Help - Search - Members - Calendar
Full Version: Max in a skill?
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2, 3
Cyberon
Just how often are you guys playing? 62 Karma gaining 3-6 pr. game session, takes 10-20 game sessions depending on how much you f.. up your run. And this takes into account that you actually finish a run in one game session.

Could your problem not just be rooted in one big problem... You are giving your players way to much karma pr. session.
Space Ghost
Short game session can be difficult too. It may take a couple session to finish off a single run, especially if the team spends lots of time doing legwork and planning before the run itself.

Still, that doesn't seem like a whole lot of karma...
evil1i
QUOTE (Cyberon)
And this takes into account that you actually finish a run in one game session.

I would say that 5% of the runs I have played in or run have gone for only 1 game session (5-6 hours of rp'ing each day) most have gone for 5-6 sessions with I think 1 going for 10-11 and that was the Renraku Shutdown
blakkie
The Arc isn't your typical 5-6 karma 'run' though. Did you stage the karma awards there?
Cyberon
My point is that to reach the ability to purchase your way from 0 to 6 you need those 62 karma. And that should take at least 15 Runs, giving the players 3-6 Karma pr. run (The Arch Run is atypical, i think we spent 6 - 6 hours sessions in there, those who survived got around 10-15 Karma, i suspect the GM cut a few corners)
blakkie
If any single PC survived, mind intact, throuh the whole way he cut corners. wink.gif Lucky you say? Just that good you say? Skill only gets you so far, and luck always runs out. EDIT: Unless you had Prime Runner level characters of course, such as playing Dodger's long lost identical twin. nyahnyah.gif

Even 15 karma is a skimpy reward if your team actually faced the full force of what could be brought to bare. I've not read the whole of the actual text, but the parts i have seen suggest to me much, much higher. To say nothing of the rumours. A regular Tomb of Horrors.
Kremlin KOA
My players in my SR3 campaign earn 3-7 per session using the personal karma awards in the back of the book. the team karma award for the run usually goes to about 6 per run (a run can take up to three sessions)

sessions are biweekly and although i allow cash for karma I limit it to 2 karma per month

is that so high that I am being a munchkin GM?

blakkie
I'm not going to hang a red flag name like "munchkin" on it, but that is definately higher than our group generally dishes out/receives. I'm not even prepared to say it's bad, because i think it has it's merits. I'd rather our group move closer to that sort of rate.

That team karma amount you mention isn't a total to be divided among the 'runners by some method, right? It is per team member, meaning each [surviving] team member gets about 6 karma for run completion? Because if it is to each member then you are looking at something close to 10 karma/session average if the PCs/players are typically being scoring high on the 3-7 session scale. That certainly would lead to PCs peaking in a focused area a lot faster and mages getting out ahead on the power curve if they are landing nearly the equivalent of a skill going 0 to 6 in a month and a half of once/week gaming.
jeltzz
one of the things that balances out gameplay with high/low levels of karma is the spread of skills your characters need to develop. For example, in our games, you just can't get away with pouring your karma into a character's specialised areas - you need to be developing a range of secondaryActive skills, and usually picking up a range of Knowledge skills relevant to the campaign.

I agree that basically the short range of numbers describing the range of skills in the world is a problem. quite frankly though, given the description on skills of 7 those kind of people are legends just to have that skill level. i mean, Aptitude is not a quality to be handed out lightly.

and, another example, now that hacking (nee decking) is not just the single skill of computing, you need quite a few aptitudes if you want to be mr. skill-7 across the Matrix world.

dice wise there isn't that much difference between the awesome level of 6 and the legendary level of 7, and maybe that's a system fault, but gameplay wise, it should make a world of difference. if a character wants to be 7, he better spend years honing his skill to that level of perfection, and be prepared to defend himself from wannabes.

blakkie
The more i come back to it, the more i'm convinced that whole Skills rank example list is much worse than just a waste of pages. It encourages players to think in SR3 terms about what the Skill value represents instead of what defines a character's ability level in SR4. frown.gif
morlock76
Page 77 of my rulebook states:
QUOTE
Characters may only take the Aptitude quality once.


There is no wording of "for each skill" or anything in it, so you have aptitude in one (!) skill and thats it.

