Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Shadowjack on <01-08-16/0337:21>

Title: Power Gaming
Post by: Shadowjack on <01-08-16/0337:21>
I know this is a very sensitive topic but I have to bring something up. I've been visiting this website for many years, people have come and gone and editions have passed, but this particular section of the forums has been dominated by power gamers.I understand that people want to "optimize" their characters, but a lot of advice seems more like power gaming tips. People want to know what is the "best" assault rifle, which priority is the "best" for attributes, etc. A lot of the characters I see here are not believable, they are clearly just piles of stats and gear to be extremely powerful in a particular area, often making the rest of the character really weird looking. I have read your backgrounds, they're awesome. I have seen your character concepts, they're awesome too. I'm not saying that anyone is doing something malicious, I just don't quite understand the mindsets of most of you guys.

When I go to build a character the first thing I do is start dreaming up how I think they should be as a person and a runner. I would never choose a specific priority for anything just because it is mathematically superior, to do so would mean that I may not have made the correct thematic choice. If I picture my character a certain way and I don't have enough points to get the stats I need, I will absolutely shuffle my priorities around to strive for immersion. But I understand one thing, the priority system encourages power gaming. Many choices are superior mathematically and people want the "best" character they can get. There are a LOT of things thrown around like "You MUST have you primary skills at rating 6, you NEED a dice pool of 20 for attacking as a street samurai, the low end cyberdecks are useless, etc" These are untrue statements and based on power and not immersion. People in rpgs often believe they need to "win" the game and to do so they create the most powerrful characters they can. Why is that exactly? I think it has a lot to do with fear. Fear of your character failing, fear of death, fear of being robbed or disgraced. But you know what? Those can all be interesting things to explore in an rpg, and the GM has control over how things play out. Losing fights is a lot of fun imho, I don't want to win all the time. A good GM is going to tailor his runs based on the group's skill set. A weaker group can have just as much fun as a sstrong group, they just need to do different types of runs.

I think the only way to "win" in an rpg is to have as much fun as possible. At it's core, character creation is about creating the character you imagined, creation rules can pose a problem there, that's why we see so many different takes on it. The best (and slowest) solution I've found is the Point Buy/Karma Buy system from Run Faster. If you use that you aren't burning valuable Karma for the sake of immersion, you get exactly what you paid for. You don't need to have a character composed of all skills at rating 1 or 6, which I must note, is completely unrealistic and silly. The amount of characters I see with rating 6 in 3 skills and rating 1 in 4 skills is mind boggling. Does it really pain you that much to lose Karma? If that's the case, you should really just use the point buy system. I am surprised such characters can even be fun. You might not mind because your dice pool is still adequate, but having a 1 rating in a skill means yoe are a beginner and "you have a little training about how it works but not always why it works." How does your character have a background as a skilled Shadowrunner with the following skills?

Automatics 6
Pistols 6
Unarmed Combat 6
Etiquette 1
Perception 1

That doesn't like like a real person, can you imagine someone so 1 dimensional that they can basically only fight in combat even though they're 35 years old? The character looks like it was constructed from cardboard. That is of course just my opinion but I do think it's valid as I have been playing for decades. I also know for a fact that a lot of players have been driven away from this section of the forums over the years because people tell them "you built your character wrong". Ironically, I'm doing something similar here but I'm talking about the characters that were actually realistic, characters who were not min maxed. Power gamers see these characters and come with guns blazing, that drives people out of the hobby. I'm not here to say that I'm better than anyone else, this is just a game and I implore you to play it in any way you find entertaining. If you think such characters are a blast to play, fantastic! But I really do think this  game and this hobby has a lot more potential than creating hyper specialized characters that have genes made of mathematical equations. I'm 32 years old now. When I was just starting I was 12 years old and I was making more simple characters too. I didn't want to loes fights, I didn't want to die, I wanted to be Mr. Badass and trample everything in my path. But over time I grew to realize that there are many different enjoyable experiences in rpgs, and imho you will have a much better experience if you say "No" to power gaming and trust your gut, make the characters the way you think they should be made, not like you're trying to beat the game.

Lastly, if you think my opinion is complete shit, that's fine. I 100% understand that this is one of the dirtiest topics in the hobby and every day people get upset about it. I'm just voicing my thoughts on the matter.
Title: Re: Power Gaming
Post by: gradivus on <01-08-16/0507:02>
Most of the character's I post on here are mental exercises....
I wouldn't play three quarters of them because of many of the reasons you posted.
That being said, different strokes for different folks.
Title: Re: Power Gaming
Post by: gilga on <01-08-16/0515:25>
Well characters response to the kind of game you are playing, the one you described is good for a game where combat is most important. But what if the game become social? You need to crush a party uninvited and steal something you need to dress the part and don't blow your cover. Can this guy do that?

Think about players as reflection of the GMs and the story they tell  - players like their characters and want them to survive and everybody likes to have a 'super power' . I see nothing wrong with the skillset you just posted and I already have a nice back story for it.

A monk driven with revenge dedicated the last 10 years to become a weapon so he can avenge the death of his (father?). His sensei tells him that he is ready but now in the real world there are new skills he needs and he struggles with socity that he does not understand. He is naive and vulnerable to manipulation and is manipulated by fixers that sells him bullshit about his fathers killer and exploit him for his combat skills. If he does not pick some social skills over the game, he'll continue to be exploited by people - and heck perhaps the face of the team saw the gullible fool combat god and manipulated him into running with the team thinking that he can be useful and does not require much nuyen to hire. Just make him believe that you are unlike the rest - and are completely dedicated to give him his revenge. (while - continue to use him as cheap security )

 
Title: Re: Power Gaming
Post by: Jack_Spade on <01-08-16/0520:23>
That doesn't like like a real person, can you imagine someone so 1 dimensional that they can basically only fight in combat even though they're 35 years old?

I hope you know that you are playing with gasoline and matches here...
Applying a label to someone is the first step to disregard them as a person, ignoring their motivation and generalizing something that demands a case by case judgement.


That said, you are stating a general problem in all RPGs: How can you translate a complex person/character with the minimum amount of bookkeeping onto a sheet of paper?

The truth is: You can't. All the skills you have as a person can't realistically be described using a gaming system. And neither can you do the same for a character that usually has a lot more professional knowledge and experience than you.

Now, you try to simulate it the best you can by assigning limited skills over a large area. That will in consequence limit your actual ability to perform well in situations that need it.

In my humble opinion, this isn't a good strategy.

First and foremost, you don't roll skills, you roll pools. The one point of Perception suddenly becomes  a pool of 8, equaling 2 bought hits. This is quite adequate in most situations.
Similarly you can use your attributes for untrained checks or you can substitute skills with existing ones as per p. 130 core.
A true "power gamer" therefore would have taken only Automatics 6 and not Pistols - unless its in his concept to be equally good with both types!

Secondly, lot's of skills a person possesses are in fact knowledge skills - theoretical knowledge with little practice. And even here the above said applies: untrained and substitutions are a must if you want any character to be anywhere near what a real person knows about the world.

You find a lot of combat focus (including magic and matrix) because it is one aspect of the game that comes with a very real and easily understandable win-lose condition.
If you shoot at someone you want them to be taken out as a threat. For that you have to not only beat their numbers but by such a margin as to render them incapable of retaliating.

Other parts of the game are more forgiving/have not the same harsh consequences.

It's not about "beating the game" it's about being a protagonist worthy of that distinction. Most people don't derive fun from constant failing.
My definition of an optimized character is understanding the game mechanics as well as the options it provides and applying them in such a way that you create a character capable of overcoming obstacles typically encountered by his party role.
Or simpler: Be good at what he does.

Getting back to the 35 year old professional: If he is a fighter I want him to be able to drop an enemy in one combat round, if he is a hacker I want him to be able to hack the thing without being found out or getting damage to my health or equipment.
Imho this are legitimate wishes if you are playing a professional. He might be a lot weaker in other areas, but that's why he has a team - to compensate for his weaknesses.

...

And then there a thought exercises designed to redline the game system, to explore the possibilities the system gives and to maybe encourage the game designers to avoid certain pitfalls next time or at least use clearer language.
Playing with numbers is not everyone's notion of fun, but it is nonetheless for some.


Title: Re: Power Gaming
Post by: Hache on <01-08-16/0545:39>
(disclaimer : not native english speaker, I'm not used to such long posts, phrasing and words can be funky  ::) )


I like your post. I don't fully agree with everything, but I like how you explain your point of view.

I'll first try to answer the "this character makes no sense, it's just a pile of stats".
- Shadowrun gameplay is based on optimization. As D&D is, and many other games. The core goal of Shadowrun is to win encounters. Fighting, negociating, disabling security devices, B&E, hacking, racing, and so much more. You are rewarded (nuyens and karma) for winning. When you create your character, you know you will face such situations, and you ask yourself "since the goal of the game is to win, how do I maximise my win chance ?" Optimization is part of Shadowrun, there are way better games if you want to just "live your character".
- there are different types of players. Some like to roleplay. Some like to roll dices. Some like both. I like both, but I don't need my stats to roleplay. I don't fall in the "put 1 in CHA because I'll roleplay it", but I don't need my character stats when I just roleplay. But if the GM asks me to roll dices, ok baby you want the "rolldicer" player, not the "roleplayer" one. The stats for my next character still have elements of my character concept (I have both 9 in AGI and a cyberarm with 9 AGI, it would be more optimized to drop the cyberarm), but it lacks some elements, sacrified to the altar of optimization. But I have a 16 pages background, and boy oh boy I'll roleplay them when I have the chance, even if it's not on my character stats.


Then, the ending of a discussion I had with a friend on the same topic : on the forums, you always advice the "best", not what "fits" the character.
- on a forum, we don't know what your character background is (and no, the 3 lines description is not enough for me), we don't picture your character the same as you. If I take Batman for example, you don't picture it the same as I do. Maybe you'll think he needs a huge LOG to create his equipement, but I'll think his master stat should be VOL because of all he faced. And this is for Batman, a character we both know. For your character, that only you imagined, how can I picture it the same way as you ? How can I know what "fits" your character ? I can try, but I'll probably help you more by telling you what "works best", and then you'll take it or leave it wether it fits your character or not.
- we don't know your GM nor the other players of your group. We don't know if "medium" in fighting means 6, 9 or 12 in Automatics. I believe you need to be about the same level as the other players to keep harmony on the table, but we don't know which level is your group. We can only say : specialisation gives you 2 dices, skill gives you 6 dices, attribute gives you 6, race gives you 1 or 2, smartlink another 2, and enhancement (magical or mundane) 2 or 3 = 20 is about the max at character creation. If you know you only need 16 to be "the streetsam" of the team, then drop some options we gave you. But you can't accuse us of giving "power gaming" advices, those are the best advices we can give.



Now, there is one thing I agree with you, it's the feeling. When you see a character, it's very easy to go from "your character could be better by doing this" to "your character is weak because you didn't do this". Some posters here manage to stay the first, and gives you advice that you take just as advice. Some other fall into the second category, and wrap their advice with judgment. With experience, you walk away from the judgments and take only the advice. But your post is a good reminder that we can both say "I like your concept" and "your character could be more powerfull by doing this".
Title: Re: Power Gaming
Post by: Novocrane on <01-08-16/0549:04>
Quote
First and foremost, you don't roll skills, you roll pools.
I think that hits on something that's been somewhat more clearly outlined in the CRB.
Quote
Most of these things —common tasks like eating, sleeping, and crossing an empty street—are done automatically and are kept in the background of the game.
*(unless the character is Incompetent, and then hilarity ensues)
When you need to do something difficult or extraordinary, or when you need to avoid someone who has got you in their crosshairs, you have to roll the dice to determine a result.
You don't roll skills, you roll pools. Dice Pools show how well you do in an unusual, dangerous, timed, or limited resource situation. Skill Ranks give the GM an idea of a character's performance when not under pressure.

*stolen from the vehicle section, but I think it bears mentioning
Title: Re: Power Gaming
Post by: Reaver on <01-08-16/0557:01>
No, I would agree that this section of the forums is predominately "Power gamer" builds. But, that is to be expected as;
1: these are forums, and that is all you are really going to get. ever
2: people looking for help with characters are generally looking for "power builds" in the first place.  Creating an immersive character is easy! Creating a "power gamer" character takes more skill.



All the rest is an argument of "style over substance". And really, this is going to boil down to your table and your table's expectations. People play a LOT of different RPGs and MMOs these days. these all have different mechanics then SR. And I think people get a little confused by the "power" system in SR and how is works.... as it is not laid out as clearly other games. (I've gone over this in an other post recently)

Take the world famous DnD. <yes, I know things have changed some in DnD, but the example stands>. In DnD, you go off, you fight monsters, you gain XP, you level. You then go off, fight other, slightly more powerful monsters, you gain XP, you level up. Rinse and repeat. At level 1, an orc with a Greataxe is a serious threat! A single hit can drop all but the healthiest barbarian! But, by level 10 an orc with a Greataxe is a joke! Even if he could hit you, it would take several (lucky) hits to even threaten you!

But in SR, a Ganger is a ganger is a ganger. They never really get any better..... and character don't "level" up like they do in DnD... and I think this creates this disconnect, both in players and in game masters.... and it ends feeding on itself in giant circle.

Players build "uber" characters, Start to wipe the floor of the opposition. The GM in turn ups the dice of the opposition, feeding the need of the players to maintain their combat "edge". Thus the character focus on their Speciality and not secondary skills (creating a more rounded and "immersive" character). Thus combat becomes easy again... Thus the GM increases the dice pools.... and so on and so on. Pretty soon you have ganger mooks with 20 dice pools, using mil spec weapons! Or clutches of dragons decending on runner teams like they are chocolate coated Bon-Bons!

This Really isn't the way SR is set up to work. Its not like the players hit 100 karma and suddenly all the ganger "gutter snipes" turn into ganger "Fire support mini-gun operators". They are STILL gutter trash ganger mooks! And yes, any skilled Runner team should be blasting through them like paper!


The question really is:

"How many dice is enough?"

And really, that question is like asking "how much money is enough?" DO NOT expect to get a consensus! Best you can hope for is a per table idea of how many dice the enemy is going to be throwing, and then judge from there for your selves.

To give you all an idea. I play in a high karma game. But the dice pools of the enemy really hasn't changed all that much on the average. If I am fighting your run of the mill gang land mooks, they are throwing some where around 4 to 10 dice. Rent a Cop security isn't much better at 6 to 14 dice..... Elite security can get scary when they start throwing 20+ dice..... but we have to be fairly incompetent to be running into THAT level of talented opposition! (because guys of that skill don't just grow on trees! Nor do they hang out in office towers waiting for shadow runners)

So if you know that the average guard is throwing 10 dice on the average, do you really need 37 dice in you gun skill?

On the other hand, if the random ganger on the street corner have the gunnery skill of a master marksmen and the combat reflexes of ninja on crack.... maybe you DO need that 37 dice pool...


The other problem I have seen (and this is for the GMs out there!) is unrealistic security. Oh this is a huge one! I can't tell you the number of times I have seen the defenses of "Common" office towers put maximum security prisons to shame! Take the time to plan out your buildings... and use some LOGIC!!! IF employees can not walk 3 meters without being subjected to a body cavity search, how does that building produce money for the corp? If that building is NOT making money for they Corp, why does is need a body cavity search every 3 meters??
If the employees can not do their job with a minimum of interference, then chances are the security is too high! (people are lazy buggers! If you are golng to demand they enter 3 seperate passwords just to log on, expect them to use the SAME password! Or expect them to prop open doors, etc.) Use your head! People have to work and be productive there!
And no. Guards do not wander the halls in platoon sizes, armed in heavy military gear..... It puts the wage slaves on edge. At best you have Hank and Tom, the professional guards right out of a military tour. But most likely you have Bob and Jerry. They barely passed high school, have a donut addiction, and just enough training to be a serious threat to wageslave.... Cause THAT is who is going to be causing 99.999% of the problems on a yearly basis in an office tower... Other wageslaves.  (Face it, Shadowrunners are rare! And if the Runners are rare, then the Runs they go on are rarer still... and a city like Seattle has a LOT of office towers...)


*****


But in the end, it IS about having fun. And to some people rolling 458 dice at one time is F  U   N   !   !   !

In the end, if everyone at the table is having a good time, then someone is doing something right. If someone is NOT having fun at the table, then it's time to stop and ask why.... And see what can be done about it.
Title: Re: Power Gaming
Post by: ZeldaBravo on <01-08-16/0622:52>
That doesn't like like a real person, can you imagine someone so 1 dimensional that they can basically only fight in combat even though they're 35 years old?

That is literally me when I was 23. I was fresh out of the army and I was even considerind going back in despite I don't particulary like drills or taking orders. I was pretty oblivious to what civilian life is, I feared that I will never find a job because I didn't have a good education, I thought that I was "too old" for colledge, and the only thing I was good at is being a soldier. There is a reason to why some people see grunts as "meatheads". Soldiers have a very narrow and a very focused skillset, and their civilian social skills are often underdeveloped if not crippled.
It is important to keep in mind that Shadowrunners are not normal, believable persons. The wageslaves are, the KE officers are, the blue collars are, but not shadowrunners. They are oddballs and freaks that live outside of the society. They are terrorists and thieves and murderers, plain and simple. They must have an edge to live through another day and to be good enough to get hired.
Seriously, Shadowrun is not a game about abolutely normal people.
Also, I totally agree with other posters.
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/0709:13>
Thanks for your replies, I found them interesting. So many different points were made that I cannot reply to all of them, instead I will give a general reply. I don't agree with the notion that Shadowrunners need to exceptional at their specialty. This may be true if you are dead set on being successful early in a campaign, but I think it's not accurate to say that it must be this way. Some of the most fun I've had playing rpgs, Shadowrun included, was when my character wasn't that powerful. I still built these characters with the same amount of Karma as my more specialized characters (the ones that most people here would probably prefer), but the provided me with a new experience. It can be very interesting to explore the life of a Shadowrunner that isn't amazing, yet has potential. After all, not everyone starts off at the same level of skill. Working your way up can be fun, especially if you play that character for a longer period of time you will feel a strong connection because you got to experience the entire process.

While it is true that the common objective of the game is to go on shadowruns, I don't think that failure is a bad thing. In my experience, the majority of groups tend to win the vast majority of the time, and in some groups, all of the time. Each time you win you get a little more comfortable. Over time winning becomes expected and the fact that you don't lose makes the wins less fun. Failing to complete one or more runs, or losing a fight here and there can be a very good thing for the game because it makes the times you do win more memorable. Of course it's fun to complete runs but if you always complete them, in all campaigns, it isn't as fun as it could be. I will go so far as to say that I'm extremely confident that is true as I have experienced all angles of it.

I also don't agree with the idea that pools are what matters and not the skills. That doesn't seem to make very much sense to me. Attributes govern your natural (or unnatural) ability and cover a certain spectrum of skills. Skills explicitly cover how proficient you are. You could have a Face with only a 3 Charisma. He tends to rub people the wrong way and his hygiene isn't great, but he is a hell of a negotiator and he has 10 ranks in it.  That tells me that he is far more skilled than many other Faces with a dice pool of higher than 10. Taking maxed out cyber limbs and grabbing a bunch of skills at rating 1. while completely legitimate, does not indicate that you're talented at the skill, it means that your cyber limbs are carrying the bulk of the weight.

I found the post by ZeldaBravo to be an interesting one. I think you would be quite well developed for combat, there is no doubt about it. However, don't they teach you how to do first aid and survive in the wild? I'm sure they teach you many such skills, none of which are represented in the example character I provided. I am aware that many people have the opinion that you can't possibly represent all of the skills you should have, but I think you can at least make an attempt to do so. You do start with a minimum of 25 Karma, I don't see why you can't allocate some of it to purchase skills that your background supports. It seems very immersion breaking to me for a soldier to watch his teammate bleed out because he has literally no ability to use a traditional medkit. Granted, perhaps in Shadowrun they would just use the autodoc because it is available, but you get my point.

As for increasing levels of difficulty, that's another trap I've fallen into for most of my gaming career. Like many, I started with DnD and that taught me that rpgs should have a linear scale of challenge. That is extremely unfortunate and immersion breaking. It is much more powerful when the challenge is not linear. Once in a while it is good to lose to an opponent you have very little hope of defeating. Should you defeat this opponent the value of the victory is amazing, should you lose, the lose feels appropriate. Who is to say that you would encounter increasingly difficult challenges and start out with easy ones? That is more like a video game than a roleplaying game, especially since you can't view the statistics of your opposition and thus have no way to accurately guage their power consistantly. Encountering a weak opponent can also be good because it demonstates how far you've come and that not everyone is going to pose a challenge. Varying the level of difficult is a powerful technique.

I build my characters with realism and immersion in mind and my characters tend to do pretty well in the shadows. I build them with a range of power and each one has provided me with an amazing experience. I don't really see the need build super powered characters every single time. And to be clear I am capable of, and do occasionally, build extremely powerful characters, but I still always manage to stay true to the character concept. I just find it very disappointing that so many characters here are made using the same formula that was developed by power gamers and all the new players are being taught to do it. Number crunching is definitely fun for some players, some people really enjoy it and that's  great. But it is not going to provide the best roleplaying experiences. It's possible to get the best of both worlds and that's when you'll have the most fun.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-08-16/0728:08>
From another thread:

In the vast majority of cases on this board, you get a thread with a sheet and a comment of "plz to critique." No context about the game, about expected dice pools, etc.

Not knowing how your game is set up,and thereby not knowing how to build for it, is especially common if you're joining a PbP of random people who don't know each other but it certainly happens in established groups where the GM has failed to hold a Session Zero in which they set expectations of power levels and theme (yes, I'm comfortable laying this at the feet of the GM).

In the absence of that info it's no surprise that the default advice is set to "be as good as possible in your focus areas."

I'll add to this. First up, I feel like your first post's penultimate paragraph contains a Stormwind Fallacy, and your second post doubles down on it. I'm not going to delve deep into this, because there's not much point or value in doing so, but I do want to point it out because I consider the "it's not ROLL-playing its ROLE-playing" meme to be a exhausting and condescending conceit. I don't know if you're really doing that here, I just find that tired old saying and all the baggage that comes with it to be somewhat toxic and tone deaf with regard to accepting that other people have other preferences and not everyone has to game for the same reasons or with the same goals in mind.

