3 to 5 skills for only 1 karma more than the one die increase of a 2 -> 3 attribute increase, although this depends heavily on the usefulness to you of the Skill Group/Skill vs. and other the linked skills and/or other uses of the attribute
- Adepts need a decent amount in a Skill if they intend enhance that pool with powers
- the 5 -> 6 rise is more expensive, and even more for 6 -> 7, so as you near the top of the attribute range the weighting will tend make other previously borderline choices into the best choice
Sabosect
Aye, true. However, pretty much, we're also seeing how the min/maxing works. With min/maxing, it'll be the attribute that gets raised. Too much a case of looking at the long term.
Nerbert
QUOTE (Sabosect)
Okay, three items:

1) IIRC, from the posts on here pretty much all combat requires Agility to hit. Strength is pretty much left for damage.

2) The cost table:
[...]
So, yeah, 18 karma to turn that 5 into a 6 is really fragging expensive. My, my, it seems you'll never get that much in any reasonable time.

Edit:

3) It is more expensive, but worth it. You get 5 karma multiplied by the level for 3+ skills instead of 6 karma times the level for three individual skills.

1) You're right, I'm sorry. So instead of relying on one as you originally suggested, you're relying on at least two, and lmost certainly more if you don't want to go down at the first hit. Thanks for helping me out.

2)that 18 Karma can bump a skill 3 to a 5, and you only have to wait about half as long to get started.

3)Its only worth it if you're sure you're going to be using that third skill. If it were Basket Weaving, would it still be worth it? My Ares Alpha Pistol specialist is throwing at least 4 or 5 more dice then your generalist is for the same cost. Its a good thing you pumped your Body up to soak that damage or are you still sitting on 17 Karma that you can't spend yet?
Nerbert
QUOTE (Sabosect)
Aye, true. However, pretty much, we're also seeing how the min/maxing works. With min/maxing, it'll be the attribute that gets raised. Too much a case of looking at the long term.

I see min/maxing as a problem with character creation, and I've found that the best way to minimize that is to give players as few build resources as possible. Obviously this can't be done for high powered games, but that tends to be a problem with absolutely any character creation system.

After char gen. min/maxing ceases to be an issue because spending Karma to advance your character is never, ever a waste.
blakkie
QUOTE (Sabosect @ Aug 23 2005, 01:50 AM)
Aye, true. However, pretty much, we're also seeing how the min/maxing works. With min/maxing, it'll be the attribute that gets raised. Too much a case of looking at the long term.

Huh? I just gave examples of optimal choices that don't involve increasing attributes. I'm not worried about those kinds of so-called min-maxers you are talking about. They end up being self regulating.

Why exactly would you care if someone was making sub-optimal strategic choices? Making bad shortterm choices chasing what they think are good longterm choices. First they have to survive to get to the longterm. Some time after that, if they manage to live and the game runs that long, they end up in a similar place anyway. *shrug*
Sabosect
QUOTE (Nerbert @ Aug 23 2005, 02:52 AM)
QUOTE (Sabosect @ Aug 23 2005, 02:37 AM)
Okay, three items:

1) IIRC, from the posts on here pretty much all combat requires Agility to hit. Strength is pretty much left for damage.

2) The cost table:
[...]
So, yeah, 18 karma to turn that 5 into a 6 is really fragging expensive. My, my, it seems you'll never get that much in any reasonable time.

Edit:

3) It is more expensive, but worth it. You get 5 karma multiplied by the level for 3+ skills instead of 6 karma times the level for three individual skills.

1) You're right, I'm sorry. So instead of relying on one as you originally suggested, you're relying on at least two, and lmost certainly more if you don't want to go down at the first hit. Thanks for helping me out.

2)that 18 Karma can bump a skill 3 to a 5, and you only have to wait about half as long to get started.

3)Its only worth it if you're sure you're going to be using that third skill. If it were Basket Weaving, would it still be worth it? My Ares Alpha Pistol specialist is throwing at least 4 or 5 more dice then your generalist is for the same cost. Its a good thing you pumped your Body up to soak that damage or are you still sitting on 17 Karma that you can't spend yet?

1) Only two for melee weapons. For ranged, Strength doesn't factor at all. Miscommunication on my part.

2) True. And, yet, that doesn't help when you're forced to move away from the skill you just upgraded to one using the same stat that wasn't. In SR3, we'd just shrug and move on. Nothing to be done about it. In this case, I can point out you could have improved the attribute instead and benefitted both skills.

3) Aye, he is. And he's also taking a penalty. The Alpha is an assault rifle, known in particular in the SR world for it's 42-round clip and 8 round minigrenade launcher. So, while he's taking a penalty for defaulting and even more penalties for bullets shot (assuming he's even allowed to default), I'm waiting for him to run out of ammo. Due to the combination of penalties, I expect likely that he'll run out quite quickly.

Want to know the Alpha? Go take a look at the preview art. It's the assault rifle held by the ork.

QUOTE
I see min/maxing as a problem with character creation, and I've found that the best way to minimize that is to give players as few build resources as possible. Obviously this can't be done for high powered games, but that tends to be a problem with absolutely any character creation system.

After char gen. min/maxing ceases to be an issue because spending Karma to advance your character is never, ever a waste.


Unfortunately, min/maxing isn't just a chargen problem. In fact, talk to any experienced DnD player to find out how far and how long it can last. In this particular case, it is simply spending karma to advance yourself in a way that gives you the most benefit for the least cost. Nothing quite screams "most benefit" like maxing that which provides a die for every skill linked to it.

QUOTE
Huh? I just gave examples of optimal choices that don't involve increasing attributes. I'm not worried about those kinds of so-called min-maxers you are talking about. They end up being self regulating.


Well, I'll concede on that one for the moment. It's late in my area and I need sleep.