Unless I am mistaken
snowRaven
QUOTE (blakkie)
If any single PC survived, mind intact, throuh the whole way he cut corners. wink.gif Lucky you say? Just that good you say? Skill only gets you so far, and luck always runs out. EDIT: Unless you had Prime Runner level characters of course, such as playing Dodger's long lost identical twin. nyahnyah.gif

My players had prime runner-level chracters(skills around 8-10, with between 150 and 350 karma under their belts), and two of them still died in the Arcology, with a third with permanent wounds - and that's in making the crawl up to the climax alot shorter than it 'should' have been (we finished in 3 5-7 hour sessions I believe).
snowRaven
QUOTE (blakkie)
The more i come back to it, the more i'm convinced that whole Skills rank example list is much worse than just a waste of pages. It encourages players to think in SR3 terms about what the Skill value represents instead of what defines a character's ability level in SR4. frown.gif

yes, blakkie - and that is maybe my biggest gripe with the SR4 system.

The 'legendary' skill 7 athlete with strength 6 can just about match the skill 4 Str 10 troll - which should make the troll the 'true' legend...

Attributes are simply way more important than skill, given their low cost and wide usage. At least with the skill capped at the standard human attribute. If the skill cap was higher (say 12, or 15), attribute would be less significant.

Using the optional rule of limiting hits to double your skill helps this somewhat, though, but the problems still remain. And solving them won't be the easiest thing...

My initial suggestion would be to raise the skill cap to 9(10 with aptitude), make abilities harder to increase, at x5 karma (though for magic/resonance/edge this might be a bad idea, so sticking to x3 there might be smart).

Put skill groups at x4 (or maybe keep the x5).

This increase isn't large enough to unbalance success rates, I think, though I have more testing to do.
blakkie
QUOTE (snowRaven)
QUOTE (blakkie @ Sep 9 2005, 01:36 PM)
The more i come back to it, the more i'm convinced that whole Skills rank example list is much worse than just a waste of pages. It encourages players to think in SR3 terms about what the Skill value represents instead of what defines a character's ability level in SR4. frown.gif

yes, blakkie - and that is maybe my biggest gripe with the SR4 system.

Gripe, why?

Because you are hung up on the label being Attributes and not Basic Skill or General Ability or Skill Group or some other name that better describes to you what it represents? Because it sure doesn't compute to see it as just raw physical state. It is bad enough trying to wrap your head around a mundane increase from occationally forgetting to breath to to performing amazing feats information recall without chalking it all up to physical changes and not at least some to teachable general use techniques.
Dashifen
Not sure I understood that one, blakkie. Huh?
blakkie
QUOTE (Dashifen @ Sep 9 2005, 09:39 AM)
Not sure I understood that one, blakkie.  Huh?

I'm suggesting that Attributes is a dubious name for what they seem to represent in SR4. They are more like general base skills combined with a raw physical state of your body. Perhaps even Skills is not pure skill. Attributes are a broader base that you build the more task specific skills and raw physical state, or sometimes the moderatetly broad Skill Group that are set of skills and physical state common to 3 or 5 different Skills.

Clearer explaination? Nah, not likely. But if you just keep tossing ideas eventually you'll hit the right one for someone.
Dashifen
I see what you mean. Sort of how someone with no skill can still roll their attribute. Attribtues in Shadowrun have always been more like your potential to learn skills linked to that attribute, anyway. Gotcha.
FrankTrollman
Skills, even Skill Groups are smaller than attributes by a substantial margin. If you were wedded to allowing people to raise Attribute for Next Rating x3, then a Skill Group by comparison should cost Next Rating, or possibly Next Rating x 2.

If Skills are to be a competitive investment vs. Attributes, they have to cost less. Because they do less. Honestly, I don't think that there is enough room under the cost of Atributes to properly distinguish Skills from Skill Groups, so Attributes simply have to cost more.

I have been pretty happy with:

Attribute: 10 points for +1
Skill Groups: 5 points for +1
Skills: 2 points for +1

This has caused people to be a lot more circumspect about whether to raise Attributes or Skills, and that tells me that I'm on the right track.

-Frank
blakkie
QUOTE (FrankTrollman)
....If Skills are to be a competitive investment ....