At any rate, I don't play SR to be an ineffective chump (if I wanted that I'd play Dark Heresy 1e, which I have played for years and greatly enjoy, but I also go to it for very different themes and game tone than SR). THe long and short of it is, I have little interest in playing SR and not building a professional criminal who can mechanically act and succeed like a professional criminal, who typically succeeds on the rolls in their focus area, because to me, a pro hacker who constantly fails at hacking isn't going to be a pro hacker paid to do hacking jobs. That just doesn't make sense to me on the narrative level, and it's not fun for me in play to constantly fail the thing I am supposedly good at (which does not mean I never fail, it just means that failure happens only when the stakes are high against a comparable opponent. Failing because I have a bad dice pool to hack a wage slave's trash commlink, and reading in some general commentary about how failures are exciting in the context of tasks that should be easy for a professional criminal, doesn't appeal to me in the slightest).

I view your standard Shadowrunner as a perspective character from Leverage or Burn Notice as a default. Sure there are games where you play gangers or whatnot. But to me the default runner is much more competent, they're the refined metal separated from the dross. If you read the source material like Neuromancer, Molly is not just some schlub with razors. She's a very well trained professional at the peak of her game.

I don't have fun when I fail at things that should be easy. I get aggravated. So if fun is the most important thing about gaming, why are you saying my fun is bad because I want to minimize my chance of failure, since I find success fun, particularly when playing as an expert criminal who certainly had to succeed to survive into their current status of shadowrunner?

Now I'm genuinely curious about what your point in posting this thread was to begin with. just exasperation with the trend, or what brought it up for you that you wanted to open a discussion?

Just a final note. I'm an opinionated person and I know I have been guilty of being very judgmental in the context of giving build advice. In the past I've said that peoples' characters were basically trash. I'm certainly not the only person who's done this on this forum. For a while I justified it to myself as exasperation with people who should somehow know better or grok the mechanics better when it certainly took me a long time to get the nuance of this complicated system. At some point I realized that was just BS for my own bad attitude, and venting frustrations at other things at people who simply wanted some help, and I was being pointlessly rude, so I've done my best to stop responding like that and to focus more on being constructive, even if the post turns into a laundry list of "how to do this better." I absolutely agree that we can give build advice without basically insulting people about their build choices, even if we fervently believe that their choices are poor.  There are absolutely good and bad ways to critique and to teach new people the myriad of nuances about this game that we love but there's absolutely no reason to drive someone off the board with vitriol or turn them off from a hobby that they might enjoy.
Title: Re: Power Gaming
Post by: Jack_Spade on <01-08-16/0754:45>
I also don't agree with the idea that pools are what matters and not the skills. That doesn't seem to make very much sense to me. Attributes govern your natural (or unnatural) ability and cover a certain spectrum of skills. Skills explicitly cover how proficient you are. You could have a Face with only a 3 Charisma. He tends to rub people the wrong way and his hygiene isn't great, but he is a hell of a negotiator and he has 10 ranks in it.  That tells me that he is far more skilled than many other Faces with a dice pool of higher than 10. Taking maxed out cyber limbs and grabbing a bunch of skills at rating 1. while completely legitimate, does not indicate that you're talented at the skill, it means that your cyber limbs are carrying the bulk of the weight.

But isn't that exactly what you asked earlier? That people should embrace low skills and instead have more of them?
To distinguish between raw talent and someone who practiced thousands of hours is futile. As in reality it's the results that count.
Both approaches will be beat by someone who has innate talent and invested the time to learn the skill.
There is a reason the skill ranking does differentiate between untrained and unaware. Untrained is what it says: You didn't have any formal training to actually do the thing. Unaware means you don't even understand the basics.

I build my characters with realism and immersion in mind and my characters tend to do pretty well in the shadows. I build them with a range of power and each one has provided me with an amazing experience. I don't really see the need build super powered characters every single time. And to be clear I am capable of, and do occasionally, build extremely powerful characters, but I still always manage to stay true to the character concept. I just find it very disappointing that so many characters here are made using the same formula that was developed by power gamers and all the new players are being taught to do it. Number crunching is definitely fun for some players, some people really enjoy it and that's  great. But it is not going to provide the best roleplaying experiences. It's possible to get the best of both worlds and that's when you'll have the most fun.

What it is this realism you speak of? Do you usually just play humans without augmentations or magic?
Or is realism(tm) just based on your personal judgement?
In that case you should be aware that a) not everything that is displayed in this forum is meant for play b) you just might have a limited view as to what is possible within the SR Universe.
Title: Re: Power Gaming
Post by: Hache on <01-08-16/0822:02>
Failing to complete one or more runs, or losing a fight here and there can be a very good thing for the game because it makes the times you do win more memorable.
About the winning/losing :
- losing because you fail some dicerolls, with the GM saying : "you don't get paid. Ok, now let's move on to the next run." ===> no fun
- losing because it was planned that you could lose, and that would develop into another arc of the story ====> epic story ===> lots of fun


Yes, I think that the GM should be able to tweak the difficulty in order to incite/avoid failure, based on what's planned next. Meaning the diceroll should not screw the story.
Title: Re: Power Gaming
Post by: Marcus on <01-08-16/0826:47>
Such ignorance is very disappointing. I thought we had made more progress then this.

Shadow, you have missed the whole point, it's a game, it's about having fun!
So long as you're having Fun that is success. That's what the game is about. How someone has fun is up to them, your judging them isn't useful, isn't helpful, and it's holding you back from a more complete understanding of gaming. I don't tell you how to play or how to have fun, I only encourage you too play and have fun.

Someday I hope you will really come to understand that background story and mechanics are truly independent portions of character creation. It's simply the truth. Think about it. Free your mind from this silly prejudice, and grasp that the system is there to have fun with. Give it a try!


Title: Re: Power Gaming
Post by: Facemage on <01-08-16/0831:26>
One reason to "powergame" is low karma rewards. 50 karma is not much, you can rise your magic to 7 and your str to 3. Which is not much (this is not the best way to use karma, only an example). But to get those 50 karma you need to survive something like 7 runs. Which is much, it takes many hours of real gaming time. So, because it takes very much time to train 6 skills from 3 to 6, it's much better to train only 3 from 0 to 6 and put those 18 skill points to 3 skills each to level 6. You save a lot of karma (in this example with joat 69 karma => 10 runs).

And because players often want to see how they characters grow in power (very classical rpg scenario, at least for me this is one of the key reason to play rpgs), they want to build them such that it is possible. Even though the Shadowrun is not DnD. If you create a character, who have 3 in every his stats and 3-4 in all of his skills, the character is mediocre and stays forever mediocre.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-08-16/0853:52>
Man, this thread has three different 'Jacks! :D

Overall, I absolutely agree with your first point, Shadowjack. This subforum has a lot of high-dice pool, very specialized character concepts. No ifs, ands, or buts, that's just reality. Whether that is good, bad, indifferent, or other is up to the people creating and playing such characters.

The only thing I'll say is that there are a lot of comments on here along the line of "you need to do X to optimize your character more", which I personally think is a little annoying. Unless someone says "I want to achieve Y; what can I do", a lot of comments are simply based on specializing builds, but maybe that's how the majority of the people who come here play the game; with very specialized characters. Nothing wrong with that, just not my personal preference.

I mean, look at pretty much any character posted on these subforums and compare them to pretty much any character used in the examples in the books; whatever your feelings about the examples (a lot of them are just plain using the rules wrong, I agree), the example characters are much more diverse in their skill sets, with lower dice pools in many skills. I really do think this comes down to personal preference with some people preferring to play super heroes that are extremely good at "their thing" and not much else, and others who prefer having a wider range of skills (i.e. generalists). I also think this comes down to GMs as much as anything; if your GM doesn't regularly challenge your weaknesses, why wouldn't you hyper-specialize so you can shine when it's your time?

In short, many of the game mechanics (glitches in particular) become less and less important the higher your dice pools get, unless of course your GM regularly puts your anti-social decker into high society ballrooms and has them attempt to lie their way out of a sticky situation ;)

There's no wrong way to play the game, as long as you're having fun.

ETA:
I also think this comes down to the way people build characters. It's much easier to fall into the "I need to get the most bang for my buck" when using the priority system, because one skill point can be worth 2 karma or it can be worth 42 karma (skill rating 1 vs skill rating 6), and one attribute point can be worth 15 karma or it can be worth 90 karma (Agility 2 vs Agility 6 for a human). I think most of us have a tendency to create more optimized characters with point buy as we all want to get our moneys worth, so to speak, whereas if you're using karma builds it's almost exactly the opposite. Getting that strength 10 as a troll costs a heap of karma so you really have to consider if it's worth the expense, just like that skill at rating 6.

Again, no right or wrong way, just whatever makes the game fun for you.
Title: Re: Power Gaming
Post by: Hobbes on <01-08-16/0858:08>
they are clearly just piles of stats and gear to be extremely powerful in a particular area,

All characters are literally just piles of stats and gears.  It is up to the players and GMs to make them more than that. 

RAW mechanical advice is fairly straight forward and easy to give compared to role playing advice.  At least via the medium we have here. 

Also, keep in mind, very rarely does anyone ask for role playing advice, and unsolicited RP advice is usually not at all welcome.  Most people have a clear image of their character and rarely need help with that aspect.  At most what would be suggested are plausible in-game reasons for something. 
Title: Re: Power Gaming
Post by: Marcus on <01-08-16/0925:49>
This is from a post from awhile back discussing this issue, it was a good thread, I'd recommend you read it. Consider what drove you to write this post Shadow, I think you could have a lot more fun if you let go of this prejudice, and become open to more inclusive and diverse view of gaming.

I have a hard time making a mage character without resources E.  None of the those I have made or played started with a focus.  Current character is Sum to 10 Magic A, Skills A, Attributes C, Meta E, Res E.  Background is that he is old (aged quality, low low phys stats), down on his luck (low lifestyle, takes the bus, no foci, minimal surveillance gear).  I wanted a full load of magic skills (6 in sorcery group, 6's with specs in all three conjuring skills, 6 in Astral Combat, perception, assensing, plus good dicepools for sneak, interrogation, negotiation (diplomacy), tracking (for tailing), Con (fast talk) and disguise.  Loads of dice pool 10 and 12 knowledge skills. 

So you might say I'm munchkining with AACEE, but the backstory makes sense.  I play him as old and frail, but wise and subtle with spells.  Different people prioritize different things.  I like lots of high level skills.  My dump stats (all four) make sense for this character. 

If I were playing missions, I probably wouldn't build this way.  Missions is a grinder.  Home games usually are about character and story.  Probably go Magic A, Skills B, Attr C, Res D, Meta E.  Dumb Cha and Log instead of Body and Agil.

When will people get over this "munchkin" negativity concept . Game theory was developed over a century ago, it eventually developed to the concept of taking the least bad action to help all the players as a whole, aka the Minimum Maximum or Min/Max. It was then and it is now about helping everyone playing as a whole. Feeling guilt cause ya did some math and developed a background you like is just silly. You don't need justify anything, the stormwind fallacy alive and well in so many, is just blows me away. Everyone should play the game to have fun, for some it means taking the time to math out a great build and having a great story, for others it is different. It doesn't matter the order of creation, all that matters is ya have fun playing the game.
Title: Re: Power Gaming
Post by: Facemage on <01-08-16/1018:58>
Two things more:

1. For me the forum is a good way to learn how to build as powerful as possible character. I learn what are the best qualities, weapons, attributes and skills. I think that it's very useful information. But do I select the min-maxed character and play with it? Never. Typically I still select something suboptimal (for example I personally prefer elves even though sometimes orks or humans are better). And give him suboptimal skills, attributes and so on. Always because of fun.

2. Shadowrun is a lethal game. If you build a character with a great effort, you don't want that he dies later. At least in our games a gm uses often in his missions archetype characters from the corebook.  In the mission you encounter 3 corebook archetype enemies (e.g. combat mage, street samurai and face) and your team has 3 members. If your characters are not stronger than the enemies, your probability to win the fight is ~50%. And very soon you fail and die. But if you optimize your character (give him rea 5, int 5, combat sense adept power or reaction enhancers, select a suitable defensive attribute (willpower, agility or charisma) with too pretty to hit or agile defender, rise your initiative such that you can use full defense if needed and still cast a spell or shoot with a gun). After that your probability to win a fight against archetype characters should be much higher. And still the fight is not cakewalk. The probability to fail is still quite high, so better not to fight at all and try to use social or stealth skills instead. And if you fail in your social or stealth skills, you may have to fight and again the probability to die is greater than 0... So better to be good also in stealth and social skills. And that is that. After you have put your resources such that you can survive and are competent in stealth and social situations, you have not typically much left. Sometimes nothing.

And finally a real story: My friend was new to Shadowrun and we give him Sledge street samurai from the tutorial set to test the game. Sledge is maybe even worse than the street samurai from the corebook. He threatened 3 street samurais and they started a pistol fight. Because he was slower than the samurais, they shot him twice with Ares Predator and he had something like 9 boxes physical damage. That was that. But If Sledge had been faster and more defensive (greater int and rea), he would have shoot first and maybe at least one of the samurais would have missed. With good luck both. And because Sledge would have been faster, he could have shoot again, maybe hitting another samurai and so on.

Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/1040:31>
I know this is a controversial topic so thanks for showing some restraint in your posts. However, I must insist that my view is not ignorant, it is based on many years of visiting this message board. I  have clearly stated that if you wish to power game and you find it fun that is your perrogative. What I do not like is that many people post here once and never return because of the feedback they get which basically rips their character apart. You make an excellent point when stating that most people simply post their character and don't actually specify what they expect. That is certainly an issue. I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.

Some of you don't like failing shadowruns, I accept that. But you must consider that failure is an experience that others may enjoy and that should be considered when attempting to give power gaming advice. I am not saying this to be pretentious but I have played for a very long time and in the past losing and failing on important actions used to really frustrate me, trust me, you're not alone. But with more exposure to failure my viewpoint has changed and I think it is worth consideration, especially if you haven't experienced that side of gaming much yet (which I know many haven't).

Whiskeyjack, I commend you on your new ways. I have to say that in general you and I are of different opinions on many things, we definitely have different experiences and playstyles. To answer your question, my purpose of making this thread was to encourage others to give some thought to my opinion and also to try to prevent posters from quitting the boards because of what goes on here. I am not singling out any poster but I think it's fairly clear that many people will not enjoy responses that have a plethora of negative critiques and power gaming advice.

Herr Brackhaus' post was one I agree very much with and it sums up a lot of my feelings on this topic. If you examine the example characters in the core book, which are there for people to play, you will see that they are far from power gamed. Those characters have diverse builds and while they are slightly optmized they did not sacrifice the theme of the characters. Why is it that those characters are completely different than the characters that are power gamed? Do you think that these characters are terribly built? I suspect that most of you do and would never, ever play a character that spread out. I think those types of characters are how the game is supposed to be played, at least to an extent. They have a ton of thematic elements, the characters are realistic and in the context of the game world and I believe in them. They do not have all 6's and 1's in skills. I'm not saying you shouldn;t optimize at all but there is a reason those characters are in the book, they're not intended to be terrible.

One thing I do like to optimize is how much fun I can have. Teaching new players "the only way to play is to powergame, this is your new character" is a very one dimensional and potentially harmful lesson. I am 100% aware that as long as we're having fun the game is a success, but my goal is to offer my knowledge to encourage people to consider a different style of character creation, one which I feel will be vastly more fun. That is my opinion and I am definitely far more experienced than the majority of people that make there very first post here. I also can say with confidence that bashing people's characters and berrating them and telling them to scrap them is a hell of a lot worse than power game versus immersive build styles, or whatever the hell we want to call these things. I also know that most power gamers are quick to anger when their playstyle is brought into question but in my experience, people on the roleplaying and immersion side of the fence also know how to powergame, and VERY often have powergamed for years only to change their stance, those same people were quick to anger in the past too. In other words, I think powergaming is generally favored by less experienced players. I don't say that to offend anyone, and please bear in mind that I have not examined any of your characters, nor am I familiar with the type of advice anyone here gives, but new to semi-experienced groups tend to be full of powergamers because it's a lot easier to crunch numbers, optimize and copy build strategies than it is to hone your roleplaying skills and break away from bad habits that form early on and often last forever.
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/1045:40>
Facemage, thanks for your post. I completely agree and everyhing you said is very reasonable. The lethality of the game is definitely going to encourage people to want powerful characters. But there is no need to make 100% min maxed characters, that is my main concern here. If you build a bad character you are probably going to fail, the only exception is if the GM is very careful and knows what kinds of challenges you can handle, or if he takes it easy on you in some cases. It is vital that the GM can assess the ability of each member of the group and the group as a whole and build his campaign around that.

Title: Re: Power Gaming
Post by: Raiderjoseph on <01-08-16/1048:46>
Thanks for your replies, I found them interesting. So many different points were made that I cannot reply to all of them, instead I will give a general reply. I don't agree with the notion that Shadowrunners need to exceptional at their specialty. This may be true if you are dead set on being successful early in a campaign, but I think it's not accurate to say that it must be this way. Some of the most fun I've had playing rpgs, Shadowrun included, was when my character wasn't that powerful. I still built these characters with the same amount of Karma as my more specialized characters (the ones that most people here would probably prefer), but the provided me with a new experience. It can be very interesting to explore the life of a Shadowrunner that isn't amazing, yet has potential. After all, not everyone starts off at the same level of skill. Working your way up can be fun, especially if you play that character for a longer period of time you will feel a strong connection because you got to experience the entire process.

While it is true that the common objective of the game is to go on shadowruns, I don't think that failure is a bad thing. In my experience, the majority of groups tend to win the vast majority of the time, and in some groups, all of the time. Each time you win you get a little more comfortable. Over time winning becomes expected and the fact that you don't lose makes the wins less fun. Failing to complete one or more runs, or losing a fight here and there can be a very good thing for the game because it makes the times you do win more memorable. Of course it's fun to complete runs but if you always complete them, in all campaigns, it isn't as fun as it could be. I will go so far as to say that I'm extremely confident that is true as I have experienced all angles of it.

I also don't agree with the idea that pools are what matters and not the skills. That doesn't seem to make very much sense to me. Attributes govern your natural (or unnatural) ability and cover a certain spectrum of skills. Skills explicitly cover how proficient you are. You could have a Face with only a 3 Charisma. He tends to rub people the wrong way and his hygiene isn't great, but he is a hell of a negotiator and he has 10 ranks in it.  That tells me that he is far more skilled than many other Faces with a dice pool of higher than 10. Taking maxed out cyber limbs and grabbing a bunch of skills at rating 1. while completely legitimate, does not indicate that you're talented at the skill, it means that your cyber limbs are carrying the bulk of the weight.

I found the post by ZeldaBravo to be an interesting one. I think you would be quite well developed for combat, there is no doubt about it. However, don't they teach you how to do first aid and survive in the wild? I'm sure they teach you many such skills, none of which are represented in the example character I provided. I am aware that many people have the opinion that you can't possibly represent all of the skills you should have, but I think you can at least make an attempt to do so. You do start with a minimum of 25 Karma, I don't see why you can't allocate some of it to purchase skills that your background supports. It seems very immersion breaking to me for a soldier to watch his teammate bleed out because he has literally no ability to use a traditional medkit. Granted, perhaps in Shadowrun they would just use the autodoc because it is available, but you get my point.

As for increasing levels of difficulty, that's another trap I've fallen into for most of my gaming career. Like many, I started with DnD and that taught me that rpgs should have a linear scale of challenge. That is extremely unfortunate and immersion breaking. It is much more powerful when the challenge is not linear. Once in a while it is good to lose to an opponent you have very little hope of defeating. Should you defeat this opponent the value of the victory is amazing, should you lose, the lose feels appropriate. Who is to say that you would encounter increasingly difficult challenges and start out with easy ones? That is more like a video game than a roleplaying game, especially since you can't view the statistics of your opposition and thus have no way to accurately guage their power consistantly. Encountering a weak opponent can also be good because it demonstates how far you've come and that not everyone is going to pose a challenge. Varying the level of difficult is a powerful technique.

I build my characters with realism and immersion in mind and my characters tend to do pretty well in the shadows. I build them with a range of power and each one has provided me with an amazing experience. I don't really see the need build super powered characters every single time. And to be clear I am capable of, and do occasionally, build extremely powerful characters, but I still always manage to stay true to the character concept. I just find it very disappointing that so many characters here are made using the same formula that was developed by power gamers and all the new players are being taught to do it. Number crunching is definitely fun for some players, some people really enjoy it and that's  great. But it is not going to provide the best roleplaying experiences. It's possible to get the best of both worlds and that's when you'll have the most fun.

My GM in a campaign im doing on here forced the first character I ever made to run under the street scum rules. So he has a great deal of skill from his previous life before he was forced to the bottom of the shadowrunning barrel. He is gonna be looked down upon. Especially becuase of his background. Every new contact he makes and character he befriends or earns the respect of will have to be because of his choices whether or not to put the work in to gain the know how and the ability to perform. I love this. I agree with Shadowjack that low skill characters provide an unique experience. HOWEVER high powered characters can also do so. In the dreaded DnD of which you all hold so low(jesus all of you must have had the worst freaking DMs. Didnt they know to rig die to give the illusion of threat... and ocassionally have a character die?)my character spent his entire life from 16 to 37(in our campaign this was roughly levels 1 to 40)adventuring and grew as a person in incredible ways. His skills and stats reflected who he was. He grew in wisdom. The ways of his deity. And life skills. And got married. I play his kid in 5e. He lived an epic life. And became a bard 10/dragon disciple 20(10 levels in epic)/favored soul 10. His enchanted bastard sword was so powerful it took an average AC of 17 for it to miss or get blocked and it was vorpal chummers made with a fusion of silver and cold steel(unlike my rogue who got eaten by a pc turned tarrasque) Its about the experiences and how you roleplay them. Not stats period. But stats should relfect the expierences imo.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-08-16/1052:03>
I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.
Hehe, a Stormwind Fallacy Fallacy? :D

I'll be honest, I'd never even heard of it until I read this thread and I had to look it up.
Title: Re: Power Gaming
Post by: Haywire on <01-08-16/1103:03>
You can play a terrible character and still not roleplay. You can play an optimized character and roleplay it. If you play a bad character, the GM should ask you: "Why someone wants to hire you?". Shadowrun is a game of professional, specialists criminals. Of course they are people too, but that is outside the game system: you are not more alive or true if you have 3 in etiquette instead of 1.
Title: Re: Power Gaming
Post by: ZeldaBravo on <01-08-16/1134:10>
Herr Brackhaus' post was one I agree very much with and it sums up a lot of my feelings on this topic. If you examine the example characters in the core book, which are there for people to play, you will see that they are far from power gamed.