QUOTE
Why exactly would you care if someone was making sub-optimal strategic choices? Making bad shortterm choices chasing what they think are good longterm choices. First they have to survive to get to the longterm. Some time after that, if they manage to live and the game runs that long, they end up in a similar place anyway. *shrug*


It wouldn't matter so much if the ones most guilty of it did not also whine when they lost their character. Most GMs are quite capable of weeding them out, but after awhile the GMs start to turn on the system in hopes of getting one that provides less work on their end for regulating these people in the first place.

In the end, it amounts to those of us complaining about it not liking the work we have to put in to deal with the effects of it.
blakkie
QUOTE (Sabosect @ Aug 23 2005, 02:20 AM)
QUOTE
Huh? I just gave examples of optimal choices that don't involve increasing attributes. I'm not worried about those kinds of so-called min-maxers you are talking about. They end up being self regulating.


Well, I'll concede on that one for the moment. It's late in my area and I need sleep.

... and i'm right. wink.gif Time for me to go too. Later....but first....

QUOTE
QUOTE
Why exactly would you care if someone was making sub-optimal strategic choices? Making bad shortterm choices chasing what they think are good longterm choices. First they have to survive to get to the longterm. Some time after that, if they manage to live and the game runs that long, they end up in a similar place anyway. *shrug*


It wouldn't matter so much if the ones most guilty of it did not also whine when they lost their character.


Practice doing this: rotfl.gif newbie.gif rotfl.gif Just laugh at them and their silly ways. Then charge them $5 for each new blank character sheet. cyber.gif

QUOTE
Most GMs are quite capable of weeding them out, but after awhile the GMs start to turn on the system in hopes of getting one that provides less work on their end for regulating these people in the first place.

In the end, it amounts to those of us complaining about it not liking the work we have to put in to deal with the effects of it.


Work? They are self regulating. The system weeds them out for you. If they keep dieing make sure you don't spend more than 5 minutes for each new PC. Just do a quick rule violations check to feret out any creative accounting. Don't hinge plot on their PCs either since they might not be there next session.

If they are particularly bad don't even bother trying to learn their PCs' names. Some players will actually help you out by recycling the same name over and over, or have characters that are so similar you can pick out a nickname and apply it to all of them. smile.gif
Sabosect
QUOTE (blakkie)
Practice doing this: rotfl.gif newbie.gif rotfl.gif Just laugh at them and their silly ways. Then charge them $5 for each new blank character sheet. cyber.gif

QUOTE
Most GMs are quite capable of weeding them out, but after awhile the GMs start to turn on the system in hopes of getting one that provides less work on their end for regulating these people in the first place.

In the end, it amounts to those of us complaining about it not liking the work we have to put in to deal with the effects of it.


Work? They are self regulating. The system weeds them out for you. If they keep dieing make sure you don't spend more than 5 minutes for each new PC. Just do a quick rule violations check to feret out any creative accounting. Don't hinge plot on their PCs either since they might not be there next session.

If they are particularly bad don't even bother trying to learn their PCs' names. Some players will actually help you out by recycling the same name over and over, or have characters that are so similar you can just assign your own nickname and apply it to all of them. smile.gif

You're talking to someone who loses one to two good, non min/maxed characters a session. Trust me, I'm not the one you need to give that advice to. Hell, we have a character deathpool. The person who wins gets extra karma. Sadly, we had to make a few rules about it due to greedy people geeking teammates...

My concern isn't over my players. It's over others. I know I shouldn't worry about other groups, but I've already seen one game get reduced in quality because of a combination of min/maxers and those running the games complaining about them. And, to be honest, I don't want SR to be next. In fact, I don't want SR to even be on the list.
blakkie
QUOTE
...Sadly, we had to make a few rules about it due to greedy people geeking teammates...


Now that sounds like a fun group of cutthroats to play with. Seriously. notworthy.gif

QUOTE
My concern isn't over my players. It's over others. I know I shouldn't worry about other groups, but I've already seen one game get reduced in quality because of a combination of min/maxers and those running the games complaining about them. And, to be honest, I don't want SR to be next. In fact, I don't want SR to even be on the list. 


Trying to remove "min/max" is fighting elemental forces of nature, pissing into the wind as it were. You can try to lessen it, but in the end if the system has variable values and the players have some sort of control over how their PC is created and progresses, then the players to varying degrees will focus on trying to pervert and exploit the game system. Or at least find the sweet spot. Crude min/maxing is one simple way of trying to do this.

You can try to remove the ability for them to succeed using the technique. But even if they fail they are likely to continue to attempt. *shrug* To stop it you'd have to build a system where PC design and advancement was so predictated that you'd have a lot of trouble finding people to play it.

I see the key word you used as "combination". The problem isn't one style or the other. The crux of the problem is people having chosen to view the other style as unacceptably incompatible with their own. :/
Rolemodel
QUOTE
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.


An excellent point, and a very accurate one; Shadowrun 3rd edition, for all it's merit, did not -just- create tactical considerations for the player and the character to consider. But often times, would pit the two against each other based upon the projected mathematics behind any given consideration. In one situation, based upon the TN stack, a player would find their character acting one way, only to completely abandon that In-Character approach, as the mathematics swayed towards a more favorable projected probability.

A concept no doubt beaten to death, but revisted briefly here, if only to reinforce the point.

Observe as my character fires a weapon, with no modification but poor lighting, and the impact on my projected successes is dramatically noticed. Projected success-count of half is turned into, at the very least, a projected success-count of one third. When that same character finds the modifier to be based in marginal cover, rather than lighting, likewise a very noticable swing in probability can be experienced. That said, the character may choose to aim to overcome those penalties, properly assuming that the simple act of steadying one's aim, will increase the chance of success. Should the character encounter -both- cover, -and- lighting, however, we all know as part time mathematicians that the curve of success favors the additional shots, and thus additional dice, over the time spent to aim; Because as the base TN increases, the impact of a lesser increase, or decrease, is not felt nearly as heavily.