So what if they aren't? With a cap on Attributes you can try ignore them for a while, but eventually they are there waiting for you at the end of development of that abilitiy. At a given matching level of Attribute and Skill the Skill costs more to raise per die? *shrug* Welcome to diminishing returns when you get around to the Skills, the system is functioning.
FrankTrollman
No. The system is not functioning, because it pretends that you are supposed to be able to spend points however you want. Let's consider two character concepts: Old Man (lots of skills, low attributes), and the Promising Youngster (few skills, high attributes). Those are both valid character concepts, and a balanced game would have them be good at different things - but both be viable choices.

Now, the game is set up to be a little bit counterintuitive. That is, the guy who specializes in skills is actually the generalist, while the attribute hog is the specialist. This is because the Promising Youngster has higher attributes and maximizes just a couple of skills (meaning that he has high numbers in those few skills), while the Old Man has maximized a bunch of skills and has lower attributes (meaning that he has medium numbers in a lot of skills). That's a little bit weird, and it isn't what people expect based on the fact that Attributes are general bonuses and skills are specific bonuses, but that's alright. I'm OK with things being counter-intuitive as long as they are funcitonal and fair.

But this isn't fair. The actual result is that the Promising Youngster is better at everything, and the Old Man is better at nothing. The Old Man doesn't pay any less for his skill bonuses, he just adds them to less things. By having more skills and less attributes, he's just reduced his overall effectiveness in every measurable way.

If Attributes are going to be so much better than Skills, they shouldn't even come out of the same points. If the value of attributes and skills is going to be that blatantly unbalanced, we shouldn't even pretend to have build points - we should just cut the crap and go back to the priority system.

Either the value of a build point should be roughly equal, or it should go away entirely. Either works, but neither doesn't.

-Frank
mfb
a better fix, i think, would be to treat Attribute as bonus dice to the skill--in other words, if you have Attribute 6 but skill 1, you roll 2 dice (1 skill, +1 bonus for attribute). high attributes therefore become useful only at high levels of skill.
blakkie
QUOTE (FrankTrollman @ Sep 9 2005, 11:39 AM)
No. The system is not functioning, because it pretends that you are supposed to be able to spend points however you want. Let's consider two character concepts: Old Man (lots of skills, low attributes), and the Promising Youngster (few skills, high attributes). Those are both valid character concepts, and a balanced game would have them be good at different things - but both be viable choices.

Once again you are assigning YOUR meaning to the labels, not letting the system tell what the meaning of the label is. Then you create an arbitrary senario based on YOUR meaning. Then you complain that the system doesn't model what you wanted correctly?

Of course it didn't model what you wanted to, you unwittingly told it to model something else.

EDIT:

QUOTE
Either the value of a build point should be roughly equal, or it should go away entirely. Either works, but neither doesn't.


Yes, lets get rid of that extra 15BP for the top Attribute point too. Because a BP is a BP. And picking up Skill 7 should cost the same as picking up Skill 6, because a BP should be a BP. silly.gif
blakkie
QUOTE (mfb)
a better fix, i think, would be to treat Attribute as bonus dice to the skill--in other words, if you have Attribute 6 but skill 1, you roll 2 dice (1 skill, +1 bonus for attribute). high attributes therefore become useful only at high levels of skill.

How about just treating Attribute dice like general skill dice instead of doubling up Skill dice? The ever simple no-fix fix.
FrankTrollman
No. I'm actually fine with the "Skilled" character being good at lots of stuff and the "Gifted" character being really good at a few things. That's OK. But having the "Gifted" character be at least as good as the Skilled character at everything and better at anything is straight up bullshit.

The first and only priority of a point system is to have different expenditures be balanced against each other on some axis. SR4 fails at that task miserably.

But not unsalvageably. If you drop the costs of skills by 50% or more, different expenditures can be balanced against each other. I honestly don't see why this is even controversial. If you can mathematically prove that your point system is unabalanced (and doing so in SR4 is trivial), then you have an imperative to change that point system.

Point systems are for designing different characters who invest in different things and having them be roughly balanced against each other. That's the entire point!