They are also not rules legal.  :)

I think powergaming is generally favored by less experienced players.

That's the point. You see, Shadowrun is a mechanically complex system (news at 11). When a newbie comes around here and asks for help with character creation, it is better to make it powerful because it is a safe bet. With a powerful character you are a boon to your team and you have better odds at succeeding in doing your work. It gives a new player some time to examine the inner works of the system and the playstyle at their table.

When you have experience, you can actually play what you want and be as branched-out as you please and still be a playmaker, but that's because you know exactly what to do.

The attitude on this forum is not bad. I see much more posts that are like "this is not gonna work because X and Y, and Z's a common trap option, try that instead" than "into the trash it goes". Well we could show a bit more hospitality sometimes but critique is an integral part of the forum, it's in the name. And I believe that many newcomers don't post anything because they got what they wanted - a character. Then they kinda learnt to fly on their own.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-08-16/1136:35>
The example characters in the book are not only bad because they have low dice pools but they were admittedly made before the chargen rules were finalized, so they do not provide a good example of a rules-legal starting character. This is the bigger indictment to me above and beyond choices I cannot wrap my head around like deckers with bad LOG and the like.

A good chunk of this is the system. It is absolutely true that given limited build resources a character's skills are less likely to resemble a whole person and in part that's because of the limitations to knowledge skills and the relative values of different skills and attributes 

When you have 8 combat skills at rank 5 a person might reasonably think that being good at all of them means being able to be effective in all situations when what it really means under the math is a whole lot of redundancy and wasted points and money that is very unlikely to generate a return. Yes, wasted, since carrying 8 different weapons is impractical and you get to use one per pass and the situation where someone has no gear but finds a random weapon is pretty edge case. Some people care about this and some don't and it's impossible to know that when a thread is posted. Nobody here is forcing people to conform to a pro-optimizing opinion. Posters are free to take away what they will.

Frankly I consider ignoring principles like what I have described above to be somewhat foolish if done deliberately but in a lot of cases people just don't know the rules well enough to see it for themselves, and that sets up expectations that are not reflected in the mechanics and can lead to serious disappointment and loss of the character. And that is a big risk with big, bloated, over complex, over granular systems like this one that has high flying themes that you can't really achieve unless you really get how the system works.i think that's where a lot of people come from with optimizing. I know it's where I come from, and I know that I encourage my way of thinking because I find it fun. But encouraging and giving advice is not forcing people to take your advice or agree with you on what's best for their character and table.

Now of course this may not be an issue at a given table. Once again we don't know what is going on at a given table without being told, and I'm not interested in pulling those kind of teeth out of people in thread after thread. I'm not going to beg people for context they're not offering on their own. So we kind of advice should we be giving, if people are asking for it but giving no context?

Granted we are all susceptible to pushing our preferred play style, but somehow this is only a problem for the people who like to tweak the system to do but is perfectly fine for those who don't tweak the system? That's hypocritical. You may see things in threads saying "that's a mechanically poor option" but when's the last time a mechanics whiz on this forum made a thread solely to tell people playing fluffier builds that they're universally and unequivocally Doing It Wrong?

Frankly a lot of the people who post one topic and don't stick around, I doubt they're scared off, they came for an answer, got it, and either liked it or didn't and weren't interested in joining the community for the long term. Which is a totally valid way to interact with an online community, just like being here for years and commenting on most very thread is a totally valid way to interact, just different.

I have seen what I consider to be terribly made characters role played awfully and optimized characters role played wonderfully and everything in between. In my experience there is no correlation to mechanical build effectiveness versus roleplaying potential. That is solely up to the player. Saying there is a general correlation...I find that insulting and consider it a fallacy.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-08-16/1152:23>
When you have 8 combat skills at rank 5 a person might reasonably think that being good at all of them means being able to be effective in all situations when what it really means under the math is a whole lot of redundancy and wasted points and money that is very unlikely to generate a return. Yes, wasted, since carrying 8 different weapons is impractical and you get to use one per pass and the situation where someone has no gear but finds a random weapon is pretty edge case.

Most people that are told that they're "too redundant" don't go that far. Most will have Firearms group and one or two of the melee skills and carry a single weapon for each skill. Often times when they have Unarmed and Blades, they'll have Shock Gloves and Cyber Spurs, so even with Firearms and one gun for each of those skills, they're carrying three weapons, wearing one and have one hidden inside their body. Heck, people have been told they're too redundant for having three combat skills.
Title: Re: Power Gaming
Post by: Finstersang on <01-08-16/1234:51>
My problem with excessive Min-Max-Powergaming is that it´s basically a Zero-Sum-Game.

It´s the Gamemaster´s responsibility to offer a good challenge to the players. When handling a group of the  "18+ shooting dice or GTFO" type of PC, he/she has to come up with bigger threats to even things out. The only thing the Players have accomplished is that they have stripped themselfes from interesting options and fluff without getting any net advantage.

Also, when PC don´t start out fully optimized, there´s more room to grow. IMO, starting out with a low-cybered "rookie" Sam, earning the money and favours to get that used Level 2 Wired Reflexes with broken triggers and slowly descending into Cyberpsychosis is a much more satisfying roleplaying experience than just starting out as that escaped-clonewarrior-guy with 0.2 Essence and an 22+ Assault Rifle pool who ends every battle in under 3 seconds - at least when everyone at the table has build their Character just the same way.

That being said, optimising can be fun. But as GM, I´d always encourage my players to give their characters a more diverse Portfolio.
Title: Re: Power Gaming
Post by: Marcus on <01-08-16/1243:50>
I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.

Thus you prove your ignorance. Refusing to accept stormwind's fallacy doesn't actually make it untrue, the logic of it holds. Yes, you're not alone in refusing to accept it, many prejudice ignorant gamers do reject it, tragically.  But in end the gamers most hurt by their ignorance is themselves. 

I do feel bad for you having spent so much time reading and having failed to understand it all.

But the point of your posts are attempting to say power gaming is bad, and that will now and forever be untrue.  Nothing you say will change that fact. I agree that role playing is as important a part of gaming as the system is, and yes like system master it's a skill that takes time to develop. But sadly it's  not something that can be developed as much in forums, you can teach tropes and strategies, but it's not a skill that can communicated clear in the forums. To be a true master of table top you must master both role playing and the system, to master one without the other will leave you deficient in the other.

But back to the topic of your ignorance, you showed it in several places,  your generalization of power gamers as quick to anger when called in question is frankly just another example of your prejudicial stereotyping. Notice that no one has come back at you with any of usual RP obsesses silliness. Your statement that you think the example character are a good model is another example, if you know the rules well  then you know they are built incorrectly.

Finally, what this forum does is help teach people to build better character at their request (Often their first or second character), as well as discussing implementation of certain concepts, and of course there is some level rules discussion that occurs. Yes sometimes we do suggest scrapping a mechanical approach, but only when such a thing cannot be executed in the system in a way that would work at a table, or given the constraints the player has already listed. Not all things are possible in the system or under stated preferences.  Nothing in that is about indoctrinating new posters into power gamers.  Plenty of times folks myself included have posted suggestions on how to role play a concept, or given advice on how to deal with the many communication issues that arise at the table.

In closing I respectfully suggest you correct your ignorance. You have much to gain, and nothing to lose by doing so.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-08-16/1301:13>
Hehe, I knew someone was going to go on about the "sample characters"...

For anyone responding to my specific post, note that I said "examples" and "example characters"; when I do this I'm not referring to the "Character Archetypes" that are listed on pages 112 through 127 (which absolutely have some problems, though I tend to think of them as less glaring than some here) but instead to any time an example is given.

Characters like Automatic Jane (Gymnastics 3 + Agility 5, page 135), Wombat (Pistols 4 + Agility 6 - modifiers 1, page 174), and Tesseract (Cybercombat X + Logic Y for 12 dice), and so on. These characters almost never have dice pools in the 12+ range. In other words, the examples given in the book constantly and consistently refer to characters with dice pools in the single or low double digits. That's all I'm saying.

Now, whether or not you play with high or low dice pools doesn't really matter; I do think it's a bad idea to mix and match player character where some have a wide spread skills with overall low dice pools and others have a very few skills with very high dice pools as this tends to lead to balancing issues, especially in combat.

I think the comments about having somewhat focused characters making Shadowrun easier for newcomers is a very good one; it's easier to wrap your head around the rules if you build a combat focused and optimized character as you only have to concern yourself with the combat rules. So the fact that a seemingly (because they may or may not be) inexperienced players ask questions about how to make a "good" character and receive feedback without having divulged much about the table overall isn't surprising.

In this respect, I think this specific subforum is a poor representation of the Shadowrun players in general; chances are that if you've played Shadowrun since 1st Edition, or even just began with 5th but have a firm grasp of the rules, you're not coming to ask advice on how to build your character. So by it's very nature this subforum will have a polarized audience; it's not that the vast majority of players are powergamers (and I don't mean that as a pejorative, merely as a broad label that may fit some people), it's just that people who are new to the game will inevitably ask the same kind of questions. And that is just fine.

My personal preference is to run games for people who build characters with broad sets of skills, because that means I don't have to just throw combat at the samurai or social situations at the face but can include everyone in everything, and also because to my mind players with those kinds of characters tend to focus more on teamwork for tasks other characters could easily do by themselves because these characters can't actually pull off difficult tasks on their own. But that's just it, that's my personal preference. I'm not pushing my view on anyone, nor am I deriding people who like to play characters with 20+ dice pools; whatever makes the game fun for you is cool with me.
Title: Re: Power Gaming
Post by: Hobbes on <01-08-16/1312:42>
It is important to keep in mind that Shadowrunners are not normal, believable persons. The wageslaves are, the KE officers are, the blue collars are, but not shadowrunners. They are oddballs and freaks that live outside of the society. They are terrorists and thieves and murderers, plain and simple. They must have an edge to live through another day and to be good enough to get hired.
Seriously, Shadowrun is not a game about abolutely normal people.


This. 

And keep in mind that "normal" people don't have what Shadowrun considers Computer, Gymnastics, or Etiquette skills either.  They have highly specialized knowledge skills related to their day jobs and hobbies. 

Typical real world people that spend decades working 40 to 50 hours a week on a computer couldn't do a clean install of Windows, or assemble a bare bones kit.  Much less write a report or even a simple script.  Run a report and work it in Excel, certainly.  Run a pre-written script or macro?  If it's well written and the user only needs to enter a few basic things, sure.  But for the most part what typical folks have is a knowledge of SAP, Oracle or AS400.  They're not particularly transferable skills, and certainly not applicable to anything outside the narrow range of what they do day to day. 

Ditto Etiquette.  Most people don't have what Shadowrun would consider Etiquette.  They're simply polite, non-confrontational, and have a shared sociological-economic background.  Pull your standard corporate shill out of the office and drop them in a Red-neck wedding or party on the wrong side of town and they stick out like a sore thumb.   

As technology advances people's skill sets have to become more specialized.  For example in the 1970s oil change chains were virtually non-existent, people changed their own oil.  As less people became interested in doing their own car maintenance these chains started popping up everywhere.  These days, I'm willing to bet 90% of American's under 30 couldn't change the oil in their car if you gave them $1,000 to do it.  Just an example of a skill that became obsolete. 

The Shadowrun world deliberately doesn't educate most of the wage slave population.  Propaganda, fear, and ignorance are absolutely essential tools for the Mega's to keep control.  Realize that modern day brand new college grads have far more education and varied life experiences than the 60+ year old wage slaves do in Shadowrun.
Title: Re: Power Gaming
Post by: Raiderjoseph on <01-08-16/1316:46>
I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.

Thus you prove your ignorance. Refusing to accept stormwind's fallacy doesn't actually make it untrue, the logic of it holds. Yes, you're not alone in refusing to accept it, many prejudice ignorant gamers do reject it, tragically.  But in end the gamers most hurt by their ignorance is themselves. 

At least he isnt using the, "Oh but your statement is a example of the "No True Scotsman" fallacy. You can't just exempt someone from a fandom just because they did something you dont agree with!" "They drew two underage characters..." "Its still a fallacy.", arguement. It doesnt matter what we all think as much as it matters as we keep civil and our common sense morality... unlike the jerk above.(That was a real conversation. I didnt make that up. I will not state the fandom in question. But I'll bet you 20 nuyen you can guess.)
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-08-16/1345:47>

Also, when PC don´t start out fully optimized, there´s more room to grow. IMO, starting out with a low-cybered "rookie" Sam, earning the money and favours to get that used Level 2 Wired Reflexes with broken triggers and slowly descending into Cyberpsychosis is a much more satisfying roleplaying experience than just starting out as that escaped-clonewarrior-guy with 0.2 Essence and an 22+ Assault Rifle pool who ends every battle in under 3 seconds - at least when everyone at the table has build their Character just the same way.

This would be better facilitated if basically everything in this game wasn't over costed for post-chargen earnings (in both nuyen and karma - skills and stats are ludicrously overpriced at the higher levels for what amounts to +1 die, and I feel like the ware costs are set up to assume chargen expenditures). You start with as much as you can because there's no guarantee you'll ever be able to afford that shiny new Wired 2 even if you save for it all campaign. And yes that sucks, again that's a system issue with the suggested payouts. Growth can be fun if the system facilitates it, and not all systems do that very well.

My personal preference is to run games for people who build characters with broad sets of skills, because that means I don't have to just throw combat at the samurai or social situations at the face but can include everyone in everything
I feel like there's a fallacious assertion here. Any character can already get involved in any scene and the only relevant factor is player interest and if it makes sense for the character to be there. A troll Sam or antisocial decker can totally be in a snobby gala and be uncomfortable or out of their element and roleplay this and there probably will be no good reason to force them to make a test on an Etiquette dice pool of 3 or whatever unless the GM's goal is to make them feel bad for their build choices. This could be a fun scene to run and play in but that doesn't mean that mechanically enforced consequences are necessary. 

As to combat, everyone should be able to do something in combat because "the best run is one where you never fire a shot" is a nice conceit especially for a book but when it comes to an RPG it's just a meme, and I can't think of anything more boring than every run going down that way (because now you're penalizing the guy who played a gun bunny and the GM should be throwing complications at your neat and tidy perfect infiltration).

This statement, paradoxically, is decrying specialization while also asserting that people can't roleplay outside of their mechanical spec. And that's just not true at all. But not every roleplaying moment has to be fraught with dice rolls. It certainly can be, and maybe the rude decker does get ejected from the gala for being super inappropriate, but that should be a mere complication to the characters getting the McGuffin out of the panic room now that the decker has to work totally remotely, not mean the run is completely ruined and failed.
Title: Re: Power Gaming
Post by: Facemage on <01-08-16/1350:44>
Hehe, I knew someone was going to go on about the "sample characters"...

For anyone responding to my specific post, note that I said "examples" and "example characters"; when I do this I'm not referring to the "Character Archetypes" that are listed on pages 112 through 127 (which absolutely have some problems, though I tend to think of them as less glaring than some here) but instead to any time an example is given.

Characters like Automatic Jane (Gymnastics 3 + Agility 5, page 135), Wombat (Pistols 4 + Agility 6 - modifiers 1, page 174), and Tesseract (Cybercombat X + Logic Y for 12 dice), and so on. These characters almost never have dice pools in the 12+ range. In other words, the examples given in the book constantly and consistently refer to characters with dice pools in the single or low double digits. That's all I'm saying.

Now, whether or not you play with high or low dice pools doesn't really matter; I do think it's a bad idea to mix and match player character where some have a wide spread skills with overall low dice pools and others have a very few skills with very high dice pools as this tends to lead to balancing issues, especially in combat.

I think the comments about having somewhat focused characters making Shadowrun easier for newcomers is a very good one; it's easier to wrap your head around the rules if you build a combat focused and optimized character as you only have to concern yourself with the combat rules. So the fact that a seemingly (because they may or may not be) inexperienced players ask questions about how to make a "good" character and receive feedback without having divulged much about the table overall isn't surprising.

In this respect, I think this specific subforum is a poor representation of the Shadowrun players in general; chances are that if you've played Shadowrun since 1st Edition, or even just began with 5th but have a firm grasp of the rules, you're not coming to ask advice on how to build your character. So by it's very nature this subforum will have a polarized audience; it's not that the vast majority of players are powergamers (and I don't mean that as a pejorative, merely as a broad label that may fit some people), it's just that people who are new to the game will inevitably ask the same kind of questions. And that is just fine.

My personal preference is to run games for people who build characters with broad sets of skills, because that means I don't have to just throw combat at the samurai or social situations at the face but can include everyone in everything, and also because to my mind players with those kinds of characters tend to focus more on teamwork for tasks other characters could easily do by themselves because these characters can't actually pull off difficult tasks on their own. But that's just it, that's my personal preference. I'm not pushing my view on anyone, nor am I deriding people who like to play characters with 20+ dice pools; whatever makes the game fun for you is cool with me.

I think that those example characters are built similarly as archetypes. With the rules that you can have a single 6 or two 5 in your skills and all other can be max 4. Try to create your character by using this rule. They looks very different after that.

Your idea in last paragraph is very interesting. I think that I would enjoy to play in this kind of teamwork group. But does it work in Shadowrun? At least for me the growing power of the characters is one reason to play. You can see how your characters grow and get more abilities. In Shadowrun karma rewards are so small that you very seldom rise skills to higher levels than 5. The teamwork group characters are mediocre just after chargen and after 10 runs not much better. Without growing potential I think that the game becomes very uninteresting after some runs at least for me. Maybe it's only me, but growing potential is very essential, I can see ordinary persons and successes in real life enough.

If you optimize your character, you can see him to grow much faster, because with joat you can easily train new skills to max 4 and rise those low attributes to higher level.
Title: Re: Power Gaming
Post by: gradivus on <01-08-16/1408:51>
I'm going to single you out Whiskeyjack for this example

You're a power gamer. Period.
I don't say this as a bad thing. It just is.
Many people are.

While I don't follow everything you advise, they're all solid points.

But what your builds aren't is excessive cheese.

I posted a build as part of a discussion.
It had modular arms and legs for a total of 36 Armor.
That's just too much cheese IMHO.
As a GM, I'd look at the player and say, go find another table.
Call me a snob.

So while I don't mind power gaming in and of itself- I still respect the table I'm at.
I'm playing with Whiskeyjack and my NJ SR friends, I'm going to optimize to the hilt.
Otherwise I'm either a drag on the party and/or my character habitual burns edge to survive challenges that are appropriate to the rest of the group.
If I'm playing a PBP and the other three guys have 12-13ish DPs, making a combat character with dodge pools in the 20s plus automatics DP 17+ means I'm getting the other guys killed if the GM throws NPC who are able to challenge me.
So at that table I'm toning it down.

Does this mean I can't have fun both ways?
No, I can most certainly have fun with 12DPs as 20s.



Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-08-16/1423:12>
My personal preference is to run games for people who build characters with broad sets of skills, because that means I don't have to just throw combat at the samurai or social situations at the face but can include everyone in everything
I feel like there's a fallacious assertion here. Any character can already get involved in any scene and the only relevant factor is player interest and if it makes sense for the character to be there. A troll Sam or antisocial decker can totally be in a snobby gala and be uncomfortable or out of their element and roleplay this and there probably will be no good reason to force them to make a test on an Etiquette dice pool of 3 or whatever unless the GM's goal is to make them feel bad for their build choices. This could be a fun scene to run and play in but that doesn't mean that mechanically enforced consequences are necessary.
Maybe so, but in a game built around dice rolls it puts characters with ludicrously low dice pools at a significant disadvantage. If the player character in such a situation is asked "Why are you here" and they don't respond "Uh, to steal all your shit" (assuming that's their job), then his character is lying and you can bet I'm going to make you roll Con if you do indeed try to lie. So by having hyperspecialized characters in situations they are absolutely unprepared for, I'm having to cater to such characters extreme weaknesses, whereas in a more rounded group most of the people can lie and mingle adequately enough that it's more often not a problem (i.e. they can buy the 1 or 2 hits needed to lie semi-convincingly).

Yes, Shadowrun is a roleplaying game, but it's also has plenty of mechanical rules and functions. Just roleplaying your way through social interactions when you're an Ork with Social Stress and/or Uncouth doesn't fly at my table, and I don't think there's any fallacy to actually using skill rolls when they are appropriate. YMMV, as some tables play very dice heavy and others don't, of course, and either way works. But I call bullshit on calling my preferred playstyle "fallacious" for the reason you give above.

As to combat, everyone should be able to do something in combat because "the best run is one where you never fire a shot" is a nice conceit especially for a book but when it comes to an RPG it's just a meme, and I can't think of anything more boring than every run going down that way (because now you're penalizing the guy who played a gun bunny and the GM should be throwing complications at your neat and tidy perfect infiltration).
Again, for my personal preferred playstyle, I disagree. I've played games where there simply were no gun bunnies or samurai because the team was all mirrorshades all the way and got into a fire fight maybe once or twice every 5-6 adventures, and even then they were brief as the team ran rather than stand and fight. I've also played games where everyone was borderline combat monsters and almost every scene had some sort of combat. Both can be fun, they're just different. My point is that with everyone on an equal footing in terms of having low dicepools there is inherently a much stronger focus on teamwork because the player characters literally can't fight their way through a horde of security guards on their own.

This statement, paradoxically, is decrying specialization while also asserting that people can't roleplay outside of their mechanical spec. And that's just not true at all. But not every roleplaying moment has to be fraught with dice rolls. It certainly can be, and maybe the rude decker does get ejected from the gala for being super inappropriate, but that should be a mere complication to the characters getting the McGuffin out of the panic room now that the decker has to work totally remotely, not mean the run is completely ruined and failed.
Your words, not mine. I never said people can't roleplay outside of their mechanical spec; but when a game is built on game mechanics and a GM calls on someone who doesn't have skill X to make a skill check, things get interesting. Whether that's interesting good or interesting bad is up to the players. As you say, if the rude decker gets ejected that doesn't mean the end of the run, and it's my job as a GM to enable the team to complete their tasks with the skills they have. But I don't think I'm being unfair if I play up a characters mechanical disadvantages and actually make players feel the consequences of their actions without trying to "punish" them.

I think that those example characters are built similarly as archetypes. With the rules that you can have a single 6 or two 5 in your skills and all other can be max 4. Try to create your character by using this rule. They looks very different after that.
Absolutely. It just so happens that that is one of my personal house rules that I brought straight in from SR4A. :D

Your idea in last paragraph is very interesting. I think that I would enjoy to play in this kind of teamwork group. But does it work in Shadowrun? At least for me the growing power of the characters is one reason to play. You can see how your characters grow and get more abilities. In Shadowrun karma rewards are so small that you very seldom rise skills to higher levels than 5. The teamwork group characters are mediocre just after chargen and after 10 runs not much better. Without growing potential I think that the game becomes very uninteresting after some runs at least for me. Maybe it's only me, but growing potential is very essential, I can see ordinary persons and successes in real life enough.