Is it accurate to assume that aiming will produce a more successful shot? Absolutely. And will there be circumstance that dictactes 'spraying and praying' as a more reasonable approach? Naturally. Does the third edition of Shadowrun, effectively model this? Yes it does, in many cases, of course. But as a downfall, does it stress the experience of the player, and whims of the TN, over the capabilities of the character? Yes, it certainly can.

A smartlink at close range is effectively like putting the barrel of your weapon straight to your target's temple, a -dramatic- increase. Whereas, a smartlink used against a target in a rainstorm, behind cover will fare only the slightest hint better than a peer without one. This demonstrates not -just- tactical consideration, but an entirely new mechanic into how the In-Character reality will unfold, based, in many cases, solely on the curve of probability presented by the system.

In some games this will become an issue, as I've noticed from personal experience. In some games, it will not. To some, this enhances the experience. And, to others, likewise, it will detract.

Instead, we have been presented with a much more linear curve. Your smartlink will always give you +2 dice to roll, or effectively 1/3 of a success. Your target behind marginal cover will always inflict -2 dice to roll, effectively removing 1/3 of a success. Mechanically, then, the scenario will unfold in a manner with much less stress placed upon Many-Dice-Vs.-High-TNs, and more often around controlling a more even, and constant grade of presented difficulty.

Will aspects like Combat Pool be missed from our new system? Yes. I believe I can speak authoritatively when I say that Combat Pool was a very cutting edge concept that gave incredible flexibility to the actions of the players. Will the new system survive without it? Once again, yes it will.

QUOTE
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.


As far as characters, then. Given the previous explanation was lacking, let me elaborate, and counterpoint:

We have taken one step further away from a system that resembles, and favors, character 'levels'.

We have made 'Karma Pool' effectively available to anyone, at the expense of focus in other areas, and we have forced players to do more than rely on my Pistols:X, vs. their Pistols:Y. To borrow analogy; There are no more Level(20) Samurai running amuck on the grid, with a BaB effectively outclassing opponents merely by time spent in game, and a Karma Pool to ensure they're always successful.

Players will prove their worth, less on the roll of the die, and more on a level headed approach into a situation based upon the resources at their disposal, and an understanding of the danger. Why? Yes, because the gaps in skill levels are brought closer together. And more time, as a direct result, will be required in the planning and preparation phase of any given encounter, rather than the 'Oh-shit-let-me-roll-for-my-Ruger-thunderbolt' phase. To imply the players are wholly at the whim and mercy of the GM is a niave, broad generalization. And to imply that players shouldn't be dependant on their GM, in some degree, is likewise untrue.

Given that I do immensely enjoy SRIII, it's hard for me to understand it's rule-system as a burden, but it is not hard for me to understand it's shortcomings - Particularly since I have, or have witnessed them, exploited many times. Likewise, it is difficult for me to understand this new version's rule system compared to an entirely free-form style of game, when it so obviously contains so much, at the expense of so little.

That is, unfortunately, all I can comment on at this moment, as I'll be returning to work shortly. However, I will note that you bring up valid points when you say there will be problems with SR4, and it will fail, in some degree, in some situations. Such is the nature of an imperfect world. It is not a fact to be celebrated, but it is hardly a matter that should come as a surprise.

Overall. Generalized. In a broad sense. And strictly based on my opinion, presented by the facts. I believe this new edition will be an improvement. And, if nothing else, it will be something new to shake things up.

-RM
Ellery
It's completely possible to use edge in a SR3 context. This is a modest change, and an improvement in many ways; but I'm not going to sing SR4's praises because they introduced modest improvements to SR3 that they could have introduced into SR3.

But I think it's SR4 that will suffer from excessive dependence on "the 'Oh-shit-let-me-roll-for-my-Ruger-thunderbolt' phase". If I'm rolling 18+ dice for my thunderbolt, I basically don't have to worry about penalties, or any but the most astounding dodgers. Adepts can roll 18+ dice out of the box. Furthermore, because of the SR4 penalty system, this means that they don't have to worry about most penalties.

So if you construct the right character, you basically don't have to worry about a lot of tactical considerations (although you might want to carry around a bunch of smoke grenades to turn all firearms tests into longshot tests for everyone else while you still have 12 dice to throw). Even if you don't get 18+ dice, and you're in the middle of a bunch of people who are crowded around the gates to Olympus, there won't be much you can do, so if you can't sensibly avoid confrontation, you're left with little recourse but to pray that the dice and the GM like you today.

In SR3, tactics that changed the TN often made up for sizable differences in number of dice rolled. In SR4 that's not as true except in the narrow range of "average" skills from about 6 to about 9. A few bonuses or penalties of a couple of dice can make a big difference there. The core mechanic works pretty well in that range.

I don't see how it is that
QUOTE
Players will prove their worth, less on the roll of the die, and more on a level headed approach into a situation based upon the resources at their disposal, and an understanding of the danger.
because this sounds tactical to me. And the reason you had to pay attention to resources at your disposal and an understanding of the danger in SR3 is because you couldn't just take your high skill and walk all over everyone without crafting confrontations so that they were not unfavorable. TNs would kill you if you just relied on skill, at least if the GM paid attention to such things--and if they didn't pay attention before, why would they suddenly pay attention now that the dice don't stress tactics? Granted, in SR3 you could temporarily get around high TNs through liberal application of karma pool--but if that was a bad thing, SR3's mechanic could just have been converted to edge.

I have an alternate thesis regarding SR4 vs. SR3. SR4 is a better game for people who don't much care about rules, good or bad. SR4 is a better game for novices and amateurs. It doesn't require as much knowledge of the game to be good at SR4 (even to min/max your character), and that leaves people to focus on setting and scenes. If you don't care too much about whether the difficulty of a task as described can be mapped well to its difficulty when rolling dice, or you're happy to stay within the street level sweet spot of the rules, it might be pretty nice.
SL James
QUOTE (Ellery @ Aug 23 2005, 11:20 AM)
But I think it's SR4 that will suffer from excessive dependence on "the 'Oh-shit-let-me-roll-for-my-Ruger-thunderbolt' phase".  If I'm rolling 18+ dice for my thunderbolt, I basically don't have to worry about penalties, or any but the most astounding dodgers.  Adepts can roll 18+ dice out of the box.  Furthermore, because of the SR4 penalty system, this means that they don't have to worry about most penalties.