-Frank
mfb
QUOTE (blakkie)
How about just treating Attribute dice like general skill dice instead of doubling up Skill dice? The ever simple no-fix fix.

mainly because that doesn't fix the stated problem.
blakkie
So why do characters spend more karma on [EDIT] Skill 5->6 than Skill 0->1?[/EDIT]

As your dice pool increases in size the karma cost per die increases. The different range of costs for die from Attribute vs. costs for die from Skill are part of that variance. The cost schedule for increases in the dice pool aren't set out as an explicit fixed schedule like the transition of Skill 1 -> 6. But it is there inherent in all the Attributes, Skills, 'ware, magic, etc., and is much deeper and complex than first you buy all your Attributes, then you buy all the Skills. Within the player has a measure of freedom of choice in what kind of character they build and in which way.
blakkie
QUOTE (mfb)
QUOTE (blakkie)
How about just treating Attribute dice like general skill dice instead of doubling up Skill dice? The ever simple no-fix fix.

mainly because that doesn't fix the stated problem.

The problem you assume is there.
mfb
it doesn't fix the stated problem. i could care less if the problem actually exists or not; but if it does, this is one way to fix it. there are enough other problems with the system that i don't want to play it, whether or not this one exists.
blakkie
QUOTE (mfb)
.....i could care less if the problem actually exists or not;.....

There is the difference i guess, i actually care if there is a problem or if any "fix" is just busy work. Of course determing if it exists, and where, is a fairly important part of properly identifying and understanding a problem. Which in turn is a step on the path to devising a fix. Hrmmm.

QUOTE
.....it. there are enough other problems with the system that i don't want to play it, whether or not this one exists.....


I guess this helps explain why you don't care if you are suggesting fixing illusionary problems or not. It does however seem to come up short in explaining WTF you are here.
mfb
it's not exactly rocket science to figure out fixes to problems you're not sure exist. in some circumstances, this is called "planning ahead". in this circumstance, it's a simple matter of seeing that the stated problem is that attributes are too powerful. Trollman's fixes seem kind of complex in their ramifications, so i suggested a fix that accomplishes much the same thing, but with fewer possible effects in other areas. you can get snarky about it if you want, but it's something reasonable people do every day.

i'm here because i'm interested in SR, even if it's become an insipid mess.
FrankTrollman
QUOTE
So why do characters spend more karma on Skill 5->6 than Skill 0->1?


Because of the inclusion of legacy rules which were a bad idea in 1989 and are a bad idea now. If it costs the same number of BPs to go from Skill 5 to Skill 6 as it does to go from Skill 0 to Skill 1, it should cost the same number of Karma.

If you could actually make a system where it literally cost you more to get more dice in your dice pool the more you already had, then you could make a functioning diminishing returns system. But you can't do that in SR4, because it would have to take into account your skills when you raised your attributes and your attributes when you raised your skills. Since you can't make a functioning and fair diminishing returns system in SR4, the task then becomes to make a functioning and fair linear system instead.

Because it's impractical to come up with a mathematical formula that properly takes into account your skill in Intrusion, Lockpicking, Automatics, and Unarmed Combat every time you try to raise Agility, any diminishing returns system you try to put on the SR4 mechanic of "roll attribute + skill" is automatically going to be retarded and non-functional. But a diminishing returns system is not the only way to make a balanced game. A linear system, in which bonus A costs X every time, and bonus B costs Y every time can easily be balanced. Especially in a game like Shadowrun in which you are actually being asked to do many different things and ultraspecialization eventually stops being worthwhile.

-Frank
blakkie
QUOTE (mfb @ Sep 9 2005, 12:38 PM)
it's not exactly rocket science to figure out fixes to problems you're not sure exist. in some circumstances, this is called "planning ahead". in this circumstance, it's a simple matter of seeing that the stated problem is that attributes are too powerful. Trollman's fixes seem kind of complex in their ramifications, so i suggested a fix that accomplishes much the same thing, but with fewer possible effects in other areas. you can get snarky about it if you want, but it's something reasonable people do every day.

I wouldn't think it to be rocket science, because there they tend to a good deal of effort into understanding stuff. Yes, every day "reasonable" people fail to take the time to fully look where they are going before rush off.

Yes, Trollman is peddling the pot of complexity solution. Your suggested solution is less so. My suggested solution even less complex yet. Is it not an improvement? It gets the job done because it addresses the problem. Not the problem as framed by Trollman, but the actual root cause.