If you optimize your character, you can see him to grow much faster, because with joat you can easily train new skills to max 4 and rise those low attributes to higher level.
Does it work? Absolutely. Progression can be slow, however, but it's my job as a GM to make sure that players are having fun; I try to set expectations before we start playing by getting a general consensus of what people expect in terms of rewards vs what I had planned. One game we had going for a year and a half gave players very little in terms of monetary rewards, and the players followed more of what you see in the fiction where the team was literally living paycheck to paycheck, struggling to make ends meet. The players were all in on this idea, however, and it's definitely not for everyone. But, you can easily play something like what I described simply by making sure that the team gets enough karma and money to make it interesting if the players are more interested in seeing real progression. So really, it's all up to the GM and players on agreeing on an overall feel for the game.

This is a co-operative roleplaying game, after all. If players have wildly varying expectations and thoughts about how their characters should be represented within the world then you've got your job cut out for you as a GM. Doesn't mean it's impossible to do as long as the players work together to make the game fun, but it can definitely be challenging.

<znip>
Does this mean I can't have fun both ways?
No, I can most certainly have fun with 12DPs as 20s.
Hooah to that :)
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/1425:02>
My problem with excessive Min-Max-Powergaming is that it´s basically a Zero-Sum-Game.

It´s the Gamemaster´s responsibility to offer a good challenge to the players. When handling a group of the  "18+ shooting dice or GTFO" type of PC, he/she has to come up with bigger threats to even things out. The only thing the Players have accomplished is that they have stripped themselfes from interesting options and fluff without getting any net advantage.

Also, when PC don´t start out fully optimized, there´s more room to grow. IMO, starting out with a low-cybered "rookie" Sam, earning the money and favours to get that used Level 2 Wired Reflexes with broken triggers and slowly descending into Cyberpsychosis is a much more satisfying roleplaying experience than just starting out as that escaped-clonewarrior-guy with 0.2 Essence and an 22+ Assault Rifle pool who ends every battle in under 3 seconds - at least when everyone at the table has build their Character just the same way.

That being said, optimising can be fun. But as GM, I´d always encourage my players to give their characters a more diverse Portfolio.

I love this post and this is exactly the kind of thing I'm trying to convey, something people like Marcus can not see from behind his powergaming glasses. Marcus, you are clearly biased and rude, I specifically stated that people get very angry about this topic and you go ahead and prove me right, every post you've made has been riddled with anger and you have called me ignorant quite a few times. You are thekind of  typical powergamer that has been ruining this forum for years and the kind of person that inspired me to create this thread. You have rolled a critical glitch on your Etiquette test and the result is that you have been placed on my ignore list, a dwelling with very few inhabitants. I have no time to deal with people like you.

Moving back on to the topic at hand, I am aware that the archetypes are full of flaws. My point is not that they were built to perfection, it was that they are realstic, immersive and believable, which is what I stated when referencing them. I shall state again, I agree that it would be ideal if posters would state their expectations when posting their characters, the process is often ambiguous and I have absolutely no problem with offering advice, even if it optimizing, which is something that is definitely important in Shadowrun. I am not a gainst it, I'm against blatant power gaming and the utter sacrifice of thematic elements and essentially discarding the character concept in exchange for more attack dice. A thing I find comical about power gamers is they can rarely ever have a civil conversation without accusing those that question the practice of all sorts of nasty things. The piece of drek Stormwind Fallacy is a common defense from power gamers that read it with complete bias and drooled over their keyboards because they found "evidence" that they're doing a great thing. I even said that if you want to min max a character to your heart's desire I don't have a problem with it, my only problem is forcing that opinion down the throats of new players. Additionally, I do believe that it is worth exploring other concepts instead of following the same build process on all characters you create. You gain a lot more experience in this hobby by trying new things.
Title: Re: Power Gaming
Post by: ZeldaBravo on <01-08-16/1437:36>
Well, that was excessive.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-08-16/1440:35>
and the utter sacrifice of thematic elements and essentially discarding the character concept in exchange for more attack dice.
Yeah this isn't an actual Thing. This is Chicken Littleing.

thekind of  typical powergamer that has been ruining this forum for years

...

thing I find comical about power gamers is they can rarely ever have a civil conversation without accusing those that question the practice of all sorts of nasty things. The piece of drek Stormwind Fallacy is a common defense from power gamers that read it with complete bias and drooled over their keyboards because they found "evidence" that they're doing a great thing.
You're going to talk about people being rude and unable to have a civil conversation, in the middle of a tirade dripping with condescension? Really?

And again I'll note that the so-called powergamers ITT haven't made the kind of sweeping generalizations that you have. It's also really telling you pick a pejorative term instead of something more accurate like "optimizer."

There's a proverb about planks in eyes that is really on-point here.
Title: Re: Power Gaming
Post by: Facemage on <01-08-16/1451:05>
But what is powergaming? 20+ dices in your attack pool? If you select the following:
Automatics 6
Assault rifles specialization 2
Agility 7 (elf)
Muscle augmentation 2
Smart link 2

Total 19. Is this powergaming? Technically he has not anything special. Smart link is basic ware, as is muscle augmentation. Specializations are highly recommend for any builds. Is this samurai elf too strong? Of course I want agi 7 if I build a street samurai elf.

It is possible to get even higher pools by selecting exceptional attribute but even powergamers here think that it 's overkill.

For me the powergaming means dividing skill points such that 36/5 means 5 skills with 6 + specialization and attributes such that everything is soft capped or nothing. Very high dice pool in a single skill is still possible even for more rounded characters. Because some skill pools are very easy to rise.

Title: Re: Power Gaming
Post by: Hobbes on <01-08-16/1453:54>
The piece of drek Stormwind Fallacy...

So, the best roleplayer is someone who doesn't allocate any skill or stat points and shows up with dice pools of 0 across the board.  But if you allocate your stat points, skill points, and other resources you're a dirty min/maxer and a terrible roleplayer.

*sigh*

What you're actually saying here is that people should build characters according to some internal metric of yours and not the way they want to?  Because your way is somehow "better" because you say it's better.  Call it circular logic, call it a stormwind fallacy, call it whatever you want, but you're simply wrong.  Allocating stat points and skill points has nothing to do with RP ability, sorry.

If a particular table wants characters to conform to some certain standard it's easy to make house rules that do that.  Required skills, min stats, certain pieces of gear, yada, yada.  All subject to house rules and will vary from table to table.  As Whiskey pointed out, there isn't much to be gained from prying into the table rules a poster doesn't volunteer.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-08-16/1454:58>
But what is powergaming?
That is a question with no clear answer :)
Title: Re: Power Gaming
Post by: Hobbes on <01-08-16/1500:28>
But what is powergaming?
That is a question with no clear answer :)

Well, its subjective anyway.  And weather or not powergaming is good, bad or indifferent is another question with an answer that can't be answered without considerable context.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-08-16/1501:08>
Potato, tomato :D
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/1502:32>
It is a very real thing. I've spoken to people that told me I should never take Performance or Artisan under any circumstances and then he went on to bash me quite a bit. And yes, Whiskeyjack, I am going to talk about Marcus being rude because he was extremely rude. I let it slide once but he proceeded to do it a second time and likely would do it again and again. You may perceive what I've said earlier in the thread as condescension but I at least attempted to be diplomatic about it.

No, I don't think that example is power gaming, Facemage. I think that is perfectly reasonable and accentuates the strength of Elves focused on combat. I have no problem with large dice pools. I just think that it's wrong to tell people their characters are "built wrong" because they don't match the vision of the power gamer. The example you provided still has plenty of room to be very well fleshed out. I think that looking for synergy is practical and intelligent. However, I also think it is not mandatory to take it to extremes.

Hobbes, I didn't say that a power gamer cannot be a good role player. I said that power gamers are usually less experienced in the hobby. Older players, in my experience, have more interest in the roleplaying side of the hobby. A very basic example of this is if you were to bring a 10 year old boy to play with your friends for the first time. What is going to appeal to a child? Grandiose things to be sure, he has not yet developed a sense for the complexities that lie within the hobby. Everyone starts out looking to play strong characters because that's the first thing they usually learn. I've heard many groups play and they talk out of character and just roll dice the whole time. Is it perfectly viable? Yes. Do I like that kind of game? No. I'm not saying that anyone is playing the game wrong, I don't see why this needs to be  repeated over and over. I have already explained my reasoning.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-08-16/1502:45>
But what is powergaming?
That is a question with no clear answer :)
It's the same as obscenity: "I know it when I see it."

For me, clearly I like what I'll simply call higher dice pool builds but stuff like the 4e pornomancer or 40 soak cyberlimb stuff--what most people just call cheese--that's beyond my tolerance limit because it's gone from "effective at your job" to "it's pointless to roll against this because it just steamrolls anything doing this opposed check without any risk at all." That stuff is basically the SR equivalent to Pun-Pun for me.
Title: Re: Power Gaming
Post by: Facemage on <01-08-16/1512:57>
Herr Brackhaus, interesting playing experiences. I can imagine that you have had fun.

It's possible to give more karma and money rewards. Yes. And at least in our table we also do so. But in this forum we cannot assume houserules and with RAW a character with a lot of 4 in his skills is progressing very slowly. And bad reward rules are maybe the another reason to recommend minmaxed characters. Maybe if the game designers changed the rules, you would see less optimization?

In sr1, the cost to rise str from 1 to 6 was 20 karma. Now with 20 karma you can get your str from 3 to 4, which is nothing. In later editions they changed the progression cost of attributes to 5 x new value, which is too much. The Catalyst have not changed the karma or money rewards. The initiation costs are still the same as in sr1. That's why they are quite cheap now. And because of that, the prime runner mages typically buy only initiations and magic. It should not be like that.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-08-16/1515:30>
But in this forum we cannot assume houserules and with RAW a character with a lot of 4 in his skills is progressing very slowly.

Point of contention; mission rewards are not house rules. There are no rules for run rewards, only guidelines, and the book itself even specifically points this out (emphasis mine):
Quote from: SR5 p. 371
Gamemasters have the freedom to set up pay as they see fit, but these optional guidelines can help make that task easier while also building consistency from game to game. Note also that rewards may be supplemented by bonus equipment allowances as the gamemaster sees fit.
Title: Re: Power Gaming
Post by: Facemage on <01-08-16/1518:34>
But in this forum we cannot assume houserules and with RAW a character with a lot of 4 in his skills is progressing very slowly.

Point of contention; mission rewards are not house rules. There are no rules for run rewards, only guidelines, and the book itself even specifically points this out (emphasis mine):
Quote from: SR5 p. 371
Gamemasters have the freedom to set up pay as they see fit, but these optional guidelines can help make that task easier while also building consistency from game to game. Note also that rewards may be supplemented by bonus equipment allowances as the gamemaster sees fit.

You are right! But from reward threads you can see that the players here really use those rules.
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/1519:40>
But what is powergaming?
That is a question with no clear answer :)
It's the same as obscenity: "I know it when I see it."

For me, clearly I like what I'll simply call higher dice pool builds but stuff like the 4e pornomancer or 40 soak cyberlimb stuff--what most people just call cheese--that's beyond my tolerance limit because it's gone from "effective at your job" to "it's pointless to roll against this because it just steamrolls anything doing this opposed check without any risk at all." That stuff is basically the SR equivalent to Pun-Pun for me.

Herr Brackhaus, good catch. I don't know you too well but I'm really liking the posts you're making here :) I bet you'd be a really fun person to game with.

Your preference there is interesting to me. I think some things can be stacked up to pretty extreme levels, armor being the common culprit. But for me, if I envision my character as a fully chromed "tank" I would like to build him, even if he will turn out to be extremely powerful. I would just try to add thematic elements and not go for 100% optimization.

Facemage, you raise a good point. I must note that my group does give larger amounts of karma per session, usually in the 6 to 11 range. I can sympathize completely with people that feel restricted by the miniscule karma rewards, it is definitely something that feels uncomfortable. I know that if I begin the game with Longarms 4 as my primary attack skill I am going to spend a good chunk of time getting it up to rating 6 or higher, which I could have easily attained during character creation. That truth combined with the priority system being a power gamers wet dream can explain a lot of why people want to do it. But previous editions have been like this too, people have always wanted to power game in Shadowrun. I have heard quite a few people say that "fluff" skills should be knowledge skills 100% of the time and that is the only conceivable way to handle it. I took a shitload of flack for defending skills like Performance and Artisan. I bet a lot of these guys would frown on Animal Handling, Biotechnology, and other uncommon shadowrunner skills.
Title: Re: Power Gaming
Post by: Marcus on <01-08-16/1522:35>
Well, that was excessive.

Well I was hoping it wouldn't come to that, but I cannot say I am surprised. I thought I was polite and respectful, but I call it like I see it. 
Just keep in mind who you're supporting and agreeing with Herr B. Hate filled ignorance has a way of spreading sadly.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-08-16/1532:23>
the priority system being a power gamers wet dream
Leaving aside the fact that prio is a much weaker optimization system than 4e's BP, what point are you trying to make now exactly, beyond "I'm right and the rest of you should feel bad," because that's basically the implication of every post you've made for at least a page, no matter how much you keep denying that that is your intent.

I mean, feel free to go ahead and deny it again, IMO there's no credibility to those denials given statements like this.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-08-16/1536:45>
You are right! But from reward threads you can see that the players here really use those rules.
That's their problem, not mine, quite honestly. I reward my players handsomely if that's the kind of game they are after, or hardly at all if we're playing up the dystopia of the setting. The rules are all just guidelines; it's up to the table, not just the GM, to make the game fun for everyone ;)

Just keep in mind who you're supporting and agreeing with Herr B. Hate filled ignorance has a way of spreading sadly.
No matter how hard I try to live by the Dao, Marcus, I can't make someone else's Dharma for them. *shrugs*
Title: Re: Power Gaming
Post by: Rooks on <01-08-16/1537:36>
But what is powergaming? 20+ dices in your attack pool? If you select the following:
Automatics 6
Assault rifles specialization 2
Agility 7 (elf)
Muscle augmentation 2
Smart link 2

Total 19. Is this powergaming?
No not even close Elf Cyber Arm Max out Agi (9) customize limb +3 Sync +1 after the first round of combat Automatics 6 Machine/SMG/Assault Rifles Specialization 2 adept with improved ability 3 or a hacker adept with 6 computer matrix perception specialization hacking 6 hack on the fly 2 soft nanohive 3 used with limbic and neocortical adept with improved ability hacking 3 and computers with cereberal booster 2 and cerebelum booster 1
Title: Re: Power Gaming
Post by: ZeldaBravo on <01-08-16/1539:57>
It is a very real thing. I've spoken to people that told me I should never take Performance or Artisan under any circumstances and then he went on to bash me quite a bit.


Those are douchebags, not powergamers. Those two categories overlap but are not the same.

the priority system being a power gamers wet dream
Leaving aside the fact that prio is a much weaker optimization system than 4e's BP, what point are you trying to make now exactly, beyond "I'm right and the rest of you should feel bad," because that's basically the implication of every post you've made for at least a page, no matter how much you keep denying that that is your intent.

I mean, feel free to go ahead and deny it again, IMO there's no credibility to those denials given statements like this.

Yeah, this too.
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/1554:31>
the priority system being a power gamers wet dream
Leaving aside the fact that prio is a much weaker optimization system than 4e's BP, what point are you trying to make now exactly, beyond "I'm right and the rest of you should feel bad," because that's basically the implication of every post you've made for at least a page, no matter how much you keep denying that that is your intent.

I mean, feel free to go ahead and deny it again, IMO there's no credibility to those denials given statements like this.

I'll say one thing to you, maybe you'll listen, maybe not. I knew coming in that there was going to be controversy. It doesn't matter how these threads start out, the arguments are misconstrued over and over. If you don't believe me you should try taking a look around the net, this discussion has popped up many times and spans across many systems. The way it usually goes is this.

1. Non power gamer makes a criticism about power gaming. This may be for any number of reasons, some noble, some disruptive.
2. Power gamers reply fiercely, often jumping to conclusions OR responding to offensive suggestions
3. There is a lot of confusion on both sides, points are not articulated well or are ignored completely
4. Tensions rise
5. The original poster is accused of being pretentious, holier-than-though, a jackass, etc

That's pretty much how it goes. Many posters in this thread responded appropriately by challenging my point of view, sharing it or providing their own insight. That is essentially what I wanted. Some posters took my statements as an attack, which it was not intended to be. I have repeated myself on many occasions in an attempt to prove that my intentions were not malicious and that I respect different playstyles, I even said that I've tried them myself. However, I have always found this particular sub forum to be very discouraging. The faces change and while things were much more viscious in the past, power gaming is the norm here. I try to advocate a different approach, one that does not bash character concepts. Each group plays differently and I am not trying to change that. I'm simply stating that I think many people here are overlooking some diamonds in the rough and perhaps they would enjoy the game more if they gave these things some thought. I'm not forcing you to do anything, by all means, play the game you want, but be open minded about the possibilities within the system and refrain from making absolute statements with regards to character creation.

I remember when I was about 15 years old I was DMing a DnD campaign. I was much more power game oriented at the time, if I saw a way to make my character "better" I'd probably do it. I didn't consider all the subtle elements of the game, I was too inexperienced. My Brother was 9 years old and played a Paladin. He selected the Running Feat, whatever it was called. I told him that it was no good and that he should take a useful feat like Weapon Focus because it was always useful in combat. Naturally, he followed my advice. At the time I thought nothing of it, but many years later I realized that I had done a bad thing. I looked at the thing he selected because he thought it was cool and I told him that it wasn't cool and encouraged him to remove it. I still feel a bit bad about that for some reason. That is the sort of activity I see here all the time. When you create your character you should be allowed to create it the way you see fit. If you ask for advice and others are willing to provide it, great! But when giving advice please do not destroy the fun for the player.

ZeldaBravo, that may be true.
Title: Re: Power Gaming
Post by: Facemage on <01-08-16/1621:24>
But what is powergaming? 20+ dices in your attack pool? If you select the following:
Automatics 6
Assault rifles specialization 2
Agility 7 (elf)
Muscle augmentation 2
Smart link 2

Total 19. Is this powergaming?
No not even close Elf Cyber Arm Max out Agi (9) customize limb +3 Sync +1 after the first round of combat Automatics 6 Machine/SMG/Assault Rifles Specialization 2 adept with improved ability 3 or a hacker adept with 6 computer matrix perception specialization hacking 6 hack on the fly 2 soft nanohive 3 used with limbic and neocortical adept with improved ability hacking 3 and computers with cereberal booster 2 and cerebelum booster 1

A good example. But should anyone create something like this? I myself think that not. I think that a suitable level is enough good. The good reference is those archetype characters (typical enemies against you after chargen). If you can win them almost always, you are enough good. Technically I think that pool of ~16 dices is enough. More is overkill. If you already hit, it's not essential that how many additional net hits did you get. You can put the rest resources to something otherwise useful, like stealth or social skills?
Title: Re: Power Gaming
Post by: Darzil on <01-08-16/1621:47>
I said that power gamers are usually less experienced in the hobby
Not my experience. Mine is that players move towards systems they enjoy, and that if they enjoy both powergaming and roleplaying they'll do both.

As it happens, in the campaign I am running, there is what you may think a very powergamed character (and it is), using Transhuman Prototype to great advantage in a spellcaster. However, as the character has so little real world experience, their interactions with the others have led to much of the entertainment, and in some sessions even dominated on time.

The biggest issues with gaming and optimisation are that players should be at a similar level of effectiveness at a table, and want roughly the same from the game. If some want realism and others escapism, you'll have an issue.

The biggest issues with forums such as these is that people post without context, without the clarity that comes from being face to face, from different backgrounds, and some do not bring the politeness (or otherwise) that the reader/responder is used to. We all live in a wide variety of worlds, with different attitudes, and will bump up against each other in a way that happens far less often in the real world, where we are more likely to be of similar background.
Title: Re: Power Gaming
Post by: gradivus on <01-08-16/1621:54>
That's why I was very particular in using Whiskeyack for my example.

I assumed, given all the posts of his he wrote and I have read, that he would actually read the whole post and not just jump down my throat accusing me of being negative towards him.

There are others, no naming names as not to start a flame war, that I would not in ten million years write about in the same manner... because, having read their posts, I assume they'll start cursing me out. And that doesn't lead to anything constructive.

So yes- these types of discussions, whether it be about gaming styles or the difference between a clip/mag (no, please don't comment on this, just an example), it always seems to blow up.
Title: Re: Power Gaming
Post by: gradivus on <01-08-16/1637:53>
I said that power gamers are usually less experienced in the hobby

I started playing Advanced Dungeons & Dragons (AD&D) in 1977- heck had the 1974 rules just never played them, just read em. By 1979 I was playing the monstrosty of a miniatures rules WRG 5th edition. It's over 35 years later.

I've played with a lot of guys over the decades.

Power gaming has nothing to do with how long they've played.
On the top of the list are Alpha males cause they don't want to be second at anything.
But even Secondary Alpha and Beta-males can be power gamers and a few Alphas are not.
There are no absolutes, just generalizations.

I've seen some guys change modes- but most that I knew as power gamers are still power gamers and most who weren't still aren't.
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/1647:31>
I said that power gamers are usually less experienced in the hobby
Not my experience. Mine is that players move towards systems they enjoy, and that if they enjoy both powergaming and roleplaying they'll do both.

As it happens, in the campaign I am running, there is what you may think a very powergamed character (and it is), using Transhuman Prototype to great advantage in a spellcaster. However, as the character has so little real world experience, their interactions with the others have led to much of the entertainment, and in some sessions even dominated on time.

The biggest issues with gaming and optimisation are that players should be at a similar level of effectiveness at a table, and want roughly the same from the game. If some want realism and others escapism, you'll have an issue.

The biggest issues with forums such as these is that people post without context, without the clarity that comes from being face to face, from different backgrounds, and some do not bring the politeness (or otherwise) that the reader/responder is used to. We all live in a wide variety of worlds, with different attitudes, and will bump up against each other in a way that happens far less often in the real world, where we are more likely to be of similar background.