Actually, It took me about five minutes to realize I can make an adept who rolls 24 dice (min. 23, max would be 27-28) every time he pulls the trigger, and with the burning rules and scope rules I can have him automatically burn his 24 dice and get a minimum of 6 hits on his ranged combat test out to any range. If I rolled, I'd statistically average 8 hits, and if I was lucky maybe 12. If I used edge, I could probably go as high as 15.

If I'm feeling like going on Defense instead, I can use the Dodge Adept who can roll 24 dice at chargen and be unhittable. Or the Melee Adept with 24 melee dice. Or ... You get the idea. Adepts are gods now, but it doesn't make the game any better than I can dodge bullets or kill anyone in one action at chargen. It makes it rather... uninspired.
FrostyNSO
QUOTE (Nikoli)
QUOTE (Zen Shooter01 @ Aug 20 2005, 03:09 AM)
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.

You should get a pair of 12-inchers with a chain connecting them. I would pay good money to see a guy beaten down by a set of cock-chucks.
Gambitt
Gahhh some of you guys give me a headache.... a lot of these posts seem to be devoted to hove the system is broken when you have a Char with lots of karma, or planning a char from generation and looking to when he has 1000 or so karma. to quote ellery.

QUOTE
600ka maxxes all our attributes.
1430ka raises all skill groups to 6.
1056ka raises all other skills to 6.
136ka gives all skills a specialization.

So, we have 6 in everything at 3242ka


well playing once a week every week, and averaging a generous 5 karma a week is roughly ( as i cant see a way you would never miss a week, so i will call it 50 weeks...again generous) is 250 karma.
Thats 13 YEARS of solid playing just to get them all to 6 and another 7 years to cap everything to 7.
As to the min maxing discussion............ does anyone roleplay anymore, or do you all just play with people who just try to plan ahead, abuse and try and break the rules, without ever just roleplaying the actual char you are playing??

.
hahnsoo
QUOTE
Actually, It took me about five minutes to realize I can make an adept who rolls 24 dice (min. 23, max would be 27-28) every time he pulls the trigger, and with the burning rules and scope rules I can have him automatically burn his 24 dice and get a minimum of 6 hits on his ranged combat test out to any range. If I rolled, I'd statistically average 8 hits, and if I was lucky maybe 12. If I used edge, I could probably go as high as 15.

Hrm. That's only slightly more than the 21 dice elf chromed gun expert (starting character) that I cooked up, and he's a mundane... I'll have to find some way to increase that even more to match your magically-enhanced numbers.
Nerbert
Didn't you guys get the memo? You shouldn't be putting 20 dice into one action, you should be using all your resources to maximize all your attributes.
SL James
QUOTE (hahnsoo @ Aug 23 2005, 11:46 AM)
QUOTE
Actually, It took me about five minutes to realize I can make an adept who rolls 24 dice (min. 23, max would be 27-28) every time he pulls the trigger, and with the burning rules and scope rules I can have him automatically burn his 24 dice and get a minimum of 6 hits on his ranged combat test out to any range. If I rolled, I'd statistically average 8 hits, and if I was lucky maybe 12. If I used edge, I could probably go as high as 15.

Hrm. That's only slightly more than the 21 dice elf chromed gun expert (starting character) that I cooked up, and he's a mundane... I'll have to find some way to increase that even more to match your magically-enhanced numbers.

Nice. Let me guess Attribute + Exceptional + Augmentation = 12, Skill + Aptitude = 7, Smartlink = 2, for a grand total of 21. Very nice.

Attribute (6) + Exceptional Attribute (1) = 7
Skill (6) + Aptitude (1) = 7
Improved Ability 6 = 6
Improved Attribute 3 = 3

= 23

Plus a sprinkling of Smartlink (+2), or Specialization (+2), or Aim (+1) or any and all (not that it matters to a point with the 24 dice cap). Oh, and this is for a human. If I made an elf, he'd have 2 extra dice for a minimum of 25 dice.

Human Dodge Adept
Attr 6 + Exceptional 1 + Dodge 6 + Apt 1 + Imp. Dodge 6 + Imp Attr 3 = 23
mmu1
QUOTE (hahnsoo @ Aug 23 2005, 01:46 PM)
QUOTE
Actually, It took me about five minutes to realize I can make an adept who rolls 24 dice (min. 23, max would be 27-28) every time he pulls the trigger, and with the burning rules and scope rules I can have him automatically burn his 24 dice and get a minimum of 6 hits on his ranged combat test out to any range. If I rolled, I'd statistically average 8 hits, and if I was lucky maybe 12. If I used edge, I could probably go as high as 15.

Hrm. That's only slightly more than the 21 dice elf chromed gun expert (starting character) that I cooked up, and he's a mundane... I'll have to find some way to increase that even more to match your magically-enhanced numbers.


Well, it's not more dice, but if you have that many to begin with, start using called shots for vital areas with short bursts from an SMG. The enemies get -2 to Dodge so you're really sure to hit and are effectively getting (assuming you give up 4 dice for the called shot) an additional 8 dice worth of damage.

Either we're missing something, or I call bullshit on the claims this game was playtested. wink.gif
SL James
QUOTE (mmu1)
Either we're missing something, or I call bullshit on the claims this game was playtested. wink.gif

We aren't.

I now know exactly why some of the playtesters were so disappointed with the dice mechanics. This is absurd.
Ellery
Having playtesting does not automatically imply that you listen to what your playtesters tell you.

"I broke your game!"