Done without doing.

QUOTE
i'm here because i'm interested in SR, even if it's become an insipid mess.


Given your stated lack of interest in understanding problems i think i can be forgiven for putting only a hair more than zero stock in your assessment of the state of SR.
blakkie
QUOTE (FrankTrollman)
If you could actually make a system where it literally cost you more to get more dice in your dice pool the more you already had, then you could make a functioning diminishing returns system. But you can't do that in SR4, because it would have to take into account your skills when you raised your attributes and your attributes when you raised your skills. Since you can't make a functioning and fair diminishing returns system in SR4, the task then becomes to make a functioning and fair linear system instead.

Silly troll, the dimishing returns is already built and staring you right in the beady eyes. cool.gif And the kicker is you started out by complaining about that very dimishing return. Where adding the die for Skill die (X) effectively costs more than the die from Attribute die (X) because to get the same effect Skill(X) has to be bought for all skills linked to the Attribute to have the exact same increase across all the skill pools! rotfl.gif rotfl.gif rotfl.gif
snowRaven
QUOTE (blakkie @ Sep 9 2005, 04:44 PM)
Because you are hung up on the label being Attributes and not Basic Skill or General Ability or Skill Group or some other name that better describes to you what it represents?  Because it sure doesn't compute to see it as just raw physical state.

blakkie, maybe you should read the explanations for attributes and skills in the SR4 rulebook.

"A character's attributes [...] represent the raw material that makes up every person: her body and mind, what the character has done with both, and what's inside the person to make her unique. Because attributes can be improved during the course of a character's life, they represent something more than genetics."

Examples for low attributes include: 'someone with a leg shorter than the other', 'small and skinny or simply too busy to work out', 'a fat, out of shape character', 'inner-ear problem'. The list goes on. Yes, these represent alot more than just physical presets, or even overall shape - they always have.

"Characters possess knowledge and techniques known as skills, [...] Skills define what a character knows and can do."

"Whereas attributes represent an individual's inherent capacities, skills are abilities an individual learns over time. Each skill represents the training and methods a character has picked up that enable him to use her natural abilities in a certain way. To reflect this connection, each skill is linked to an attribute."

I think the explanations are fairly clear, and sets a fairly distinct line between skills and attributes.

Yet the system doesn't accurately represent that line, imo - the basic system makes attributes alot more important than training, and makes it easier to improve your 'raw material' and 'inherent capacities' than to learn how to 'use her natural abilities in a certain way'. Raising an attribute costs a mere 50% more than specific skills, and almost half of what it costs to learn a skill group.

The text talks about attributes and skills defining a character, but under this system the character's who aim for similar skillsets will quickly have near identical attributes and skills suited for that skillset...


I don't take the name to describe what it represents - I take the rulebook's definition of what it represents.
mfb
maybe it is, blakkie. as i said, i'm addressing the stated problem.
blakkie
QUOTE
....her body and mind.....


Does it say that Strength is "body" only? Does it say Logic is composed of a single type of mind use?

QUOTE
....what's inside the person to make her unique...


Like personality? Like habits? Those can be seen as the product of techniques in motion. Some actively cultivated. A technique, a skill.

QUOTE
Because attributes can be improved during the course of a character's life, they represent something more than genetics.


So what are the examples for how someone with short legs improves their Attribute?

Yes, the book's explicit explaination of what is what i'd class as poor and limited. But lack of explaination isn't lack of existance.
blakkie
QUOTE (mfb)
maybe it is, blakkie. as i said, i'm addressing the stated problem.

But i'm not? Sure, not superficially like you. But i am none-the-less, and coming up with solution that doesn't require changing the mechanism at all.

mfb
no, you're not. the problem that FrankTrollman stated is that attributes count for too much. you're attempting to say that the problem doesn't exist, by redefining the terms. i'm trying to solve the problem as-stated, partly because i think it's worthwhile to point out some of the problems with FrankTrollman's solution, and partly because i don't buy into your attempted negation of the problem.
snowRaven
QUOTE (blakkie)
QUOTE
....her body and mind.....


Does it say that Strength is "body" only? Does it say Logic is composed of a single type of mind use?