Very eloquent, you have an impressive way with words. The reason I believe that powergamers tend to be less experienced is because most players begin roleplaying by trying to make the most badass character they can create. They may not know how to create a powerful character but they want to, and when it happens, they enjoy it a lot. A lot of groups stay in that mentality permanently, I'd go so far as to say that most groups do. Tune into any rpg stream on Twitch any chances are very high that you'll be watching a group that uses minimal description, rolls a lot of dice, and has a table full of powerful characters. That is the normal group these days. Tuning into a channel with actual roleplaying is much more rare, especially with the less established (and presumably less experienced) channels. As times goes on I have noticed that players begin to evolve and start making changes to the way they play. Voice acting, writing backgrounds, focusing more on description, etc. It is also common to see former powergamers transition into the roleplaying side more. Again, I am not saying that all power gamers are and always were poor roleplayers, please do not overlook this statement. Experienced players are far more likely to choose fluff skills and have their backgrounds actually match their character. Again, not always the case but much more likely than the other way around. Part of this is due to the fact that older players are likely to be more mature, more intelligent, more socially aware, more experienced and already have a lot of real world experiences, many of which will be comprised of considerable success in one or more areas.

Again, and I should not have to repeat myself so often but I feel that I have no choice, I am not saying that power gamers are poor roleplayers I am saying that they *tend* to be less experienced. You may consider this to be a generalization but whatever it is, it is a statement that is backed by logic, experience and typical human behavior.

Gradivus, I like your posts btw and I don't have any bad thoughts about any characters you've presented, just so you know. I wrote this thread without any single person in mind :)
Title: Re: Power Gaming
Post by: Darzil on <01-08-16/1657:35>
Tune into any rpg stream on Twitch any chances are very high that you'll be watching a group that uses minimal description, rolls a lot of dice, and has a table full of powerful characters. That is the normal group these days. Tuning into a channel with actual roleplaying is much more rare, especially with the less established (and presumably less experienced) channels
Tuning into a Twitch channel implies you're looking at a bunch of attention seekers (or people looking to change the world to their way of thinking by example, which isn't much different). I highly  doubt a normal group is broadcasting on Twitch.

We all move in our own circles. In the ones I've moved in (in my 34 years of roleplaying, whether tabletop, live action or online), I've not noticed a strong relationship between nature of gamer and age. I have noticed (particularly online) a tendency to assume the assholes are young, but among those whose ages I actually know, the evidence is not strong.

It is dangerous to assume that your experiences are general. The plural of anecdote is not data.

Quote
Again, and I should not have to repeat myself so often but I feel that I have no choice, I am not saying that power gamers are poor roleplayers I am saying that they *tend* to be less experienced. You may consider this to be a generalization but whatever it is, it is a statement that is backed by logic, experience and typical human behavior.
If it were true, then you would have far more people agreeing with you. Age is not much of a panacea, other than that you'll typically appreciate people of similar age more. Typically you'll find older people less tolerant and more racist, and younger people impatient and badly behaved. It doesn't mean you won't become the former or that you weren't the latter.

Edit - Please accept that your experience is yours, and others experience is theirs, and that neither is 100% true of everyone. The world is a wide and fascinating place, and it is worth opening your mind to the experiences of others, rather than trying to impose your own world view on them. Or at least that is my recommendation, take it or leave it.
Title: Re: Power Gaming
Post by: Marcus on <01-08-16/1659:11>
the priority system being a power gamers wet dream
Leaving aside the fact that prio is a much weaker optimization system than 4e's BP, what point are you trying to make now exactly, beyond "I'm right and the rest of you should feel bad," because that's basically the implication of every post you've made for at least a page, no matter how much you keep denying that that is your intent.

I mean, feel free to go ahead and deny it again, IMO there's no credibility to those denials given statements like this.

I'll say one thing to you, maybe you'll listen, maybe not. I knew coming in that there was going to be controversy. It doesn't matter how these threads start out, the arguments are misconstrued over and over. If you don't believe me you should try taking a look around the net, this discussion has popped up many times and spans across many systems. The way it usually goes is this.

1. Non power gamer makes a criticism about power gaming. This may be for any number of reasons, some noble, some disruptive.
2. Power gamers reply fiercely, often jumping to conclusions OR responding to offensive suggestions
3. There is a lot of confusion on both sides, points are not articulated well or are ignored completely
4. Tensions rise
5. The original poster is accused of being pretentious, holier-than-though, a jackass, etc

That's pretty much how it goes. Many posters in this thread responded appropriately by challenging my point of view, sharing it or providing their own insight. That is essentially what I wanted. Some posters took my statements as an attack, which it was not intended to be. I have repeated myself on many occasions in an attempt to prove that my intentions were not malicious and that I respect different playstyles, I even said that I've tried them myself. However, I have always found this particular sub forum to be very discouraging. The faces change and while things were much more viscious in the past, power gaming is the norm here. I try to advocate a different approach, one that does not bash character concepts. Each group plays differently and I am not trying to change that. I'm simply stating that I think many people here are overlooking some diamonds in the rough and perhaps they would enjoy the game more if they gave these things some thought. I'm not forcing you to do anything, by all means, play the game you want, but be open minded about the possibilities within the system and refrain from making absolute statements with regards to character creation.

I remember when I was about 15 years old I was DMing a DnD campaign. I was much more power game oriented at the time, if I saw a way to make my character "better" I'd probably do it. I didn't consider all the subtle elements of the game, I was too inexperienced. My Brother was 9 years old and played a Paladin. He selected the Running Feat, whatever it was called. I told him that it was no good and that he should take a useful feat like Weapon Focus because it was always useful in combat. Naturally, he followed my advice. At the time I thought nothing of it, but many years later I realized that I had done a bad thing. I looked at the thing he selected because he thought it was cool and I told him that it wasn't cool and encouraged him to remove it. I still feel a bit bad about that for some reason. That is the sort of activity I see here all the time. When you create your character you should be allowed to create it the way you see fit. If you ask for advice and others are willing to provide it, great! But when giving advice please do not destroy the fun for the player.

ZeldaBravo, that may be true.

I said you showed yourself to be ignorant and prejudiced, b/c that is what your posts said. You personally attacked me after only two reply posts, and if ya look at them again, you will find they are polite posts, respectfully asking you to consider trying it another way. If you think that was or this is rude please by all means report me. I reported you, so it's only fair. But  the only person who's made a personal attack is you. The only person who has made sweeping generalizations is you. If you want to lump up me and all other power gamers and say terrible things about us, the only person who is going to look bad is you. I'm sorry that you don't like that, but if you can't keep your temper under control, I don't know what to tell you. But right off hand you pretty much are just digging it deeper, so by all means carry on.

Title: Re: Power Gaming
Post by: Whiskeyjack on <01-08-16/1737:34>
That's why I was very particular in using Whiskeyack for my example.

I assumed, given all the posts of his he wrote and I have read, that he would actually read the whole post and not just jump down my throat accusing me of being negative towards him.

I did  :) just didn't have a specific response to it
Title: Re: Power Gaming
Post by: celondon on <01-08-16/1746:54>
Interesting thread.

For what it's worth, I've made characters of the sort the OP talks about and been told by GM's they are "Too generalist; focus on one aspect more and bring up your dice pools." That was a bit annoying, but c'est la vie.

In my experience, no matter how powerful your characters are, no matter how min/maxed the GM always, always has the upper hand if they are at all competent. Super PC's might win a battle or two, but there's no way to 'win.' If the GM wants your characters dead, it's not hard, even without resulting to "rocks fall, everyone dies." So, play what you want. Give the GM hooks and handles to help tell a good story with your character rather than approaching it as a mechanical exercise to 'win.'

Everyone at the table will have more fun.

Anecdote time. I played a game of Warhammer Fantasy many years back. One of the PCs developed a horrific disease early in the campaign and spent the entire rest of the thing slow RPing getting sicker and sicker and becoming more and more insane as a result. This character was in no way, shape or form min/maxed. Hell, he was almost completely ineffectual in terms of accomplishing anything in the game. He was, however, a Role Play focus for the entire group and it resulted in a truly memorable, fun game and that's what we should all be aiming for.
Title: Re: Power Gaming
Post by: Raiderjoseph on <01-08-16/1805:32>
Tune into any rpg stream on Twitch any chances are very high that you'll be watching a group that uses minimal description, rolls a lot of dice, and has a table full of powerful characters. That is the normal group these days. Tuning into a channel with actual roleplaying is much more rare, especially with the less established (and presumably less experienced) channels
Tuning into a Twitch channel implies you're looking at a bunch of attention seekers (or people looking to change the world to their way of thinking by example, which isn't much different). I highly  doubt a normal group is broadcasting on Twitch.
I laughed at this. And I am thankful I am not the only one who thinks as such.
Title: Re: Power Gaming
Post by: AJCarrington on <01-08-16/2107:36>
Personal attacks, regardless of circumstance are NOT welcome. I will be reviewing the thread in more detail, but would ask the people take a step back and consider their posts before making them. No issues with differing opinions, but they need to be expressed constructively and respectfully.
Title: Re: Power Gaming
Post by: gradivus on <01-08-16/2304:36>
I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.

Thus you prove your ignorance.Ad Hominem attack-fallacious, Which I might add caused the subsequent comment that you felt insulted enough to report. Action/Reaction; Newton' Law; Hillel's commentary on the Torah-Don't do to others what you don't want done to yourself... any of that sink in. Refusing to accept stormwind's fallacy doesn't actually make it untrue, the logic of it holds. Yes, you're not alone in refusing to accept it, many prejudice ignorant gamers do reject it, tragically.Again fallacious argument- the onus is not on Shadowjack to disprove that something is a Stormwind's Fallacy- the onus is on proving that something does in fact fall into that falacy. Saying 'it is', in and of itself, isn't logical proof.  But in end the gamers most hurt by their ignorance is themselves. 

I do feel bad for you having spent so much time reading and having failed to understand it all. Again-Ad hominem.

But the point of your posts are attempting to say power gaming is bad, and that will now and forever be untrue.  Nothing you say will change that fact. Again fallacious. The statement "Powergaming is good" and the statement "Powergaming is bad." is an opinion and not a fact.I agree that role playing is as important a part of gaming as the system is, and yes like system master it's a skill that takes time to develop. But sadly it's  not something that can be developed as much in forums, you can teach tropes and strategies, but it's not a skill that can communicated clear in the forums. To be a true master of table top you must master both role playing and the system, to master one without the other will leave you deficient in the other.

But back to the topic of your ignorance, you showed it in several places,  your generalization of power gamers as quick to anger when called in question is frankly just another example of your prejudicial stereotyping. Notice that no one has come back at you with any of usual RP obsesses silliness. Your statement that you think the example character are a good model is another example, if you know the rules well  then you know they are built incorrectly.

Finally, what this forum does is help teach people to build better character at their request (Often their first or second character), as well as discussing implementation of certain concepts, and of course there is some level rules discussion that occurs. Yes sometimes we do suggest scrapping a mechanical approach, but only when such a thing cannot be executed in the system in a way that would work at a table, or given the constraints the player has already listed. Not all things are possible in the system or under stated preferences.  Nothing in that is about indoctrinating new posters into power gamers.  Plenty of times folks myself included have posted suggestions on how to role play a concept, or given advice on how to deal with the many communication issues that arise at the table.

In closing I respectfully suggest you correct your ignorance. You have much to gain, and nothing to lose by doing so.

Comments in red are, of course, mine.
There are other things I could point but I think what I pointed out is enough.

Your comment to Shadowjack:If you think that was or this is rude please by all means report me. I reported you, so it's only fair. I wholeheartedly endorse this.

Lastly: let me retype what I said in an earlier post.So yes- these types of discussions, whether it be about gaming styles or the difference between a clip/mag (no, please don't comment on this, just an example), it always seems to blow up. So I am now looking forward to the moderator locking this thread to prevent the situation turning uglier than it already is.

Edit: my screen showed raiderjoesph as the last comment- had I known the moderator already chimed in I'd have stayed out of it. But I wrote it so I'm not going to use the magic wand to erase it. I believe that if I overstepped my bounds, and I probably did, hiding it is not the answer. I'll accept the reprimand/repercussions of my actions as I have always done.
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/2321:03>
I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.

Thus you prove your ignorance.Ad Hominem attack-fallacious, Which I might add caused the subsequent comment that you felt insulted enough to report. Action/Reaction; Newton' Law; Hillel's commentary on the Torah-Don't do to others what you don't want done to yourself... any of that sink in. Refusing to accept stormwind's fallacy doesn't actually make it untrue, the logic of it holds. Yes, you're not alone in refusing to accept it, many prejudice ignorant gamers do reject it, tragically.Again fallacious argument- the onus is not on Shadowjack to disprove that something is a Stormwind's Fallacy- the onus is on proving that something does in fact fall into that falacy. Saying 'it is', in and of itself, isn't logical proof.  But in end the gamers most hurt by their ignorance is themselves. 

I do feel bad for you having spent so much time reading and having failed to understand it all. Again-Ad hominem.

But the point of your posts are attempting to say power gaming is bad, and that will now and forever be untrue.  Nothing you say will change that fact. Again fallacious. The statement "Powergaming is good" and the statement "Powergaming is bad." is an opinion and not a fact.I agree that role playing is as important a part of gaming as the system is, and yes like system master it's a skill that takes time to develop. But sadly it's  not something that can be developed as much in forums, you can teach tropes and strategies, but it's not a skill that can communicated clear in the forums. To be a true master of table top you must master both role playing and the system, to master one without the other will leave you deficient in the other.

But back to the topic of your ignorance, you showed it in several places,  your generalization of power gamers as quick to anger when called in question is frankly just another example of your prejudicial stereotyping. Notice that no one has come back at you with any of usual RP obsesses silliness. Your statement that you think the example character are a good model is another example, if you know the rules well  then you know they are built incorrectly.

Finally, what this forum does is help teach people to build better character at their request (Often their first or second character), as well as discussing implementation of certain concepts, and of course there is some level rules discussion that occurs. Yes sometimes we do suggest scrapping a mechanical approach, but only when such a thing cannot be executed in the system in a way that would work at a table, or given the constraints the player has already listed. Not all things are possible in the system or under stated preferences.  Nothing in that is about indoctrinating new posters into power gamers.  Plenty of times folks myself included have posted suggestions on how to role play a concept, or given advice on how to deal with the many communication issues that arise at the table.

In closing I respectfully suggest you correct your ignorance. You have much to gain, and nothing to lose by doing so.

Comments in red are, of course, mine.
There are other things I could point but I think what I pointed out is enough.

Lastly, your comment to Shadowjack:If you think that was or this is rude please by all means report me. I reported you, so it's only fair. I wholeheartedly endorse this.

Thank you very much for coming to my defense. I did not appreciate the way I was treated and did feel provoked. I do feel that there is a serious issue on these boards, and has been for as long as I can remember. I am not here to convince everyone that my stance is the perfect one, I'm simply stating it to have an interesting discussion, one which I hoped could be had without hostility. It is not the first time I have been attacked in a power gaming thread and it probably won't be the last. I even addressed that I suspected the  thread to be controversial and was clearly aware that emotions could flare. As such I made my points as diligently as I could. I think my points can do good for this sub forum and this is historically the most violent one on these forums. I would very much prefer if people would take more time to consider the impact their posts can have on others, especially new players, many of which are ready to play their first game and have their character concept turned upside down and torn to shreds for no good reason. Contrary to what others seem to believe, I am very open minded about different playstyles and I don't think that my way is the only way to play. I just think it has benefits that are routinely overlooked and I'm far from the only one who thinks that way. Just like people have told me to never take fluff skills I have the right to promote the concepts I believe in, ones which are purely based on roleplaying. The suggestion that because a few people here disagree with me proves very little, I suspect many of my breed have been driven away long ago and I myself have quit these boards several times over the years because of things like this.

As for the Twitch steams, I wholeheartedly disagree with what has been said. I do not think they're a bunch of attention seekerrs, a comment which goes against the advice I was given to not make generalizations. At least what I said was something I could back up. The people that stream on Twitch are doing a service to the community and bringing money into the company and the hobby and they at least have the guts to put themselves out there. I do share the opinion that the average Twitch Shadowrun game isn't to my tastes but I have seen some great games there too and I've learned a few tricks by keeping an open mind.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-08-16/2322:10>
Hey folks -

I find the character creation subforum to be a lab to experiment and display unique character concepts that take advantage and push the limit of the character creation system. I don't think a lot of posts are of characters that people necessarily intend to play, but to demonstrate new ideas and combinations, especially as more and more expansions have been released. It's also a great way to work out the kinks mechanically and get ideas from other interested people. I'll call out Gradivus and his Fancy Derek mockup. I loved seeing that character sheet, and it's one that I never would have thought was possible. I skimmed over what I thought was less interesting rules in an expansion and missed the possibility of such a character entirely. Now, am I going to run and play a Giant Face with 9 Charisma? Probably not. But I like that I can, and I might. I also might include such a character in my shadowrun universe as a contact or NPC. Yes it was a way to "powergame" a charismatic troll and there were mechanical aspects of the character to discuss - but it was the mechanical optimization that made such a fun potential character (literal sense) possible.


I also want to note that I don't believe active skills represent how well someone performs a task, but how much time/energy/investment a character put into becoming better at particular tasks. Performing tasks are a dice pool - Attributes + Active skills.  A character with 8 Logic and 1 First Aid and a character with 1 Logic and 8 First Aid are going to be equally competent at First Aid tasks. It may be for different reasons (ex. someone just being super rational with a storehouse of anatomy facts vs someone who dreamed of being an EMT and worked super hard over many years despite difficulties in school to become one), and we as players/GMs may like some reasons more than others, but in game terms, the characters are equally competent. Dice pools, the measure of how well a character can perform a task,  can be visually displayed by graphing them on two axes (attributes and skills) and put into four general categories: Low attributes/low skills (Lower Competency), High Attributes/Low Skills (Natural-Medium Competency), Low Attributes/High Skills (Learned-Medium Competency), and High Attributes/High Skills (Higher Competency). Yes  having a low attribute and linked skill is going to make someone worse at a task, but having a higher skill only makes someone more competent if they also have a higher attribute. It is sensible to have high attributes and skills for the things you want to to focus on (and get hired for), but as  attributes are more difficult to raise in game (karma expense and caps) than skills, lots of character skew their secondary dice pools towards natural competency (using the character creation rules to build towards specialized/higher attributes) instead of learned competency. Is this powergaming?I don't think so.  Again, some people may prefer certain stories we tell about these dice pools more than others, but mechanically, a dice pool is the same dice pool no matter what extent of it is attributes or skills.

I'll quote core pg 89 "Whatever your character concept, you should think of your character's skills as a whole, building some excellent skills while also providing some overall balance to maximize your chances of success. You won't have all your skills where you want them at first, but that's why you play the game...you'll have a chance to boost both your skills and your attributes." Experienced Shadowrunners, the kinds of runners the priority system is intended to generate, will specialize with an eye towards survivability. Even experienced shadowrunners don't have all of the skills they would like to start play with after character generation. It's ok to pick them up in game. As stated earlier, the system skews towards natural competence vs. skilled competence for secondary dicepools, which is why so many characters will pick up their lower level skills in game instead of character generation.

I'll also note the "Knowledge and Imagination" sidebar on page 147. Knowledge skills are a great way to nuance characters and flesh them both on paper and for roleplaying. You can have characters that are highly specialized in their task competency, but have very different interests and character. Also, knowledge skills can be used to fill knowledge gaps (obviously ;-) ) that more specialized characters may not seem to have. For example, A character can be knowledgeable and appreciative of art with both an Artisan 3 (Painting) active skill and an Art 3 (Modern) knowledge skill. The active skill runner may be a skilled painter while the knowledge skill runner is not, but I don't think it is "power gaming" to not invest active skill points at character generation to Artisan when a character has no intention of ever painting as part of a run. The rude decker at the party mentioned above may not have a lot in the way of social skills, but instead of a GM instantly having a random approach him about why he is there and rolling a con check to say anything that isn't "I'm here to steal this mcguffin," the character might have some knowledge skills to roll to convincingly chit chat around the party to look like he fits in (even if he is a bit rude). Is there a random NPC approaching all the guests about their reasons of being in attendance? Why just the player characters? Perhaps other NPCs don't have good reasons to be at the party and poor con rolls--are they going to get kicked out because, for example,  they are there to oogle at their boss's cute  son/daughter and not support the cyber-whales? Could the decker who has an interest in marine biology fit in enough at the party to avoid random con checks if they are playing it cool? I don't mean to be snarky, but am legitimately asking.

In all - when people make suggestions to increase/decrease dicepools or question why someone has made a particular character generation choice, it is not to belittle or tear down a character, they are just suggestions and questions. If a poster posts a character because they are having trouble making it work, then these suggestions/questions might be really helpful to come to a concept/sheet that the player is excited about. If the poster is there just to demonstrate/conceptualize, other people's ideas might take that demonstration/concept further or to new, interesting places. If a poster writes a detailed backstory for review, others'  comments/questions/critiques might strengthen or add new ideas to that backstory. I haven't seen a "powergamer" deny that someone isn't having fun playing a character if they are, but may insightfully offer why a character sheet might be difficult or boring to play for a character still in progress. Everyone's goal is to have fun playing game here! 
 
Title: Re: Power Gaming
Post by: gradivus on <01-08-16/2334:36>
@Shadowjack- hold off on the thank you.

While I pointed out what he did I also wrote,  caused the subsequent comment that you felt insulted enough to report, which also means you made ad hominem attacks too.

While I know it's hard not to respond in kind, in the end it doesn't make the situation better.

A lot of us on this forum, myself included (actually myself most of all since I'm giving this advise), need to reread our entire post before hitting the send button. Oftentimes we don't mean to be rude but in our haste to get a post done, especially if its a long one, we accidentally phrase things in a manner that can be improved so as not to imply something we wouldn't normally imply. If I would just listen to my freshman year English teacher and proofread, 3/4 of my mistakes would vanish instantaneously.

Edit: And to be clear. In the post I wrote the phrasings I used in some instances could be construed as Ad hominem. Therefore, I too am guilty. Lest anyone think I'm trying to not own up to my own failure to remain dispassionate in this discourse.
Title: Re: Power Gaming
Post by: Shadowjack on <01-08-16/2343:42>
Thanks for your detailed and well articulated reply, FST_Gemstar. I like Gradivus' character too and had no problem with it. I don't share your stance on Skill+Attribute = Problem Solved. I think if a character has a rating 1 in a skill that means he is novice. He's learned  a little but is farm from noteworthy. A Shadowrunner with a pair of 9 Agility cyberlegs and 1 Sneaking is someone who is not stealthy at all but has powerful gear to compensate. From that angle it is fantastic. But if your character has all 6's and 1's and uses the cyberlimbs to achieve a high dice pool I don't think that qualifies as a bellievable character. Shadowrunners thematically should not be relying on key skills at rating 1 because it is not realistic. A hardy professional with a storied career is not going to exist if he crutches on rating 1 skills in important areas. I understand that people think dice pools are all that matters but I strongly disagree simply due to realism and character theme. Before anyone chimes in saying that there isn't any realism in Shadowrun, I'll just say right now that the entire objective of the game is to immerse yourself into the world and it is supposed to feel realistic in that context, realism is definitely in play.