"Yes, that's nice dear."
SL James
Wouldn't be surprised.

This is just with basic adepts. I'm sure I could do the same thing with Mystic Adepts combining abilities and sustained magic, or with Technomancers and pretty much any skill they use. They don't get anything for Exceptional Attribute (AFAIK) like you can even get for Edge (Lucky Quality, +1 Edge), but I'm sure someone with the book in front of them could make a Technomancer who rolls a minimum of 20 dice at chargen in a couple of minutes. I'm sure there are Hackers who can hit 24 at chargen.

And that's what the world needs; a bunch of hackers who are as skilled as Fastjack at chargen.
hahnsoo
QUOTE
Nice. Let me guess Attribute + Exceptional + Augmentation = 12, Skill + Aptitude = 7, Smartlink = 2, for a grand total of 21. Very nice.

I forgot about Aptitude, and I wasn't using Exceptional Attribute. So you get the following:
Automatics (My favorite Gun) = 7 (+2) (Aptitude)
Agility 8 (+4 for cyber/bioware) = 12 (Exceptional Attribute)
Smartlink 2
Reflex Recorder (Automatics)
Total - 24 dice

This is all available at character creation, by the way. Unfortunately, you won't be any good at anything else.

Hacking, for either Technomancers or Hackers, is much more difficult, because it's a variety of skills. You might be able to do really well on a single operation, but you can't specialize and get good results with all of them.
Rolemodel
In regards to Karma Pool, I'm glad that we're seeing fairly eye to eye here.

QUOTE
So if you construct the right character, you basically don't have to worry about a lot of tactical considerations (although you might want to carry around a bunch of smoke grenades to turn all firearms tests into longshot tests for everyone else while you still have 12 dice to throw).


I disagree. Being an extremely skilled individual, understanding that you so expertly outrank your opponents that you're capable of destroying them inside of heavily clouded smoke, and acting on it sounds like, as you say, a tactical consideration. Also, you show all the more reason to force skillcaps in this system.

QUOTE
This sounds tactical to me. And the reason you had to pay attention to resources at your disposal and an understanding of the danger in SR3 is because you couldn't just take your high skill and walk all over everyone without crafting confrontations so that they were not unfavorable.


Yes. It is tactical. Tactics by trusting the mathematic curve of system probability, which holds inside it's mechanics the ability to awkwardly distribute difficulty. Not tactics based in In-Character combat experience. You know that firing against nothing but distance enforces difficulty. You know that firing in smoke enforces difficulty. And you know that firing at a partially exposed target enforces difficulty. But you also know that when you combine all those things together, rather than facing them seperately, you might as well be doing backflips, coding up some new programs, emailing your mother, and mentally running over tomorrow's homework in your image link; Because as your TNs begin to exceed a practical range, the increased difficulty is laughably marginal.

Inside of an ideal TN range, however, you understand that your Smartlink is like a Chance card that sends you straight to Boardward, and sends your opponent straight to the guilotine.

Tactically you isolate your Target Numbers, forcing them back down to where skill is more effectively relevant. Not because it makes sense to your character, but because it makes sense to those of us that take the time to crunch on the numbers like we crunch on ice after a fountain drink.

QUOTE
It doesn't require as much knowledge of the game to be good at SR4 (even to min/max your character), and that leaves people to focus on setting and scenes.


Here, however, is where you highlight what I believe is the crux of your arguement.
You believe that a Roleplaying game, like perhaps a console game, or a clever puzzle, should require that you are 'good' at it. Despite the vague notion of what being ‘good’ at something as open ended as an RPG. Does it take math? Humor? Creative Writing ability? Patience? The ability to roll fists full of dice at a time, knocking over plastic mini’s and irritating your friends horribly?

And it's not an uncommon notion, especially amoung those of us in the RPG industry elite enough to understand and play Shadowrun. Because, let's face it, it has degrees of complexity, and flexibility that -lesser- gamers cannot possibly fathom, understand, or execute properly.

But no. No, not at all. I believe that an ideal RPG system will be accessible to anyone, catered to all range of gamers, and that being ‘good’ at the game simply involves having fun with your friends. Given that we have these two, core, and -vastly different- beliefs when it comes to gaming, I understand completely where you base your approach to this new edition.

But, once again, I can’t agree.
SirBedevere
QUOTE (FrostyNSO)
You should get a pair of 12-inchers with a chain connecting them. I would pay good money to see a guy beaten down by a set of cock-chucks.

Using 'harigata jutsu' no doubt biggrin.gif
Ellery
If you back off just a little bit, and only go for 20 dice or so, you should have enough points left to be decent at a few other things.

And you'll still have Immunity from Normal Modifiers.
Rolemodel
QUOTE (Ellery)
If... ...you're happy to stay within the street level sweet spot of the rules, it might be pretty nice.

Agreed.

But then again, I don't know why anyone -wouldn't- want to emphasize the street level aspect of the game. Afterall, isn't the fantasy market fairly well cornered? And don't we already have a few better suited Superhero systems floating around out there, somewhere?

That said, I don't intend that line to make apologies for any faults you see in the system, and is made strictly as an observation. But. If the genre is -Cyberpunk-, let's not forget that punk makes up half of the title.

-RM
SirBedevere
QUOTE (Rolemodel @ Aug 23 2005, 01:30 PM)
But then again, I don't know why anyone -wouldn't- want to emphasize the street level aspect of the game.  Afterall, isn't the fantasy market fairly well cornered?  And don't we already have a few better suited Superhero systems floating around out there, somewhere?

Because some of us choose not to. And some of us believe that there are levels of play between 'street' and 'superhero'.
Rolemodel
As an aside: Creating a one trick pony is nothing new. We've seen the Quickstrike+AmbiPistol Adept. We've seen the Armor+CyberBody Troll. We've seen the Nuclear-Rigger... The list goes on.

Does SR4 create situations that are open to someone performing extremely well in limited situations, showing imbalance when only evaluating that isolated situation? Sure?