QUOTE
....what's inside the person to make her unique...


Like personality? Like habits? Those can be seen as the product of techniques in motion. Some actively cultivated. A technique, a skill.

QUOTE
Because attributes can be improved during the course of a character's life, they represent something more than genetics.


So what are the examples for how someone with short legs improves their Attribute?

Yes, the book's explicit explaination of what is what i'd class as poor and limited. But lack of explaination isn't lack of existance.

First of all the explanation of what things represent takes precedence over contradictory and badly designed rules, imo. Explanation points to intent, Rules point to functionality.

Second, you just took a few phrases out of those sentences - read it all as a whole, and compare to how that matches with ALL the text on attributes and skills, yet isn't reflected in A FEW points of the rules (but is in others). I hardly find the explanations poor and limited - on the contrary! However, in an attempt to try and explain attributes as a wider collection of basic skill groups, then yes - it is poor and limited...


And I agree with mfb wholeheartedly in his last comment.
Autarkis
The problem is Trollman is stating his problems and providing examples that are biased and incomplete. Based on the information he has provided, I can see the point he is attempting to make but I can not see the problem that he sees.

If all things are equal (stats), then individuals with different skill levels have different levels of ability. (I am making the assumption that Logic is in large part the ability to quantify, versus qualativie thoughts which is Intuition.) For example, John has a Logic of 4 as does Joe. John studied harder in school and has Finance at 3 while Joe has Finance at 2. John is clearly better.

Now, John was born with a learning disorder. He suffers from a slight case of ADD but is always attempting to overcome his disorder. So, his Logic is 3 while his Finance is 3. Joe, on the other hand, is an intelligent kind of guy, and has no learning disorder. His Logic is 4 but he still likes to party, so he only has a Finance of 2. Now, in this case, John and Joe are equal in dice but knowledge wise John is better, but why do they both roll the same amount of dice? "Book Schooling" versus "Natural Talent."

So in this case, with Finance being skill, why would John or Joe raise their attribute when skills are cheaper to learn and will give them a +1 dice for less?
Xenith
Hate to call you on something, but people with ADD are not less intelligent by any means. In fact they are exceptional with math, memory, as well as various other academic areas. They tend to have a problem with sitting still and paying attention or focusing without putting effort into it. So an ADD individual would have a lower intuition... if anything at all.
Autarkis
I would disagree with that, but hey, too each their own. Then instead of having ADD, they are just not as Logical as the other (just trying to add some flavor and didn't realize their was an ADD Support Group on Dump eek.gif )
Xenith
Let me put it this way. I was an individual with ADD and overcame it with great effort, (yes it can be done). Do you know what my IQ was WITH the ADD? 141. Thats a very gifted level. Know who else had ADD? Albert Einstein. Disagree all you want, that does not change the facts, son.
snowRaven
QUOTE (Autarkis)
So in this case, with Finance being skill, why would John or Joe raise their attribute when skills are cheaper to learn and will give them a +1 dice for less?

John or Joe wouldn't. In fact, in almost all cases of 'in-game' examples, characters would choose to study the respective skills or skill groups instead.

But a player is more likely to think about the hasrd facts and numbers, and increase that which gives the most bonuses for the least cost - hence, the attribute.

And there lies the problem, coupled with the fact that both attribute and skill is limited to a range of 6 points (barring aptitudes).
hahnsoo
QUOTE (Xenith @ Sep 9 2005, 04:00 PM)
Hate to call you on something, but people with ADD are not less intelligent by any means. In fact they are exceptional with math, memory, as well as various other academic areas. They tend to have a problem with sitting still and paying attention or focusing without putting effort into it. So an ADD individual would have a lower intuition... if anything at all.

Erm, it really can go either way, mostly because ADD is a diverse constellation of symptoms that range from hyperactivity to an inability to concentrate. No two patients are alike. You can have a lower Intuition (less perceptive because of your inability to seek and process details) OR a lower Logic (untreated ADD results in a lower learning capacity and lower "base" knowledge due to the reduced effectiveness of education compared to "normal" people) in SR4 terms.

