Lars Wagner Hansen <l-hansen@[EMAIL PROTECTED]
> wrote:
> "mcv" <mcvmcv@[EMAIL PROTECTED]
> skrev i en meddelelse
> news:44774805$0$31654$e4fe514c@[EMAIL PROTECTED]
>
>> The old task resolution system where you roll a number of dice equal
>> to your skill, difficulty of the task determines how high you need to
>> roll for a success, and the number of successes determined your level
>> of success, was one of the coolest systems I know, and unique to
>> Shadowrun. Ofcourse in reality it was kind of weird: difficulty 3 was
>> twice as easy as 5, which was twice as easy as 6, which was twice as
>> easy as 10. The new system isn't nearly as special or unique, but
>> probably a lot more balanced.
>
> You are right. But the old system also had som serious mishaps:
>
> Sometimes a +1 penalty wouldn't affect you (if your T# happend to be 6,
12,
> 18...).
>
> Why would a +1 penalty affect you more when you had a low T#, than if
you
> had a high T#?
Exactly. Cool probably isn't always the same as good.
> The new system is not a special and unique, but when playing the game
it's a
> lot quicker. Combat for once takes about half the time compared to
SR2/SR3.
Good. Speed is good.
>> The point-based character creation system probably gives more
flexibility
>> to fine tune exactly what you want, but also seems to invite
min-maxing.
>> Particularly: raising a stat costs 10 points, but becoming Adept is
only
>> 5, for which you get a free point of Magic, which you can use to
increase
>> a stat, if you like.
>
> But the minute you install any cyberware, you will loose a point Essence
and
> a point of Magic, so your 5 points will be wasted.
True. And characters with neither magic nor cyberware are generally very
rare anyway. As shadowrunners, anyway.
>> The old systems (or at least 2nd edition) didn't have this.
>
> In the Shadowrun Companion (both published for 2nd and 3rd edition), you
> also had the point-based character creation system, along with edges and
> flaws (positive and negative qualities).
Now that you mention it, I think I've heard about those. Never used them,
as far as I know.
> Btw. there are worse thing you can do, like buying the incompetet
quality
> for skills like: Assensing, Astral Combat, Bani****ng, Binding,
> Counterspelling, Ritual Spellcasting, Spellcasting, Summoning,
Compiling,
> Decompiling, Registering, Aeronautics Mechanic, Automotive Mechanic,
> Cybertechnology, Electronic Warfare, Hardware, Industrial Mechanic,
> Medicine, Nautical Mechanic, Software, Pilot Aerospace, Pilot Aircraft,
> Pilot Anthroform or Pilot Exotic Vehicle. Taking incompetent in any of
those
> skills, will give you 5 BP free.
I don't really like these kind of "incompetent" disadvantages in any
system.
GUPRS had it too, although it was only worth 1 point there. I think it
might work if the incompetence was for a whole skill group. Not being any
good with longarms isn't much of a problem if you've got an assault rifle,
but not being able to use *any* firearms, that's a real disadvantage.
>> Anyway, what do you all think? Major improvement over SR3? Killed the
>> spirit of the game? Somewhere in between?
>
> The spirit it still there. I thing they are major improvements, although
> less could have done it just aswell.
Thanks. Having read a bit more, I'm getting used to the changes, and
and inclined to agree now. Although I just discovered that the difference
between deckers (now hackers) and riggers is technically gone. The book
calls riggers a kind of specialised hacker that's more focused on
hardware,
and it looks like they have the same cyberware. But where a hacker has
Hacking and similar skills, a rigger has vehicle skils. So technically
a hacker with a few drones or a rigger who can also break into computers
is very well possible now. And I suppose it's realistic too, but in the
harsh world of shadowrunners it usually pays to specialise.
So that's another thing I'll have to get used to, but I think I will.
mcv.


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