Does SR3 create situations that are open to someone performing extremely well in limited situations, showing imbalance when only evaluating that isolated situation? Sure!

What's the difference?

...A fixed TN.
Rolemodel
QUOTE (SirBedevere)
Because some of us choose not to. And some of us believe that there are levels of play between 'street' and 'superhero'.

Definitely your perogative.
hahnsoo
Well, that and cyberware/bioware is much more cheaper and accessible at character creation. So it's far more possible to create a cybered monster under SR4 than in SR3. Try creating a cybermonkey that matches an Adept using default character creation rules, and you come up quite short... I'm actually more encouraged that you can match that with a starting-character mundane now, if only because I know where the limits of the character creation system are.
mmu1
QUOTE (Rolemodel @ Aug 23 2005, 02:39 PM)
What's the difference?

...A fixed TN.

Even if this was the only difference (that's hardly the case - good rhetorical device, though) it actually has a major impact. See Ellery's posts about "immunity to normal modifiers" for the reasons why. A SR3 character with 20 dice, on the other hand, still can't ignore penalties for firing blind, or shooting at a running enemy with partial cover.
blakkie
Hehe, it takes me back to on ENWorld when DnD3e came out. Mr. Ginsu and, what was the name of that PC with the 60ish AC?, and the Great Cleaver with the magic sack of Endless Aggresive Kobolds. Absolutely absurd one-trick ponies, and 3e had gone through massive playtesting/reworking....and inspite being able to make those one trick ponies 3e was a fairly well balanced, exploit unfriendly system.
hahnsoo
Although I will note that Firing blind forces you to use Intuition + Ranged Combat skill rather than Agility + Ranged Combat Skill, which may shave a few (or a lot) of dice off the attack roll. Not agreeing or disagreeing with anyone, just pointing that out for that particular modifier (just because I thought it was kinda neat when I read it).

Those who object to using a Reaction roll for defense may want to look at the Alternate Combat rule of using Thresholds based on ranges instead.
tisoz
QUOTE (Rolemodel)
But then again, I don't know why anyone -wouldn't- want to emphasize the street level aspect of the game. Afterall, isn't the fantasy market fairly well cornered?

What I like about Shadowrun, and I have heard a few people agree, is the future setting with the increased tech and cyberware, coupled with the return of magic. It doesn't make it fantasy to me, it is just another "big adjustment" that came down the timeline.

probably freakishly wrong again,
that lucky bastard
mmu1
QUOTE (blakkie)
Hehe, it takes me back to on ENWorld when DnD3e came out. Mr. Ginsu and, what was the name of that PC with the 60ish AC?, and the Great Cleaver with the magic sack of Endless Aggresive Kobolds. Absolutely absurd one-trick ponies, and 3e had gone through massive playtesting/reworking....and inspite being able to make those one trick ponies 3e was a fairly well balanced, exploit unfriendly system.

Most of those happened with the advent of the various PrC and Feat books, which actually had pathetic quality control... And 3E/3.5 as it is today is actually horribly open to abuse.
Rolemodel
QUOTE (mmu1)
A SR3 character with 20 dice, on the other hand, still can't ignore penalties for firing blind, or shooting at a running enemy with partial cover.

No, that's true. An SR3 character with 20 dice is not immune to firing blind, or shooting at a running enemy with partial cover.

Instead, a character rolling 250% of the base dice for a World-Class skill level can do something easy -VERY- well, and something difficult about as well as everyone else.

w00t! Go SR3.

And shame on SR4 for rewarding people with high skill levels!

-RM
blakkie
QUOTE (mmu1 @ Aug 23 2005, 12:53 PM)
QUOTE (blakkie @ Aug 23 2005, 02:48 PM)
Hehe, it takes me back to on ENWorld when DnD3e came out. Mr. Ginsu and, what was the name of that PC with the 60ish AC?, and the Great Cleaver with the magic sack of Endless Aggresive Kobolds. Absolutely absurd one-trick ponies, and 3e had gone through massive playtesting/reworking....and inspite being able to make those one trick ponies 3e was a fairly well balanced, exploit unfriendly system.

Most of those happened with the advent of the various PrC and Feat books, which actually had pathetic quality control... And 3E/3.5 as it is today is actually horribly open to abuse.

No, those three were right out of the box. Done with only the PHB, not even the DMG (although the sack of Endless Aggresive Kobolds is a hypothetical custom magic construct). I'm not talking about the totally wacked errors like the fubar Hulking Hurler PrC that can be built to go around tossing small planetiods for damage capable of splitting moons.

I'm just talking basic PCs that are skewed in their emphesis so much that they can do one single thing very, very, very well. But aren't really playable because they are too weak overall to survive in a normal world environment.

As for 3e/3.5e, it is as open to abuse as the GM is open to allowing in extra books without a keen eye for culling. Sure you can still do stupid shit, but show me a fun playable P&P system that can't be exploited and i'll show you a table full of players that are dumb as a sack of hammers.
mintcar
My players have always created characters, and they never failed to make fun believable characters. Even if they realized that they were up against harsh odds, they always spent a good deal of points on things that really didn´t bennefit the character but suited the background. (past tense because we´ve retired our campain awaiting SR4) Nobody has ever thrown 20-30 dice in a single test in my game. You´re discussing a problem that is very easily avoided. Just say no to improbable characters like the 20+ firearms dice pool starting characters you´ve been using as examples. Or allow it but give the propper background. If the guy is a world class marksman that should be a big thing. I don´t know. I just don´t get what the problem is.

You´re doing your best to abuse the system and you succeed. You seem to be very good at it so no surprise there. Maybe it´s your way of preparing for what your min-maxing players are going to try and pull of. Well, carry on if you will. I wish you luck.
mmu1
QUOTE (Rolemodel @ Aug 23 2005, 03:02 PM)
No, that's true.  An SR3 character with 20 dice is not immune to firing blind, or shooting at a running enemy with partial cover.