Again, this is just my opinion, I'm not forcing anyone to do anything and I'm not telling them they're "playing the game wrong!". I don't agree with the reasoning behind these decisions. Additionally, I think it is unfortunate that character creations puts the player in such a murky scenario. I think the priority system does a terrible job of creating realistic characters because it has so much potential for wasting karma built into it. It may be fast but it definitely leads to people going away from their character theme and making adjustments they wouldn't have made in the point buy system.

Agreed, everyone wants to have fun and that's what matters. I am not here to stomp on anyone's game, I don't want them to stomp on someone elses. This has happened to me and I have seen it happen to many people here, it's not cool, it's not okay and we have the power to prevent it from happening. I know not everyone will adhere to this mindset but if even one person on these boards stops ruining the fun for new players I'll consider this thread a success. If one person stops and thinks "Hmm, he does have an interesting point.", that's good enough for me!

You are right, of course, gradivus. I was wrong to lash back but I have obsessive compulsive disorder and I do not respond well to posts like Marcus'. This is something I have struggled with for all of my life and I have made great improvements but something that is difficult to nullify.
Title: Re: Power Gaming
Post by: Reaver on <01-08-16/2356:24>
I think the table and the GM has the largest hand in if "Power gaming" comes into play and how much.

After all, it is the GM that sets the tone and tempo of the table, has final say on the characters he allows in, crafts the story, and dictates what needs to be rolled, and when, and with how many dice.

So really, talk to your GM! Or GMs... or those GMing... or thinking of GMing..... or, yea...

Why do I say this? Well, it's been my experience after 30 years of gaming (Has it been that long already?!?!? Longer? Wow!) that it really is the GM that sets the pace.

I have played in groups of wooden players... You know, the ones who just sit there, not saying anything, or moving until there time for the dice comes up. They talk along the lines of "My character does <insert action>" as a response to every question.

And, I have played in groups where the moment you sit down, EVERYTHING you say, is your character speaking. (Makes for some interesting game sessions, let me tell you!)

And, I have even played in a group where the GM had a cape and a wand! (and I really, really hope a tin foil hat! Cause THAT would make sense with that bozo...)


The point is, every time the game was dictated by the GM. Some where great games, some where crappy games. Some where crappy games by great GMs, and others where great games by crappy GMs.... But it all starts with the GM.
Look, we all know the power and responsibilities that come with GMing. Some are good at it, some are bad at it. And without breaking down and writing a book on the topic, lets just say "There are as many styles of GMing as there are Stars." And there is no right or wrong way to GM... As long as the table is having fun.

But, there are certain... shall we say "styles" of GMing that lead more to a "power gaming" feel to the games they are employed in (Not just speaking of SR here. I will try to point out systems that suffer more or less as I go...)



1: "Challenge The Group"
Lets face it, conflict is at the heart of every RPG and MMo. Why? Cause deep down, shooting things in the face is fun! We all love feeling like a bad ass and doing things that socially are just not allowed. (like shooting that annoying clerk in the face). At the heart of it, RPGs and MMos are about conflict, be that a puzzle, emotional, mental, or physical, and how the players overcome that conflict. (Admittedly: I shoot them in the face 90% of the time...). But somewhere along the way, "challenge the players" has warped into "make the players fear for their safety". Everything is a Pass/Die recourse, and not  overcome/adapt.

DnD/MMos are the most notable system for this just cause for years they made everything a nice little cookie cutter "level system". Level 1 characters fight level 1 monsters, level 4 characters fight level 4 monsters, and so on. It's nice neat and simple. You want to challenge a party of level 15 characters in DnD? Pull out your Monster Manual and surf the CR 15 monsters! In an MMo, you just go to the zone that is your level and *poof*, you're "Challenged"!

This attitude is so prevailant that it seems to be a deep part of gamer psyche. Really, how often to players retreat? Or Surrender? (Be HONEST!!) Players have a "Do or Die" mentality to them, they MUST succeed, EVERY TIME. Or they DIE!!! Really, I blame video games for this. Honest. But Seriously, I am not joking, in gamer psyche, failure is NOT an option and every task really is seen as LIFE OR DEATH (as some posts on various threads show).....

Now sure, some things in RPGs/MMo are life or death for the character. (combat for sure!) But not everything is. A locked door is a locked door. It doesn't suck out the characters soul if he can't pick it. Failing a social check generally doesn't result in the character spontantiously combusting...(usually). BOTH players and GMs have to realize that failing a challenge isn't the end all of the game, it just means the character have to try different angle to achieve ultimate success.



2: "RPGs are about Group play. Thus: Group think, Group Act, Group Move"
While it is true that RPGs and MMos are Social games, and for social games to generally work, all people interacting together have to be in a group. This doesn't mean they all have to do the exact same thing every waking moment. Ahhh, the age old trope of "Don't split the party" is ringing in my ears... While it is true almost all RPGs have you form teams/groups/clans/squads or whatever they want to call it..... it's a party of player characters doing "PC" shit.... But somewhere along the way this a morphed into some twisted collection of people wandering around as a single entity.... like the party is just actually a ST Borg Drone, or multi-headed hydra.
Social situation? load up the Face Sub-routine/get the face head to talk. Footwork time? Load the Decker Sub-routine/get the Decker head to talk.... usually the ONLY time the characters act like individuals is when combat comes up.

Again, I blame Video Games. Every single game out there that has a companion, what does it do? NOTHING!!! It blindly follows you doing nothing until you wack someone over the head... THEN they do something - besides useless, unwanted commentary on what YOU are doing, looking at. (to be fair, Programmers are getting better at this). Some how this is come into the RPG world (or is a left over from the old Tunnels and Trolls days...) that the "party" is a single entity that MUST go everywhere together and only one person can do something at one time (unless it's combat).

I get that, as a GM, it can be hard to multi task the actions of a bunch of different people all the time and that treating them as a single Borg drone that  loads up whatever character/sub-routine is needed at that particular moment is easier. And really, the players should be spending most of the "crticial" time together anyways... But that doesn't mean they have to be standing in a line, shoulder to shoulder, waiting for their turn to use whatever skill the Runner-Pede  needs. They CAN be spread over the building doing various things you know :P

This attitude really does come from the old Tunnels and Trolls days (the precursor to DnD!).. where literally you were a group in a maze moving from room to room. DnD carried on the tradition with their Dungeon Crawls. MMos basically copied DnD so.... Besides, the story of many CRPGs is about the singular main character..... so the companions are just storage bags that walk and talk anyways....But in the much more complex and diverse games out there, this "Group: = group think/move" attitude really wears thin. add in cities and their multitudes or places and people, space settings, modern combat, open places and this "Group move" trope has to die. Really. Just cause you are a party of stalwart adventurers doesn't mean you have ALL sit on the same bar stool! Heck it doesn't even mean you have to go to the same bar!

Treat the characters in the party as INDIVIDUALS.... They are not Larry with his brother Darryl and other brother Darryl. Don't limit "social" challenges to faces and "recon" challenges to Deckers. Open up the floor, and throw all the characters out on it to dance! After all, they are individuals and NOT a Borg Drone.



3: "The World We Live In"
Don't care the setting here. This is one is all on the players and the GMs both. For too many people the world that the game takes place is nothing more then a backdrop of grey. Change SR to DnD, DnD to Rifts, and WH40K to SR and the GM let alone the player would hardly notice the difference. Wow. Let the world and the setting come alive, and get IT to interact with the players! I don't know what it is, as Setting makes all the difference for me, but for some - it's nothing but backdrop.
Take the time to also think out the parts of the world that your players are going to be interacting with. Do they make sense? Spend the time. It's worth it. Not only might you see a flaw in your general logic, you might realize a blunder you made that you didn't mean to... (like making a office building with no doors!!)



4: "Me vs Them"
It's a really sad state that this still has to be mentioned. But many GMs seem to have this "Me vs them" attitude. They seem to want to make every thing about defeating the players and crushing their characters. I don't know, is it some misguided sense of entertainment that the only way they can enjoy themselves is to crush their players? Be this through their adventure ideas ("Hey wouldn't it be neat if there was a cabal of Vampire Great Dragon Technomancers that where trying to take over the world?!? And the Players have to kill them by fighting them all at the same time!?!"), their ideas of what an "appropriate challenge" is, ("So you are all level 2 right? Well, around the corner comes a Balor! He attack you.")
Take the time to vet your own ideas for a storyline. Does it make sense? Could it happen? What happens if the players DON'T do what you want? (Never trust a PC to stay on script!!). Not all stories have to be about Great Dragons, Master Shedim, or Ageless Vampires...... They can be about just about anything, so maybe leave your "Mushroom-men from the Abys that want to turn the world into fungus" story arc for a setting that warrants it's flair.
On a similar note is the player that believes it's him Vs the GM. He feels compelled to have absolutely every angle covered, every advantage possible and goes out of his way to avoid anything that puts him on even footing or less then the perceived challenge - whatever that may be. They are less interested in the game, or the story, or anything other then beating whatever the GM has planned. (And often times, they themselves are a 'Me vs Them' GM ... if they GM)

A good story doesn't need the GM to go out of his way to kill his players. (trust me, you can do it. you control the world! Killing the PCs is easy, So why waste your time?) It doesn't need "awesomely epic, totally unique, one of kind, never before seen bad-guy!", It doesn't need some grand plot to turn the World's oceans into Chicken Soup... It needs an emotional hook to lure the players in. It needs thought and substance to keep them engaged. It needs a ending that makes them feel the outcome of their actions. Nail the Hook, Substance, Thought and Ending, you've nailed yourself a good story. 


And there you have it. The 4 most common "styles" (hate that word) of GMing that (in my opinion) promote a "Power Gamer" atmosphere. Now that doesn't meant there are not more, nor does it mean that these are incorrect....(but it does give you an idea of MY opinion of them). And really it is just about having Fun. So find your fun and enjoy it. Not all gamers play the same way or in the same style. Heck I know many gamers to consistently play using one or more of the above "styles" and that's just how he like to play! Good on him.


But, if you are tired of seeing Power Gaming at your table, try changing your attitude and playstyle in the four areas I listed above and see what happens... willing to bet that the "Power Gaming" slows down some.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-08-16/2358:53>
Shadowjack, we can agree to disagree on this. I don't think that "dice pools are all that matter," but I do believe they represent how well a character performs a certain task, and just like in real life, there are lots of ways and different factors  to do well (or poorly) on a task. I also think Shadowrun is a prime example of an immersive world where someone can have limited skills and natural ability and rely on gear/'ware instead to get the job done as well (or better). Resources is as much a part of the priority system as any, and is something that makes up a character as much as metatype, attributes, skills, or awakened/emerged status. It the cut throat 6th world, wage-slaves are always trying to get the best gear and 'ware to get the edge over their coworkers or at least not get canned. Can a Shadowrunner with skills E believably and with rich backstory invest in a Rating 6 skillwire system with multiple high rating skills to swap through? I think absolutely yes! Are they going to be better at some things than some people spent their life learning (higher dice pool)? Yes! Is it fair? Not really. Is it Shadowrun? I think yes.
Title: Re: Power Gaming
Post by: gradivus on <01-09-16/0050:00>
<snipped>
You are right, of course, gradivus. I was wrong to lash back but I have obsessive compulsive disorder and I do not respond well to posts like Marcus'. This is something I have struggled with for all of my life and I have made great improvements but something that is difficult to nullify.

As long as we're sharing...I'm bi-polar. While not the same as OCD, I understand the strain that some types of pathology can cause in the staying cool, calm and collective department.

And being bi-polar I can tell you RF quality in no way reflects the disorder properly. However, I will concede that a rule that would be realistic would probably be very long- like CRB length long. So playability must win out over realism in this case.
Title: Re: Power Gaming
Post by: Glyph on <01-09-16/0324:05>
The one thing I do agree with Shadowjack on is that sometimes posters who are evaluating characters can be a bit dogmatic with their advice.  Although I think it is hypocritical to decry this while dismissing and straw-manning character optimization.

I think there is a place for optimization, and unless you take it to the furthest extreme (and honestly, most of the examples of that, such as the pornomancer, are thought exercises more than characters for play), it enhances roleplaying.  Because I feel that, for both strong and weak areas, the character's statistics should match the character's background.  If the character has a dice pool of 8 in pistols, he is about as good as a ganger, not an expert marksman.  On the other hand, if the character is supposed to be clumsy, then muscle toner: 2, while normally a good investment, might not fit that particular character.  Powerful characters don't automatically equate to stats over story.  If your background is that you were a combat sorcerer for an underworld syndicate, then it might make sense for the character to have a power focus, several high-rated magical skills, and just a few skills such as intimidation and perception at lower ratings.  On the other hand, if that same stats were used for a recent college graduate, those stats would not fit.

The archetypes often get touted as examples of more organic, less optimized builds, but that isn't always the case.  Some of them suffer from too much hyperbole in their descriptions - the gunslinger adept isn't bad by any stretch, but his background makes it sound like he should superhuman, not just pretty good.  Some of the archetypes, such as the decker and the street samurai, are actually pretty optimized.  The street samurai, in particular, has some pretty bare-bones skills.  He can hit people, shoot people, sneak, ride his bike... and that's it.  He rolls a single die to default on social skills, and two dice to default for perception checks.  He seems more like a one-trick pony than a fully fleshed-out character.  Oh, wait.  Knowledge skill of poetry: 1.  Guess he's well-rounded after all.
Title: Re: Power Gaming
Post by: Strange on <01-09-16/0411:22>
One thing I have noticed with replies to novice players with standard builds tend to be formulaic, and that the responses to them can come off as power gaming.  Mainly because frequent contributers have seen the same character posted for critique so many times, it seems that some guys get stuck in a response rut, as it were.

I myself have learned a lot about mages from these forums, having never played one before, and am playing a cybered combat mage (mystic adept).  He could have definitely been more powerful, but instead I get to play the character I wanted and even though he is spread out a bit (only has one skill at 6) he is effective and fun. 

To me character concept is huge, if I couldn't reconcile concept and execution I can't play that character.  I don't always end up with the character ibwant, but I do have to like the concept first.

Finally, I think since advancement is so slow and shadowrunners are generally supposed to be pretty badass (cyberpunk mythos is quite style over sensible) both contribute to 'power gaming' type of character building. 
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-09-16/0445:01>
People have remarked on this in this thread already, but I think it deserves more discussion. How can you give advice when you don't know what the person is really looking for/their situation? It seems that instead of soliciting the information needed, responses follow a more one size fits all approach. As an example of a good way this can be done I'll put forth the candlelight forums. They have a form that they request you fill out so they have the info needed to make useful suggestions.

As a way to examine this idea I will put forward my own method of character design. I use a benchmark system, that is to say I have certain criteria that I require the character to meet to pass muster. If I have a B&E specialist, than one of those criteria might be the ability to bypass a certain rating of maglock an average of X% of the time. Thus I can consult a chart and find that I want perhaps 12 dice in that check. Also important is to know what that check is (not everyone would think B&E people need hardware).

I try to come up with situations my character would run into and think how in my mind they would handle that situation, than I try to achieve the mechanics to back up that interaction. I try not to focus on the future growth rate of the character (because I would go insane trying to make it all efficient and end up with a character who can't do what their job title purports).

At a certain point you will have to involve your GM or an imaginary one in this equation (otherwise how will you know what the average rating of a maglock you might encounter in an office building is?). When you do so, it is a good time to bring up growth (since growth rates often reflect the length of campaign a GM plans to run, the long the game the slower the rise typically).

If I were to create a forum I'd ask people to fill out I would ask them what their intentions were for the character and what benchmarks they had for their build or if they needed help establishing those benchmarks (which would be the GM's job in the best case scenario or the forums if we were the imaginary GM). I would need to know some basic info about the game in question (power level, style of play, etc). Once I had collected this information, then I could look at the sheet and give useful feedback (that is likely to be far less needed once the person understands their own design goals).

Power gaming in my mind is just a decision to require higher thresholds. Perhaps your character vision has you as some kind of street legend. Whatever the case, unless your GM is allowing you more points to accomplish your higher vision, you will likely need to make sacrifices in order to reach your benchmarks (or reduce them). Of course, not all concepts will work as baseline starting characters (it's like asking to be a lvl 10 wizard when the party is lvl 5), so sometimes you will realize your concept is beyond what is possible at this point in time. That is typically the best point to consult your GM and see what he wants to do. Many GMs will not appreciate a character built to do one thing at the expense of all others, or that sacrificed in order to backfill cheaply later on. If that is the case, it is back to the drawing board until you can create a character that meets your benchmarks while fitting the limitations of the game he will exist inside of.

I hope someone finds this useful and happy building.
Title: Re: Power Gaming
Post by: Hobbes on <01-09-16/1334:44>
The one thing I do agree with Shadowjack on is that sometimes posters who are evaluating characters can be a bit dogmatic with their advice.  Although I think it is hypocritical to decry this while dismissing and straw-manning character optimization.

My responses are usually pretty canned, aka dogmatic.  Even with the *huge* variety of options in SR5, by the time you get done building (what I consider) a standard Shadowrunner chassis for whatever the applicable archetype is you actually have a fairly small amount of resources left.  Coupled with the, IMO, downright glacial character progress after chargen I'll always suggest what is the most long run karma efficient unless a poster has some specific conditions. 

I mean, it's words on an internet forum.  Any given poster can take none, some, or all of the advice given. 
Title: Re: Power Gaming
Post by: Shadowjack on <01-09-16/1415:42>
I have relatives with that condition, Gradivus. It is definitely a difficult one to manage and I think you do quite well here. Regarding the thread as whole I am quite happy with the discussion. It's interesting to get into your minds a bit and see what you guys are thinking. It seems that the big difference in opinion is dice pools vs skill ratings. Page 131 of core reads as follows.

"This is a list of what the skill Ratings mean, so that you can get beyond the numbers and see where your character falls in the general scheme of metahumanity.
NO RATING: UNAWARE This is something other than having no ranks in a skill—this is a special level of ignorance. You haven’t the first clue about this skill. This level can only be achieved through a quality (like the Incompetent negative quality, p. 81), or maybe a character history explaining the deficiency. You can’t default the skill, and it never really occurs to you to even use it to solve your problems.
RATING 0: UNTRAINED The default level of knowledge obtained through interaction with society and the Matrix. Though untrained, you have a general awareness of the skill, and occasionally may even be able to fake it.
RATING 1: BEGINNER You have a little training about how it works, but not always why it works.
RATING 2: NOVICE You’re a hobbyist, but not an enthusiast.
RATING 3: COMPETENT You’re skilled at basic operations but struggle with complex operations and “tricks.”
RATING 4: PROFICIENT You’re comfortable with what you do and perform well under normal pressures. Professional level for most jobs.
RATING 5: SKILLED You know how to handle yourself in unfamiliar situations, and can get creative when solving problems.
RATING 6: PROFESSIONAL You could easily sell your skills on the open market. This is the maximum skill level for starting player characters.
RATING 7: VETERAN You’ve seen a lot of what the skill can do, and what it can’t. Other people ask you how to do it.
RATING 8: EXPERT You are a highly sought-after talent. Corporations seek you out (or extract you from other corporations).
RATING 9: EXCEPTIONAL Your name is synonymous with the skill. If you have multiple skills at this level, you’re lauded as exceptionally gifted.
RATING 10: ELITE You are famous, even among the very best in your field.
RATING 11: LEGENDARY You are a paragon to those trying to excel at your skill. Techniques are named after you.
RATING 12–13: APEX You have reached the pinnacle of mortal achievement. This expertise represents the top 0.00001% of all practitioners in known history. The very highest rating, 13, can only be reached with the Aptitude quality (p. 72)"

This page is the basis of my opinion and seems to be quite clear. There is no mention of dice pools or attributes compensating for low skill ratings. Quite literally it talks about how good you are at a skill being represented by the skill rating. This is why I think that attributes represent more of your talent than skill. When I played basketball competitively I trained for a minimum of 6 hours per day and often double that. I could best the majority of players I faced due to my hard work. However, some players tthat invested less time into their basketball skills could pose a threat, this was because they were incredibly quick or strong, giving them an advantage over what might be considered my lower Strength and Reaction. This example illustrates how both skills and attribtues must be taken into consideration but are entirely different from one another.

ZombieAcePilot's mention of a character creation form sounds excellent to me. I think that would be a fantastic addition.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-09-16/1427:28>
Ultimately the skill rating's description does not matter in gameplay. So why quibble over it?
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-09-16/1450:49>
Shadowjack, as you say in your example - some people are good at performing basketball tasks (let's say with a dice pool of Agility + Basketball active skill) because like you they worked really hard and practiced (your basketball skill was higher) and others were good at performing basketball tasks because they were quick strong (Agility was higher). Two people can be equally good at playing basketball but for different reasons (Naturally athletic with a little practice vs. average joe who loved the game and practiced a lot). Ultimately, it doesn't matter why they are good at basketball, as their dice pools are the same, they are equally competent. Of course, to excel at basketball, someone would need both high natural abilities and be very skillful (high Agility + High Basketball)The Skill rating by itself doesn't have a lot of mechanical meaning though.  This is why I argue that this list is a measure of the investment into learning a task, not how good you are at it. Dicepools = how good you are at task. It is a combined pool equally weighting natural ability and learned technique. The skill list only is focused on the learned technique part.  Again, Character X with Agility 1 and 9 Pistols is worse at shooting a pistol than Character Y with Agility 10 and Pistols 1, even though Character X is exceptionally skilled at pistoleering and Character Y spent a few afternoons at a firing range with friends. 
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-09-16/1452:54>
I wouldn't necessarily put that much stock in the skill rating in an isolated context. Sure, it provides a handy reference point for what a character might have trained for (i.e. a person with Rating 6 in any firearms skill has clearly worked with his chosen weapon enough to be considered a professional), but without the associated attribute and/or modifiers it doesn't really give you any specific indication of how good a person is at performing skill related tasks. General idea, sure, but not specific.