EDIT: Anecdotal evidence is all well and good, but your particular case of ADD is always going to be different from the next person's ADD. And don't stoop to condescending remarks... no matter what your IQ (which is an outdated moniker that cannot be accurately tested), those kind of remarks make you look like an "idiot". I'd also like to point out that the fact that you said your IQ would be higher without ADD would point to an increase in Logic, not Intuition.
Xenith
I suppose. I simply have a problem with people equating ADD or ADHD with someone who's dumb and/or lacks self control. Its just wrong... and I'm especially sensitive to it for obvious reasons. smile.gif

And I wasn't saying that I got smarter after overcoming it. Simply stating thats how it was before. Its still the same now, with the standard fluctuation in test scores (for me its +/- 3 points, that was my average in previous years).
Autarkis
QUOTE (snowRaven @ Sep 9 2005, 05:07 PM)
QUOTE (Autarkis @ Sep 9 2005, 10:54 PM)
So in this case, with Finance being skill, why would John or Joe raise their attribute when skills are cheaper to learn and will give them a +1 dice for less?

John or Joe wouldn't. In fact, in almost all cases of 'in-game' examples, characters would choose to study the respective skills or skill groups instead.

But a player is more likely to think about the hasrd facts and numbers, and increase that which gives the most bonuses for the least cost - hence, the attribute.

And there lies the problem, coupled with the fact that both attribute and skill is limited to a range of 6 points (barring aptitudes).

Just because I am lazy, can you please do the math for me to show that raising a skill from 2 to 3 is more expensive than raising an attribute from 4 to 5? 3 to 4? Or even raising a skill from 3 to 4 versus raising an attribute from 4 to 5? 3 to 4?
hahnsoo
QUOTE (Xenith)
I suppose. I simply have a problem with people equating ADD or ADHD with someone who's dumb and/or lacks self control. Its just wrong... and I'm especially sensitive to it for obvious reasons. smile.gif

Well, his example DID state that the person has "a learning disorder" with ADD components, rather than "a person who is stupid because he has ADD". Many MANY learning disorders also have an ADD component because the person just can't process the information given in a classroom in an appropriate manner. Folks with dyslexia, for example, don't pay attention to the blackboard or the teacher, because what's being written sometimes looks like gibberish.
Spider
The new system is hard to get by when your used to SR3. I find the skill maximum difficult to accept, but i will try the system anyway. I really like the skill linked to attribute in SR3 and i think it's a loss in SR4...

But i've found an option that i think is pretty interesting. On page 69, in the tweaking the rules section you have the Grittier gamplay options. I especially liked the :

"-The total hits score on any test are limited to no more than the character skill ratingx2. This increase the relevance of skills over attributes, but it also mean that low-skilled characters will have a more challenging time. Defaulting test will be limited to 1 hit. Edge, however, would allow you to bypass these limits."

I think that is a great option, even if it doesn't overcome the skill caps... And it even encourage the player to max-out 1 skills and get the other very high at creation(2 at 4 i guess) so they become world class from start. Maybe fanpro should offer different character creation and evolution systems, maybe one with a more SR3 feel where skills are more linked to attribute...

well, sorry to interrupt your flamefest wink.gif
hobgoblin
QUOTE (Autarkis)
QUOTE (snowRaven @ Sep 9 2005, 05:07 PM)
QUOTE (Autarkis @ Sep 9 2005, 10:54 PM)
So in this case, with Finance being skill, why would John or Joe raise their attribute when skills are cheaper to learn and will give them a +1 dice for less?

John or Joe wouldn't. In fact, in almost all cases of 'in-game' examples, characters would choose to study the respective skills or skill groups instead.

But a player is more likely to think about the hasrd facts and numbers, and increase that which gives the most bonuses for the least cost - hence, the attribute.

And there lies the problem, coupled with the fact that both attribute and skill is limited to a range of 6 points (barring aptitudes).

Just because I am lazy, can you please do the math for me to show that raising a skill from 2 to 3 is more expensive than raising an attribute from 4 to 5? 3 to 4? Or even raising a skill from 3 to 4 versus raising an attribute from 4 to 5? 3 to 4?

thing is that if you increase the base attribute by 1 you increase all dice pools that use said attribute by 1. this can be many more then a similar increase in skill groups or single skills wink.gif

therefor its more cost effective...
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012