Instead, a character rolling 250% of the base dice for a World-Class skill level can do something easy -VERY- well, and something difficult about as well as everyone else.

w00t!  Go SR3.

And shame on SR4 for rewarding people with high skill levels!

-RM

That's blatantly false, and no amount of sarcasm is going to change that.

In SR3, how good you are is directly proportional to the number of dice you roll - our hypothetical 20-die character has just as much of an advantage over someone with 4 dice regardless of whether the TN is 2 or 6 or 12+. The only time the guy with 20 dice can do something "about as well as everyone else" is when trying to do something that's virtually impossible, and the fact he can do it 1% of the time instead of 0.1% of the time isn't significant, practically speaking.

Given your earlier statements, it's sort of strange that you take issue with something that actually keeps high-level SR3 characters from acting like superheroes.
Nerbert
The consequences of the rules discussed in this thread are open to vast interpretation.

I conclude that neither dice system is fundamentally superior. One system appeals and lends itself well to one particular kind of play and the other system lends itself to a different style of play.

I consider myself fortunate that my play style is served and enhanced by the SR 4 system. I have no desire to play in the kind of game postulated by Ellery. That does not make me mathematically ignorant or a roleplaying n00b. Nor does it, necessarily, make others intelletually elitest gaming snobs.
Shadow_Prophet
QUOTE (Nerbert)
The consequences of the rules discussed in this thread are open to vast interpretation.

I conclude that neither dice system is fundamentally superior. One system appeals and lends itself well to one particular kind of play and the other system lends itself to a different style of play.

I consider myself fortunate that my play style is served and enhanced by the SR 4 system. I have no desire to play in the kind of game postulated by Ellery. That does not make me mathematically ignorant or a roleplaying n00b. Nor does it, necessarily, make others intelletually elitest gaming snobs.

I'll drink to that.
nezumi
I find it amusing this thread seems to have fallen into a munchkin-free zone.

As someone who, at one point, was a newbie GM, I'd like to be able to fall back on the rules to make my life EASIER, not to give me a headache. As a compassionate (aka bleeding-heart) GM, I'd like something that's not easier to corrupt than a Russian politician. I don't want to do what Sabosect (sorry if I'm quoting the wrong person) thought he might have to do; write a new system over the course of a week to support stronger characters. And I don't want to have to kill, maim or exclude players because they're good at math.

Maybe SR4 is better for LARPing. Maybe it's better for 'real roleplayers'. But with the holes we're finding, the mechanics as they stand don't seem as good for hard-core table top players who enjoy whipping out their calculators, which is a shame because I AM seeing stuff I really like here. It's just a few killer flaws (everyone can roll at most 12 dice, except me because I'm uber and roll 25) that are turning me off.

So as Nerbert said, maybe it's simply not appropriate fo all of us.
blakkie
So then you completely missed my posts about seeing similar one trick pony characters in 3e from the beginning? In the end they really didn't amount to much. They aren't problem holes until proven in play, or at the very least a full character and enough rules knowledge to emulate playing the character.
mmu1
QUOTE (blakkie)
So then you completely missed my posts about seeing similar one trick pony characters in 3e from the beginning? In the end they really didn't amount to much. They aren't problem holes until proven in play, or at the very least a full character and enough rules knowledge to emulate playing the character.

Who, me? Just didn't have the time to get to it. They sometimes make me work at work.

I don't recall ever seeing any 60AC characters straight out of the PHB, and the Mr. Ginsu character I recall had levels of Tempest - but there have been so many of them, it scarecely matters...

The real point - as it relates to this conversation - would be that not one of those is a starting character, so whatever problems D&D has (and it has real problems - I've played and GMed 3E for years now, and consider the system anything but munchkin proof) aren't nearly as glaring as these here look to be.

I suppose there's a decent chance that some of this will prove to not be a problem in play - but there's a much better one that actual play will reveal even more holes. (unless SR4 is unique among RPG systems)
Rolemodel
QUOTE (mmu1)
That's blatantly false, and no amount of sarcasm is going to change that.

In SR3, how good you are is directly proportional to the number of dice you roll - our hypothetical 20-die character has just as much of an advantage over someone with 4 dice regardless of whether the TN is 2 or 6 or 12+.  The only time the guy with 20 dice can do something "about as well as everyone else" is when trying to do something that's virtually impossible, and the fact he can do it 1% of the time instead of 0.1% of the time isn't significant, practically speaking.

Since we're using extreme dice, I suppose an extreme example is in order. Let's take 18 dice, because it revolves well around the math associated with six sided dice. And we'll compare those very same 18 dice against someone rolling a mere 3 dice. And then we'll take a glance at two opposite ends of the spectrum. Obviously, one imagined participant is highly skilled. And the other, entirely marginally.

In our first scenario, we have a very easy task presented. That task will invoke a Target Number of 2. Each die will produce a 5/6th success.

Our 18-dice-throwing-fiend will find that each little clump of 6 dice will return five 'average' successes. That said, he can expect fifteen average net successes on this easy test. Likewise, our 3-dice-throwing-fool will find that he will most likely get 3 successes back when he winds up and chucks his little d6's across the table. When we compare the test results, we find that being highly skilled, in this case, allows for Character A to receive an average of 500% net successes, at worst, compared to Character B.

In our second scenario, we have a very difficult task presented. That task will invoke a Target Number of 18. Each die will produce a 1/216 of a success.

Our 18-dice-throwing-fiend will have that when he launches all of his dice, they will each have their own little 1/216th of a success associated with it. Skipping around for simplicities sake, we'll note this will land somewhere between 5%-10% of a possibility of success. And likewise, three little 1/216th successes will be counted between 1% and 2%.

Now, observe something like this referenced to the linear curve of applied damage. Two successes to increase a wound level. Two successes to decrease a wound level. An amazingly skilled character will inflict massive amounts of overdamage when compared to the marginally skilled, when the task is simple. When the task is really hard? We've got both character performing pretty close together, and likely both will be completely ineffective.