Take both extremes; a character with Skill 1 and Attribute 1 vs a character with Skill 1 and Attribute 10. The former is unskilled and has little natural aptitude, while the latter is just as unskilled but has significant natural aptitude at whatever the task at hand is. The same could be said if the skill was 12 instead. Two people of equal skill level, but one is more proficient than the other.

So really, if anything I think those categories are more of a reflection of how much education/experience it takes to get to where you are. Bullets & Bandages has a specific example for the Biotech skill ratings:
Skill LevelExample
0Untrained: Has some basic knowledge of anatomy, but nothing more
1Beginner: Person who took a CPR course or learned some first aid as a Boy Scout or something
2Novice: Med student, new hospital orderly
3Competent: Good student, but not up to advanced coursework yet
4Proficient: Intern, certified nurse’s assistant
5Skilled: Resident, licensed practical nurse
6Professional: Doctor or registered nurse in practice for less than five years
7Veteran: Doctor or registered nurse in practice for five years or more
8Expert: Leader and/or supervisor in a practice or hospital
9Exceptional: Award-winning practitioner, recognized in trade magazines as one of the best in their field
10Elite: Top-flight practitioner at elite facility or university, sought after by wealthy clientele
11Legendary: Pioneer of new, cutting-edge medical techniques
12-13Apex: The absolute tops—CEOs of the megacorps fight each other to see these people

If you look at what B&B considers a "professional", you'll understand why I'm a big proponent of lower dice pool games. If a Biotech Skill Rating of 6 represents a doctor or registered nurse with at least 5 years of practice, what does a Skill Rating of 6 in Handguns, Hardware, or any other skill represent? I mean, that's years of study in addition to years of practice. But again, you could be a doctor or registered nurse with low or high Logic, which directly affects just how good of a doctor you are. And then there's Etiquette; no etiquette skill could mean you have poor bed side manners, whereas a high etiquette skill could represent the opposite. (Dr. House comes to mind as an example of a high logic and biotech skill but low/nonexistant etiquette character, for instance).

In short, I wholly support looking at the character sheet as a whole instead of as a collection of individual pieces, as I feel this more accurately represents what a character is all about. And as for the skill ratings, well, that's wholly table dependent, again. Some agree with the ratings, others don't.
Title: Re: Power Gaming
Post by: ZeldaBravo on <01-09-16/1453:12>
<znp>
 OCD
Well shit sucks. *
Title: Re: Power Gaming
Post by: Shadowjack on <01-09-16/1510:46>
<znp>
 OCD
Wtll shit sucks.

Yeah, it's pretty rough and caused me a an enormous amount of problems. I'm finally on my proper dose of medication so I'm under a lot better control than in the past :P

About skill ratings, I have to think that you guys are choosing how you want to perceive it and not accepting that it is in the official book and it is exactly how skills work, these are the rules after all. If the core book defines skills like it does in that table, that's how they work. Attributes represent your natural and refined ability in general, skill ratings represent your practice and dedication in the skill. The two together makes up your dice pool and in the context of rolling dice that is what matters, but from an immersion standpoint you must treat both separately unless it just isn't important to you. I still think that having a 9 Agility pair of cyber legs and rating 1 Sneaking means you are terrible at sneaking, barely above someone who has no training at all. Your "talent" is carrying the weight here. From this perspective (which seems very logical to me) you can see why I think that making a bunch of Shadowrunners with rating 1 Sneaking and huge agility scores to compensate is very odd. Think about how it would actually play out in your career running the shadows. You're sneaking around pretty damn often, it's one of the most commonly used skills while on the run. Having rating 1 means you learned next to nothing and doesn't seem to match up with the goal of creating a very professional runner.

That is why I think it matters, Whiskeyjack. It is distinctions like this that formed my opinion that power gamers are often but not always less focused on the roleplaying aspects of rpgs and more focused on rolling dice. People may say it's a generalization but I am explicitly stating that not all powergamers are the same.
Title: Re: Power Gaming
Post by: Hobbes on <01-09-16/1547:52>


"This is a list of what the skill Ratings mean, so that you can get beyond the numbers and see where your character falls in the general scheme of metahumanity.
NO RATING: UNAWARE This is something other than having no ranks in a skill—this is a special level of ignorance. You haven’t the first clue about this skill. This level can only be achieved through a quality (like the Incompetent negative quality, p. 81), or maybe a character history explaining the deficiency. You can’t default the skill, and it never really occurs to you to even use it to solve your problems.
RATING 0: UNTRAINED The default level of knowledge obtained through interaction with society and the Matrix. Though untrained, you have a general awareness of the skill, and occasionally may even be able to fake it.
RATING 1: BEGINNER You have a little training about how it works, but not always why it works.


So what is the issue.  Unaware "can only be achieved through a quality", Untrained "obtained through interaction with society and the Matix" skill 1 "have a little training..."

Untrained is the mythical "average person", Unaware is from a Negative Quality, and skill levels represent actual training.  A typical Shadowrunner is "Untrained" and can do the things everyone else can unless they take a negative quality. 

Usually what I see is folks arguing that "everyone" should have Computer and/or Etiquette.  Look at the Season 5 contacts, even Computer and Etiquette aren't universal.  Even one of the Fixers skips Etiquette (Simon), and Computer is skipped by like three of them.  And these are characters with 60 to 80 skill points, compared to the 20 to 30 skill points most runners start with. 

If you've got some character reason for taking a skill, go nuts, but there isn't any game world reason for characters to have certain skills.  There are powerful mechanical reasons that drive skill selection, stealth, perception, combat skills, and whatever your character archetype is.  But just by virtue of living in the Sixth world your character is able to get through high tech day to day life.   
Title: Re: Power Gaming
Post by: Darzil on <01-09-16/1618:11>
About skill ratings, I have to think that you guys are choosing how you want to perceive it and not accepting that it is in the official book and it is exactly how skills work, these are the rules after all. If the core book defines skills like it does in that table, that's how they work.
Except it is how they are described, not how they work. How they work is that your effectiveness is based on a combination of your skill training plus your ability, limited by either physical attributes or equipment. If they were how skills worked, then we wouldn't include attributes or limits.
Title: Re: Power Gaming
Post by: Rooks on <01-09-16/1641:57>
Hows this a thing? this isnt wind in the willows RPG or mouse guard you are hired mercs in a world where you can install cybernetics into your body you have magical threats dragons incarna spirits you can learn skills overnight with tutorsofts you can hook yourself up with skillwires and become as good as a trained professional you can walk into a streetdoc and go from an overweight slob to a chiseled bronzed (chromed) god you have to be good because your competition is good look at the availablities of milispec grade vehicles and gear thats your competition your lucky to get a steel lynx and a bull dog step van
Title: Re: Power Gaming
Post by: Shadowjack on <01-09-16/1642:34>
About skill ratings, I have to think that you guys are choosing how you want to perceive it and not accepting that it is in the official book and it is exactly how skills work, these are the rules after all. If the core book defines skills like it does in that table, that's how they work.
Except it is how they are described, not how they work. How they work is that your effectiveness is based on a combination of your skill training plus your ability, limited by either physical attributes or equipment. If they were how skills worked, then we wouldn't include attributes or limits.

Again, it seems like you are refusing to accept the truth here. It doesn't matter how skills work in combination with attributes, the fact is that your skill rating represents how good you are a a skill, the attribute only enhances it. A stealth expert should never have rating 1 Sneaking, even if he has a very high agility. That is someone who is agile and not skilled at the fine points of stealth. You are trying to do what is convenient during character creation but not accepting the way things actually work.



"This is a list of what the skill Ratings mean, so that you can get beyond the numbers and see where your character falls in the general scheme of metahumanity.
NO RATING: UNAWARE This is something other than having no ranks in a skill—this is a special level of ignorance. You haven’t the first clue about this skill. This level can only be achieved through a quality (like the Incompetent negative quality, p. 81), or maybe a character history explaining the deficiency. You can’t default the skill, and it never really occurs to you to even use it to solve your problems.
RATING 0: UNTRAINED The default level of knowledge obtained through interaction with society and the Matrix. Though untrained, you have a general awareness of the skill, and occasionally may even be able to fake it.
RATING 1: BEGINNER You have a little training about how it works, but not always why it works.


So what is the issue.  Unaware "can only be achieved through a quality", Untrained "obtained through interaction with society and the Matix" skill 1 "have a little training..."

Untrained is the mythical "average person", Unaware is from a Negative Quality, and skill levels represent actual training.  A typical Shadowrunner is "Untrained" and can do the things everyone else can unless they take a negative quality. 

Usually what I see is folks arguing that "everyone" should have Computer and/or Etiquette.  Look at the Season 5 contacts, even Computer and Etiquette aren't universal.  Even one of the Fixers skips Etiquette (Simon), and Computer is skipped by like three of them.  And these are characters with 60 to 80 skill points, compared to the 20 to 30 skill points most runners start with. 

If you've got some character reason for taking a skill, go nuts, but there isn't any game world reason for characters to have certain skills.  There are powerful mechanical reasons that drive skill selection, stealth, perception, combat skills, and whatever your character archetype is.  But just by virtue of living in the Sixth world your character is able to get through high tech day to day life.   

The main issue I have with power gaming is that power gamers tend to care about power and will sacrifice many important thematic elements in order to get it on a grand scale. That is fine if that's the way you want to play it, but doing that and saying you are equally devoted to roleplaying is strange to me. The way I see it, a person that is more concerned with roleplaying is going to be willing to sacrifice some character power to make their character vision come true. This is why the majority of Shadowrun groups I've seen are tables full of people that don't actually roleplay and just roll 20 dice at a time and play experts in their role only. Again, play how you want to play but when new players come to the boards I dislike the practuice of telling them to remove half of their skills and put all attack skills at 6.
Title: Re: Power Gaming
Post by: falar on <01-09-16/1642:58>
Hows this a thing? this isnt wind in the willows RPG or mouse guard you are hired mercs in a world where you can install cybernetics into your body you have magical threats dragons incarna spirits you can learn skills overnight with tutorsofts you can hook yourself up with skillwires and become as good as a trained professional you can walk into a streetdoc and go from an overweight slob to a chiseled bronzed (chromed) god you have to be good because your competition is good look at the availablities of milispec grade vehicles and gear thats your competition your lucky to get a steel lynx and a bull dog step van
Sadly, you lack periods.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-09-16/1701:19>
Shadowjack - I fundamentally disagree looking over the materials. I agree that it doesn't matter how skills work in combination with attributes, because whatever the combination is, it makes the base of your dice pool. Where I disagree is I believe dice pools reflect how good you are at performing a task, not a skill rating in isolation. This is why you roll dice pools, not skills, when doing a task. Per your example and by game rules, someone who is very agile with a little skill in sneaking can sneak past a guard as well as someone who is not very agile but knows all about the fine points of stealth. Someone wearing a chameleon suit, slotting an Infiltrator psych chip, and casting invisibility on themselves could expand can get that past guard even easier. This is the way the game works. It's a simulation of real life factors that are not easily translated to rules simple enough for a game (and Shadowrun is not a simple game!).

I know it feels weird to look at a character sheet and see Sneaking 1 in isolation and think the character is good at sneaking. In context however, it could be perfectly true and rich for character and story purposes (roleplaying).
Title: Re: Power Gaming
Post by: Marcus on <01-09-16/1710:26>
Hows this a thing? this isnt wind in the willows RPG or mouse guard you are hired mercs in a world where you can install cybernetics into your body you have magical threats dragons incarna spirits you can learn skills overnight with tutorsofts you can hook yourself up with skillwires and become as good as a trained professional you can walk into a streetdoc and go from an overweight slob to a chiseled bronzed (chromed) god you have to be good because your competition is good look at the availablities of milispec grade vehicles and gear thats your competition your lucky to get a steel lynx and a bull dog step van

He's not arguing from the stand point of effectiveness Rook, he's argue from an artificial distinction.  From the stand point of the mechanics it doesn't matter, from the stand point of who has spent the most time training in something is his point. For practical game purpose you will rarely see a skill rating go above 7. Claiming a character with a skill at 7 but a dice pool of 9 is better at the given skill vs a character skill of 3 and a pool of 18, is of course not relevant in a fight, the character with the pool of 18 is of course going to score more success on average then the character with 9 (6 vs 3). It simply is a question of if you buy into the theory that skill rating has large meaning.

That part I don't really care about. The further implications however are more his point, he's saying we encourage new people to focus too much on depth over breadth. Which again in my view is far too limited thinking.

Title: Re: Power Gaming
Post by: Glyph on <01-09-16/1734:44>
Someone with a high Attribute and low skill is actually better than someone with a low Attribute and high skills, because the former will have higher Limits.  Someone with a skills of 1 in, say, sneaking and pilot ground craft, isn't good, per se, it's just that with a high (augmented) agility and reaction, a bit of basic training lets the character succeed often enough at tasks that require 2 to 3 hits.  I see nothing wrong with having a 6 in your specialties (after all, shadowrunners are selling their skills on the open market), nor with them having a lot of rating: 1 skills in things like sneaking that fall more in the category of skills that runners, in general, are likely to have had some basic training in.  And like Hobbes said, even a skill of 1 starts pulling away from the norm.

I think a lot of the anti-power gamer sentiment comes the assumption that an effective character is, by its nature, built for effectiveness rather than concept.  But a lot of times, it is simply that the optimized character is built with a background that is more in sync with how the game rules and the Shadowrun universe work.  I think a lot of people who build to concept consider it in isolation, rather than picturing how that character will survive in the game world and interact with the creations of other players.
Title: Re: Power Gaming
Post by: Shadowjack on <01-09-16/1906:27>
Interesting points again. I find it to be immersion breaking to allocate my skills in the manner that you think is totally fine, it is a drastic difference of opinion. At least now I know what you guys are thinking with these builds :)
Title: Re: Power Gaming
Post by: gradivus on <01-09-16/2010:24>
"Effective"

Interesting word.

Glyph, can you define it in the context of the Shadowrun mechanics.
Title: Re: Power Gaming
Post by: Glyph on <01-09-16/2034:05>
Interesting points again. I find it to be immersion breaking to allocate my skills in the manner that you think is totally fine, it is a drastic difference of opinion. At least now I know what you guys are thinking with these builds :)

So if you were making, say, a street samurai, what skills would you give him, assuming the usual limited resources and hard choices of standard character creation?  For me personally, my skills are not nothing but 1's and 6's, but 1's and 6's both have their place in a character build.

"Effective"

Interesting word.

Glyph, can you define it in the context of the Shadowrun mechanics.

I define effective as the character being able to have a reasonable chance of success at their specialty, which can vary a lot depending on that specialty.  Some archetypes, such as street samurai or deckers, need higher dice pools for this - they face more difficult tasks, are often rolling opposed dice contests, are often facing negative modifiers, and the consequences for failure are more severe.

I think character creation is a balance between making a character good enough at something to be hired to do it, and making a character who could have plausibly existed before being plunked onto a team of shadowrunners.  This usually means some basic utility skills, but not always - the character could come from a more limited or sheltered background (troll who was dumb muscle, decker who used to be a sheltered corporate citizen), or I might deliberately give the character a weakness - but I won't neglect something I consider necessary just to squeeze another couple of dice onto my specialty.  I think people tend to have very different opinions on this second category of skills, which is why builds that seem fine to some people might seem drastically bare-bones to other people.
Title: Re: Power Gaming
Post by: gradivus on <01-09-16/2109:56>
I define effective as the character being able to have a reasonable chance of success at their specialty

But there's the rub.

A reasonable chance of success is determined by the power level of the table.

Take a look at a combat elf: AGI 7(9) REA 5(8) INT 5 with Automatics|SMG 6|+2, Agile Defender
At a table where the avg opponent has 12DP this isn't effective, it's plain overkill.
At a table where the avg opponent DP is 16 it's effective.
And if the avg opponent at the table makes this character not effective- the decker probably bit it the first phase.

So, for some people, they look at the elf and say that's just powermonging and probably because they play at the first table.
For others, it's a well designed character because they play at the second table.
And the guys at the third table say , tighten up your panties and make yourself useful.
Title: Re: Power Gaming
Post by: Shadowjack on <01-09-16/2119:10>
Interesting points again. I find it to be immersion breaking to allocate my skills in the manner that you think is totally fine, it is a drastic difference of opinion. At least now I know what you guys are thinking with these builds :)

So if you were making, say, a street samurai, what skills would you give him, assuming the usual limited resources and hard choices of standard character creation?  For me personally, my skills are not nothing but 1's and 6's, but 1's and 6's both have their place in a character build.

"Effective"

Interesting word.

Glyph, can you define it in the context of the Shadowrun mechanics.

I define effective as the character being able to have a reasonable chance of success at their specialty, which can vary a lot depending on that specialty.  Some archetypes, such as street samurai or deckers, need higher dice pools for this - they face more difficult tasks, are often rolling opposed dice contests, are often facing negative modifiers, and the consequences for failure are more severe.

I think character creation is a balance between making a character good enough at something to be hired to do it, and making a character who could have plausibly existed before being plunked onto a team of shadowrunners.  This usually means some basic utility skills, but not always - the character could come from a more limited or sheltered background (troll who was dumb muscle, decker who used to be a sheltered corporate citizen), or I might deliberately give the character a weakness - but I won't neglect something I consider necessary just to squeeze another couple of dice onto my specialty.  I think people tend to have very different opinions on this second category of skills, which is why builds that seem fine to some people might seem drastically bare-bones to other people.

I don't have a standard formula for making Street Samurai, which is one of my favorite archetypes. I have built some with skill sets that are more standard and others that would probably give power gamers a fit, such as having only rating 4 in all my combat skills and not having a vast agility to accompany them. However, I did learn the hard way the price you pay for doing that, which is penalties, exactly what you said. That particular character would function incredibly well in the campaign I was playing, right up until he started taking some damage or dealing with visibility modifiers. He was a well armored Troll, too. I would allocate my skill points in any way I saw fit. Assuming 22 skill points that would includes arrays such as 6, 6, 4, 4, 1, 1 or 4, 4, 4, 3, 3, 2, 2 or 5, 5, 3, 3, 3, 3. I also don't always take specializtions in key skills, it really depends if I feel it's appropriate. How extensive my optimization is solely depends on what is needed to have a character that I can achieve deep immersion with. I would avoid taking a 6 over a 5 in my main skill if I felt it would betray the character concept, even if I had a surplus of points or karma.  I will also intentionally play weaker characters for various reasons, characters which many people would consider to be terrible.

There have been quite a few good points raised regarding dice pools. I am not nearly as blind to reason as some may have concluded. Success percentage versus particular thresholds, penalties being more prominent in certain areas of the game, the example karma rewards in the book being quite low, advancement post char gen being very expensive, etc. I see the motives here. It also depends on long term plans for the character, or likely plans, and approximate campaign length. I hope this post isn't too jumbled, I'm very distracted at the moment.

Got to go but skimmed your post, Gradivus. Excellent points!
Title: Re: Power Gaming
Post by: All4BigGuns on <01-09-16/2351:53>
You must understand that sometimes people want to be as good as they possibly can be starting out so they don't have to worry about advancing their specialty as things progress and can concentrate on 'spreading their wings' into other areas before doing so.

There is also the fact that teamwork is very important in this game. The team shouldn't be a bunch of people who can pretty much do everything themselves (otherwise why be on a team rather than a solo operator?), but rather it should be a team of highly specialized individuals who can get through most situations together but probably wouldn't do so hot on most jobs alone.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-10-16/0011:26>
There is also the fact that teamwork is very important in this game. The team shouldn't be a bunch of people who can pretty much do everything themselves (otherwise why be on a team rather than a solo operator?), but rather it should be a team of highly specialized individuals who can get through most situations together but probably wouldn't do so hot on most jobs alone.

(http://reactionimage.org/img/gallery/9325080020.jpg)

Seriously, though. Just because you have a preference for playing a certain way doesn't mean you should state your opinion as fact.

I prefer games where there's overlapping skills amongst characters, because it means players have to cooperate and overcome obstacles they couldn't normally handle on their own. That doesn't mean I think this is the only way to play, or that I look down on you in any way for playing specialized characters. It's just my preference.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-10-16/0054:11>
It is, however, a fact that anything that requires an opposed test needs a higher dice pool for a good chance of success than a threshold test. Since most specialties (notably Decker, Combatant and Face) face more opposed tests than otherwise, they need to specialize (necessary to reach those higher pools, in general) or they'll end up seeing an, at best, 50/50 shot of success. Probably around 16 in one's specialty would probably be a good point for a starting character.
Title: Re: Power Gaming
Post by: Shadowjack on <01-10-16/0102:18>
I have to agree with Herr Brackhaus on that one. I actually think that the majority of rpg players are missing out on a lot of fun by always trying to play powerful characters. Some of the best times I've ever had were on my weakest characters because it was really challenging and every win meant something. Just like movies with underdogs as the heroes, underdogs in rpgs can be a LOT of fun. Shadowrun may be an intense game but weaker characters are totally viable. I have said this a thousand times on this forum "a good GM will be able to create a campaign for just about any group composition and powerful characters are not required." If you can only have fun in campaigns with epic plotlines I guess you might not be as interested in such characters but I try to get as many different experiences as I can in this game. It is extremely rewarding to take a a weak character and watch them develop into a powerful during the game.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-10-16/0121:15>
It is, however, a fact that anything that requires an opposed test needs a higher dice pool for a good chance of success than a threshold test. Since most specialties (notably Decker, Combatant and Face) face more opposed tests than otherwise, they need to specialize (necessary to reach those higher pools, in general) or they'll end up seeing an, at best, 50/50 shot of success. Probably around 16 in one's specialty would probably be a good point for a starting character.
And again, that's just your opinion, not a universal fact. Different tables, different power levels. My last campaign had all players start with dice pools less than 12, and they did just fine because I don't put them up against PR5 opponents until much later.

In fact, statements like that is, I believe, precisely why Shadowjack started this whole thread, and in this case I very much agree with him. Present your opinion as your opinion based on your experiences, that's fine. But please don't try to pass opinions off as facts, because they aren't.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-10-16/0204:24>
It is, however, a fact that anything that requires an opposed test needs a higher dice pool for a good chance of success than a threshold test. Since most specialties (notably Decker, Combatant and Face) face more opposed tests than otherwise, they need to specialize (necessary to reach those higher pools, in general) or they'll end up seeing an, at best, 50/50 shot of success. Probably around 16 in one's specialty would probably be a good point for a starting character.
And again, that's just your opinion, not a universal fact. Different tables, different power levels. My last campaign had all players start with dice pools less than 12, and they did just fine because I don't put them up against PR5 opponents until much later.