The end result? Our math curve means that highly skilled, and untrained perform very closely when the going get's rough, and drastically different when life is a breeze. Why does this irritate me? Because I don't think it's very realistic in the slightest. In reality, highly skilled individuals perform -difficult tasks significantly better than their untrained counterparts-, and perform basic tasks nearly identically. This in turn leads to what we've dubbed 'Tactics'; The manipulation of a task to make it as easy as possible, because then, and only then, will high skill pay off.

Shadowrun 4th edition, however, offers us a much more linear progression curve. Unlike 3rd edition, we'll never find ourselves defaulting to a high, augmented attribute merely for the dice, in difficult tasks, and use our marginal skill, in easy tasks, for TN supression.


QUOTE (mmu1)
Given your earlier statements, it's sort of strange that you take issue with something that actually keeps high-level SR3 characters from acting like superheroes.


I would argue that it does not keep high-level SR3 characters from acting like superheros. Somehow, when they are armed with a dull pencil, and a still target, they can jam it through a troll's head for lethal damage while an unskilled character cannot even kill that same unmoving targeted Troll with a Panther Assault Cannon.

The solution laid down in SR4 is to present linear probability, with linear results, rather than mix the two, coupled with capped skills. While it does not prevent players from exploiting the system with many dice, neither does it's predecessor; The point is invalid in comparison. Instead, surprise, surprise, averagely skilled characters will perform... averagely. Low, lowly. And the elite will perform the highest. It's true in all situations.

Prevention of utter twinkery can be resolved at the GM level. If it's obviously created as an attempt to break the rules, then it's a fairly obvious choice to remove from play.

-RM
blakkie
QUOTE (mmu1 @ Aug 23 2005, 04:02 PM)
They sometimes make me work at work.

Sorry to hear it. wink.gif

QUOTE
The real point - as it relates to this conversation - would be that not one of those is a starting character, so whatever problems D&D has (and it has real problems - I've played and GMed 3E for years now, and consider the system anything but munchkin proof) aren't nearly as glaring as these here look to be.


Within 3 to 4 levels you can build a skewed PC, taking maybe a couple more levels before it is grossly skewed. Of course such things tend to happen earlier in a SR characters playing life. First SR characters inherently start out more complete than DnD characters. The character power progression in SR is much flater than DnD. DnD works hard to lockstep PC power together at each level so that encounter are roughly equally challenging and dangerous to different characters at the same level. So in SR there it is much more common to have similarity in power, especially in individual tasks, between characters of differing amounts of karma. SR lets you concentrate more on the abilities you want to advance, DnD tends to force spreading out the power more.

So you can skew PCs faster in their lifecycle. This was true in previous SR editions, and i've built starting SR3 PCs that were rolling high teens and pushing 20ish right out of the block. The flatness of the power progression is an important part of SR feel, so it certainly isn't surprising to find it in SR4.

QUOTE
I suppose there's a decent chance that some of this will prove to not be a problem in play - but there's a much better one that actual play will reveal even more holes. (unless SR4 is unique among RPG systems)


At least build the whole PC and compare it to other whole PCs (not just the sample PCs) and try running some limited mock battles and non-violent encounters inside, and more importantly outside the characters specialty before you declare that the system has totally broke.

EDIT: BTW i agree DnD isn't munchkin proof. I don't expect it nor any P&P system to be. They keep building better munchkins.
mfb
rolemodel, that example is the most ridiculous thing i've ever seen, and you still drew incorrect conclusions from it.

for one thing, TN 18 means that you're shooting at extreme range in the pitch black after being punched in the face. that's not "rough", that's "god damn impossible". nobody should be regularly making shots in those conditions. a more sane TN comparison would be TN 8-9, at which point the guy with 18 dice has a pretty good chance of making the shot, and the guy with 3 dice has next to no chance. that pretty much satisifes your conditions: the high-end guy can perform dependably even in bad conditions, and the low-end guy sucks.

with SR4's method, someone with enough dice can reliably hit targets that they are completely unable to see, hear, smell, taste, or touch. wow, how realistic!
Rolemodel
QUOTE (mfb)
TN 18 means that you're shooting at extreme range in the pitch black after being punched in the face. that's not "rough", that's "god damn impossible". nobody should be regularly making shots in those conditions. a more sane TN comparison would be TN 8-9, at which point the guy with 18 dice has a pretty good chance of making the shot, and the guy with 3 dice has next to no chance. that pretty much satisifes your conditions: the high-end guy can perform dependably even in bad conditions, and the low-end guy sucks.

Absolutely. Shadowrun Third edition works much better in that range. Also, I tend to reject most queues that come my way inquiring for skills very much higher than the standards enforced by chargen: "Request Rejected: Resubmit with additional justification, or appeal to RPD." And as I've mentioned countless times, I think it's a great system, and there is plenty of merit in it.

But please, don't operate under the assumption that it isn't still completely riddled with problems of it's own, in the right circumstances. wink.gif

QUOTE
with SR4's method, someone with enough dice can reliably hit targets that they are completely unable to see, hear, smell, taste, or touch. wow, how realistic!


Sure. And I believe, in the current situations proposed, we are not pitting normal human beings against those odds. We are pitting the absolute best of the best, augmented with massive internal upgrades, or just plain old magic.

Did you want realism, or cybernetic modification, and, uh... magic? wink.gif

You have my full permission to feel free to implement creative license in your own explanations for how a character can achieve that level of prowess; Effectively performing with dice four times past an average human capacity.

-RM
mfb
i agree that SR3 has it's problems. that's why i was drumming for SR4 for a year or so before it was announced, and why i was so supportive of SR4 for a good while after it was announced. i just think that SR3 has far, far fewer problems than SR4.

i want realism, cybernetic modification, and magic. SR3 delivers that far better than SR4.
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