In fact, statements like that is, I believe, precisely why Shadowjack started this whole thread, and in this case I very much agree with him. Present your opinion as your opinion based on your experiences, that's fine. But please don't try to pass opinions off as facts, because they aren't.

A lot of this comes down to the specifics of the game and the desired level of competence. Unless you are advising based on a known factor (missions play for example), this is very hard information to guess correctly. Building in a vacuum will get you in trouble more often than not. My suggestion would be to sit down with your GM.

Many games gloss over the importance of working with your GM. Shadowrun is very much like hero system in that is has no inbuilt balance. If you let each player make their own character with no guidance, it would be a disaster. One person might show up with a 20+ dice combat monster and another might have single digit pools. Unless this decision was made on purpose by all involved, someone is liable to end up unhappy.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0229:53>
Maybe there should be a mention in the builds that they are planned against for example street scums or archetype characters. In our table a typical enemy is an archetype character, so we need to plan characters to fit in this setup. If you slightly optimize your character, it's possible to almost always win archetype characters because your dice pools are higher. But if your build is as powerful as archetype characters (measured by dice pools), you have severe difficulties to win them constantly. But it's indeed possible to play like that, if for example the enemies are street scums.

It's possible to use team work tests to get better results. But how often can you really use this strategy? The very basic build in this forum has always:
Combat skills (shooting/spellcasting)
Stealth skills
Perception
Social skills
(Other skills)

I think that if you shoot with an assault rifle you cannot use teamwork tests. If you try to hear something difficult (4  hits needed), it does not really help if even 4 runners are listening, each with 6 dices in their perception pool. Yes, the gm can reduce the needed number of hits (3 or even 2 hits needed), but if the runners try to notice a gunslinger adept archetype character from the corebook, the threshold is on average 4. The adept has 12 dices in his sneaking pool, even more if he used agility attribute boost (10 dices ability).

If you look at the list above, I think that only social and sometimes the other skills (depending on skills) can benefit from teamwork tests. But the problem is that if you try to build a character which is enough powerful against archetype characters, you have sometimes used almost all your resources when you create characters with 12-16 dices in their combat, perception and stealth dice pools (no teamwork benefits). And after some social skills (etiquette, con) and athletics skills there is nothing left in your skill points. Ok, I have because I prefer higher skill priorities (B or even A), but many here think that you have to had at least 2, preferably 3 in all atributes, which means that you need at least B to your attributes. This means that B in skills is seldom possible. And with C in skills you can create 4 skills with 6 and specialization, which are sneaking, perception and 2 combat skills. There's not anymore room for teamwork skills. And I see here many builds with D or even E in the skills...

Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0242:13>
Another interesting topic is how do you interpret the situations in which you do not need a test. How do you roleplay a character in a shop buying food? Do you use:
1: Your charisma,
2: a suitable skill (here maybe etiquette) or another attribute or
3. both

to define your level of competence. Your roleplaying should reflect that competence level.
In our table we use always the option 3.

So, technically cha1 etiquette 6 character is as good in the shop as cha 6 etiquette 1 or cha 3 etiquette 4 characters. That's why we can use low skills or low attributes because only the final result (the number of dices in your dicepool) matters! This means also that int 3 log 3 character is as intelligent as log 1 int 5 character in intelligence tests. YMMV.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/0253:59>
I'd say roleplaying buying food involves roleplaying,
No dice or DPs need be involved.
Not everything has a threshold or opposed roll.
Title: Re: Power Gaming
Post by: Novocrane on <01-10-16/0259:20>
Quote
Another interesting topic is how do you interpret the situations in which you do not need a test.
IOW, situations in which you are not time pressed, in danger, using limited resources, or the outcome is considered unimportant.

Quote
How do you roleplay a character in shop buying food? Do you use:
1: Your charisma,
2: a suitable skill (here maybe etiquette) or
3. both
to define your skill level.
#1 to define your natural range of results, and #2 to define your training and expertise.

Quote
So, technically cha1 etiquette 6 character is as good in the shop as cha 6 etiquette 1 or cha 3 etiquette 4 characters. That's why we can use low skills or low attributes because only the final result (the number of dices in your dicepool) matters! YMMV.
You seem to be forgetting limits on tests, or boiling down to dice pools and some unspoken ratio of bought hits for situations without tests.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-10-16/0306:09>
Why would either of your cha or etiquette matter? Is there a dress code the character doesn't meet and he is trying to smooth things over? You could be a big smelly trog with no social skills and still order a soy-rito from stuffer shack. Probably happens all the time, in fact.

Unless there is some reason that this would be complicated (the owner is trying to chase him out with a broomstick for scaring off the customers), why roll? Unless said character is acting as if he were an elf rock star, who cares?

For that matter, high charisma doesn't mean everyone loves you instantly. It may mean that you are impressive or demand attention that others don't, but doesn't guarantee that the guy behind the counter will react in a way you like.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0311:07>
Quote
Another interesting topic is how do you interpret the situations in which you do not need a test.
IOW, situations in which you are not time pressed, in danger, using limited resources, or the outcome is considered unimportant.

Quote
How do you roleplay a character in shop buying food? Do you use:
1: Your charisma,
2: a suitable skill (here maybe etiquette) or
3. both
to define your skill level.
#1 to define your natural range of results, and #2 to define your training and expertise.

Quote
So, technically cha1 etiquette 6 character is as good in the shop as cha 6 etiquette 1 or cha 3 etiquette 4 characters. That's why we can use low skills or low attributes because only the final result (the number of dices in your dicepool) matters! YMMV.
You seem to be forgetting limits on tests, or boiling down to dice pools and some unspoken ratio of bought hits for situations without tests.

Limits. They are almost never a problem. My character have at least 4 in all limits always. And it's more than enough.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0313:03>
Why would either of your cha or etiquette matter? Is there a dress code the character doesn't meet and he is trying to smooth things over? You could be a big smelly trog with no social skills and still order a soy-rito from stuffer shack. Probably happens all the time, in fact.

Unless there is some reason that this would be complicated (the owner is trying to chase him out with a broomstick for scaring off the customers), why roll? Unless said character is acting as if he were an elf rock star, who cares?

For that matter, high charisma doesn't mean everyone loves you instantly. It may mean that you are impressive or demand attention that others don't, but doesn't guarantee that the guy behind the counter will react in a way you like.

Hmm, I think that I said: No test needed. So, why are you speaking about rolling?
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/0315:04>
Against unopposed test, since there are very few thresholds above 4, yeah, ok
In opposed rolls, 4 limit bites the big one.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/0319:20>
Why would either of your cha or etiquette matter? Is there a dress code the character doesn't meet and he is trying to smooth things over? You could be a big smelly trog with no social skills and still order a soy-rito from stuffer shack. Probably happens all the time, in fact.

Unless there is some reason that this would be complicated (the owner is trying to chase him out with a broomstick for scaring off the customers), why roll? Unless said character is acting as if he were an elf rock star, who cares?

For that matter, high charisma doesn't mean everyone loves you instantly. It may mean that you are impressive or demand attention that others don't, but doesn't guarantee that the guy behind the counter will react in a way you like.

Hmm, I think that I said: No test needed. So, why are you speaking about rolling?

Another interesting topic is how do you interpret the situations in which you do not need a test. How do you roleplay a character in a shop buying food? Do you use:
1: Your charisma,
2: a suitable skill (here maybe etiquette) or another attribute or
3. both

to define your level of competence. Your roleplaying should reflect that competence level.
In our table we use always the option 3.



I believe that the highlighted portion indicates that your table uses CHA+skill or CHA+Other Attribute, which means DP and a DP's only function is in rolling.

Maybe that's were we got it from.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0321:26>
In our table roleplaying abilities are based on character's stats, not the real players acting skills or other abilities. That's why an autistic player can easily play a face, or a fragile nerd an athlete characters.

The shopping example was maybe a bad example because it seems that you did not understand it.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-10-16/0327:44>
My bad, reading... So hard. >.>

I honestly don't need to know someone's stats or skills to role play. Play it out. I might need a roll if a faux pas came up, other than that they will react based on what you do. Just because you can walk into a room and own it doesn't mean you do that every time.

Nothing is quite so painful or boring than watching a person who won't talk try to play a face. You have to at least try. It's called roleplaying, not "dice generated world simulator" playing.

What do you do if a player rolls tactics and scores a bunch of hits? Tell him how to win the encounter? Seems kinda pointless, since that is the fun of the game.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0332:35>
#1 to define your natural range of results, and #2 to define your training and expertise.

You can really do as you want (that's why the phrase YMMV). But for me the attributes have also other funcions than define the limits only. Because the attributes affect on the real tests (i.e. you try to sneak in), they affects also on less severe situations similarly (my maybe too easy shopping example). And thus the dice pool define your abilities, not a single skill or attribute.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0344:13>
My bad, reading... So hard. >.>

I honestly don't need to know someone's stats or skills to role play. Play it out. I might need a roll if a faux pas came up, other than that they will react based on what you do. Just because you can walk into a room and own it doesn't mean you do that every time.

Nothing is quite so painful or boring than watching a person who won't talk try to play a face. You have to at least try. It's called roleplaying, not "dice generated world simulator" playing.

What do you do if a player rolls tactics and scores a bunch of hits? Tell him how to win the encounter? Seems kinda pointless, since that is the fun of the game.

Where in the corebook is a tactic skill? I have never seen it?

So if you are a smart player, you can easily play a log 1 int 1 characters such that they still behave like Einstein. Why to create characters at all?

Basically if you play with competent friends you can set the level of roleplaying to some high level. And indeed play differently. But for example I cannot because in our country there is not many players playing Shadowrun. That's why the abilities of characters in our table are based on character's stats and sometimes a player can really act similarly, sometimes not.
Title: Re: Power Gaming
Post by: Novocrane on <01-10-16/0345:42>
Limits. They are almost never a problem. My character have at least 4 in all limits always. And it's more than enough.
Do they have Cha 1?
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-10-16/0350:02>
You could... You'd be an asshole and the GM might start calling on checks to have you back up that swagger you shouldn't have. Not really any different than trying to get away with picking a troll off the ground with STR/body 1.

Some game designers think that logic, intelligence, or cha shouldn't be game stats because they aren't able to be role played well (you don't become a genius because your character is, nor do you become less socially ackward for having a high cha).

Security tactics is often seen as a skill. Knowledge skills also aren't drawn from a set list.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0412:44>
Limits. They are almost never a problem. My character have at least 4 in all limits always. And it's more than enough.
Do they have Cha 1?

My current build is face/mage so he has high cha. But limit is based on 3 stats and if the other 2 are high, the low cha does not really matter. A hermetic mage with cha 1 have 6 and 5 in other stats => 5 to limit. Moreover you can rise your social limit with mortimers, if needed. A sam with cha 1 and low essence is not possible at least for me.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0429:11>
You could... You'd be an asshole and the GM might start calling on checks to have you back up that swagger you shouldn't have. Not really any different than trying to get away with picking a troll off the ground with STR/body 1.

Some game designers think that logic, intelligence, or cha shouldn't be game stats because they aren't able to be role played well (you don't become a genius because your character is, nor do you become less socially ackward for having a high cha).

Security tactics is often seen as a skill. Knowledge skills also aren't drawn from a set list.

Yes, but you can easily roleplay more stupid than you really are. And if the team does not know what to do, a gm can give a hint to the player, whose character's intelligence is the highest. And so on. At least you can simulate higher intelligent. The result is not maybe a perfect, but should it really be?

Some game designers may think that way, but in Shadowrun your characters have cha, int and log. And because they have those attributes, what it matters, what some designers think?

With a good security tactics you know what generally the security workers do, but it does not never give you a knowledge what is behind the next door in an unknown building. And in combat situations the gm can give you dice pool benefits if you have security tactics knowledge. Simililarly as small unit tactics can give bonuses.

But these are only opinions. You can do as you want because of fun. It's completely ok for me if you play differently.  :)
Title: Re: Power Gaming
Post by: Glyph on <01-10-16/0505:17>
The way I see it is that social skills should only intrude into the game for certain quantifiable tests, such as getting past a bouncer, getting a mark to follow you into an alleyway, convincing a security guard that you are supposed to be there, etc.  The rest of the time, you should be able to play your character without dice getting in the way - because honestly, that tends to break a player's immersion in the game.  Stats should be kept in mind, sure, but unless the character has a dump stat Charisma and no social skills, the PC should be able to pick someone up at a singles bar, buy groceries, etc. and roleplay it out without getting hassled by the GM.  Similarly, even a dumb character can come up with an occasional good plan, especially if it involves their specialty (a troll ex-security guard might not have an ideas to contribute when the group is planning to mingle with the jet set to get close to a target, but he might have some ideas if they are planning out how to hit a corporate research facility).

Sure, crack down if they are really abusing it - the aforementioned troll constantly coming up with brilliant plans, or the Aspergerin' shut-in nerd decker suavely hitting on an elven simstar hottie.  But otherwise, it can really ruin a player's fun when he gets told "Your character is too dumb to have come up with that plan", or "They ignore your argument, because you only have a Charisma of 2."
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0514:55>
But back to original topic: I think that in different tables players play differently. That's why you can never give a one size fits all answers to anyone. But still we can give several guidelines if we assume something.

I think that build comments in this forum are based on the following setup:
1. No houserules allowed
2. Karma and money rewards are same as guidelines in the corebook.
3. Stay strictly in RAW and RAI (difficult sometimes)
4. Normal level (not prime runner or street levels)
5. Sum to 11 or higher sums are not possible.
6. A typical enemy in first run is at least an archetype character from corebook or even better.
7. There are variation between the interpretation about the attributes. Especially about  the value 1.

And if you look at these points, I think that the typical comments on this subforum looks sensible. Because this list forces you to optimize at least slightly.
So if a newcomer asks help, he should compare this list at his table and if he disagree in some points, the commentators should take into account it in their answers.

And if the gm is also new to the game, I think that the previous list is most common setup for new gms. My new gm needs enemies, what to do? First answer: Use ready archetypes.
Title: Re: Power Gaming
Post by: Shadowjack on <01-10-16/0539:16>
I suspect this will come down to a difference of opinions and but if you have a 1 Charisma it doesn't matter what your dice pool is, people are not going to like you. You will do things that rub them the wrong way and they generally won't want to have you around. However, you may still be very socially aware and able to fit in many social situations unless you are discriminated against, which would actually happen a lot. If you actually get someone to listen you might be able to outdo them in a negotiation. If shit hits the fan they might listen to you because even though they don't like you, you have a strong presence and leadership skills. If someone plays this in such a way that the  fact the character has 1 Charisma doesn't matter, only the dice pool matters, I would consider that to be very bad roleplaying and completely un-immersive.

Arbitrary rules like "never take priority B in skills" or "always have maxed out combat skills with perception and sneaking at lower ratings". There is no polite way to address how I feel about such rules but let's just say that I don't agree with them. As a general rule in life it is  a very bad idea to place restrictions on creativity, it's bettter to keep all the doors open than to keep half of them closed.

Glyph echoes my opinion on how social skills should be treated. Only roll when it's important, ordinary tasks should be left to roleplaying but as I said before, if the character in question has a very poor Charisma score other characters are likely to treat them worse than someone with an 8 Charisma. In the real world when you encounter a person who is extremely uncharismatic you will often feel less safe around them, less inclined to approach them or ask them for help, and will probably avoid them altogether give the chance.

Regarding the topic of "dump stats" I have a bit of a different take, one which you might find ironic. There are no true dump stats, there is only a GM that doesn't know how to handle low attribtues appropriately. The player should emulate his character's attributes within reason, if he fails to do so the GM can and should intervene. It doesn't matter how brilliant you are in real life, if your character has a 1 Logic he is unintelligent and should be roleplayed as such. In another game I played a character who was brain damaged as a result of a head wound from years past. For the entire campaign I spoke in poor English and omitted the bulk of my vocabulary. The character was still appropriate and very fun to play, but he had a serious disadvantage and I honored it. Even if some of his linked skills had high ratings I would still roleplaying him as being "slow" because he very much was.

Charisma is considered a dump stat in tons of games and the GM lets the players get away with it all the time until someone in the group gets pissd off and says "Alright, nobody is allowed to have 1 Charisma any more." Some groups insist on 3+. A good GM will teach the player the consequences of attempting to power game in this manner BUT intentionally taking poor attributes can be a very fun road to travel and the consequences can be really immersive and enjoyable.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/0548:59>
Just to make it clear.
Shadowjack:

Are you claiming that an optimizer cannot roleplay (or is participating in a playstyle that isn't supportive of roleplaying) because he is an optimizer?
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-10-16/0607:28>
But back to original topic: I think that in different tables players play differently. That's why you can never give a one size fits all answers to anyone. But still we can give several guidelines if we assume something.

I think that build comments in this forum are based on the following setup:
1. No houserules allowed
2. Karma and money rewards are same as guidelines in the corebook.
3. Stay strictly in RAW and RAI (difficult sometimes)
4. Normal level (not prime runner or street levels)
5. Sum to 11 or higher sums are not possible.
6. A typical enemy in first run is at least an archetype character from corebook or even better.
7. There are variation between the interpretation about the attributes. Especially about  the value 1.

And if you look at these points, I think that the typical comments on this subforum looks sensible. Because this list forces you to optimize at least slightly.
So if a newcomer asks help, he should compare this list at his table and if he disagree in some points, the commentators should take into account it in their answers.

And if the gm is also new to the game, I think that the previous list is most common setup for new gms. My new gm needs enemies, what to do? First answer: Use ready archetypes.

Yeah... Seems you are missing the point by making a default assumption. Some of them seem sensible (assumption of no house rules unless told otherwise), but others had me go "huh?" (Assuming that a first run enemy is equal to an archetype). The best advice we could give these people in my mind would be to work with their GM instead of asking random people online.

All that said, your approach could be useful in missions (not sure if it is all true of missions since I don't play in them).
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0610:22>
I suspect this will come down to a difference of opinions and but if you have a 1 Charisma it doesn't matter what your dice pool is, people are not going to like you. You will do things that rub them the wrong way and they generally won't want to have you around. However, you may still be very socially aware and able to fit in many social situations unless you are discriminated against, which would actually happen a lot. If you actually get someone to listen you might be able to outdo them in a negotiation. If shit hits the fan they might listen to you because even though they don't like you, you have a strong presence and leadership skills. If someone plays this in such a way that the  fact the character has 1 Charisma doesn't matter, only the dice pool matters, I would consider that to be very bad roleplaying and completely un-immersive.

Arbitrary rules like "never take priority B in skills" or "always have maxed out combat skills with perception and sneaking at lower ratings". There is no polite way to address how I feel about such rules but let's just say that I don't agree with them. As a general rule in life it is  a very bad idea to place restrictions on creativity, it's bettter to keep all the doors open than to keep half of them closed.

Glyph echoes my opinion on how social skills should be treated. Only roll when it's important, ordinary tasks should be left to roleplaying but as I said before, if the character in question has a very poor Charisma score other characters are likely to treat them worse than someone with an 8 Charisma. In the real world when you encounter a person who is extremely uncharismatic you will often feel less safe around them, less inclined to approach them or ask them for help, and will probably avoid them altogether give the chance.

Regarding the topic of "dump stats" I have a bit of a different take, one which you might find ironic. There are no true dump stats, there is only a GM that doesn't know how to handle low attribtues appropriately. The player should emulate his character's attributes within reason, if he fails to do so the GM can and should intervene. It doesn't matter how brilliant you are in real life, if your character has a 1 Logic he is unintelligent and should be roleplayed as such. In another game I played a character who was brain damaged as a result of a head wound from years past. For the entire campaign I spoke in poor English and omitted the bulk of my vocabulary. The character was still appropriate and very fun to play, but he had a serious disadvantage and I honored it. Even if some of his linked skills had high ratings I would still roleplaying him as being "slow" because he very much was.

Charisma is considered a dump stat in tons of games and the GM lets the players get away with it all the time until someone in the group gets pissd off and says "Alright, nobody is allowed to have 1 Charisma any more." Some groups insist on 3+. A good GM will teach the player the consequences of attempting to power game in this manner BUT intentionally taking poor attributes can be a very fun road to travel and the consequences can be really immersive and enjoyable.

I think that your interpretation is already very clear from your previous comments. So why to repeat? I disagree in some points but who really cares? I think that the most important thing for any new player is to fit his character to the table. If your table punish hardly cha 1 or log 1 characters, do you really think that it's wise to create a character with log 1? Who ever want to do it? It's also optimization (or powergaming). Select those values that give you most in the table,  i.e. powergaming in your rule settings and table. In other table low attributes are doable (sometimes maybe difficult), because their interpretation is different.

Finally to conclusions: What do you think about my previous comment? You can't assume that everything plays similarly, but you can do mental exercises: If the table plays this way, what is the best strategy? Sometimes you don't want the best strategies, but some advices are still maybe useful. I would even say that in your table everyone should avoid the lowest values in their attributes. It's very useful advice for everyone in your table. But only in your and otherwise similarly playing tables.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/0615:49>
I believe more than one person has repeated their views.
It's not a crime.
Title: Re: Power Gaming
Post by: Facemage on <01-10-16/0632:30>
But back to original topic: I think that in different tables players play differently. That's why you can never give a one size fits all answers to anyone. But still we can give several guidelines if we assume something.

I think that build comments in this forum are based on the following setup:
1. No houserules allowed
2. Karma and money rewards are same as guidelines in the corebook.
3. Stay strictly in RAW and RAI (difficult sometimes)
4. Normal level (not prime runner or street levels)
5. Sum to 11 or higher sums are not possible.
6. A typical enemy in first run is at least an archetype character from corebook or even better.
7. There are variation between the interpretation about the attributes. Especially about  the value 1.

And if you look at these points, I think that the typical comments on this subforum looks sensible. Because this list forces you to optimize at least slightly.
So if a newcomer asks help, he should compare this list at his table and if he disagree in some points, the commentators should take into account it in their answers.

And if the gm is also new to the game, I think that the previous list is most common setup for new gms. My new gm needs enemies, what to do? First answer: Use ready archetypes.

Yeah... Seems you are missing the point by making a default assumption. Some of them seem sensible (assumption of no house rules unless told otherwise), but others had me go "huh?" (Assuming that a first run enemy is equal to an archetype). The best advice we could give these people in my mind would be to work with their GM instead of asking random people online.

All that said, your approach could be useful in missions (not sure if it is all true of missions since I don't play in them).

Hmm, I cannot make default assumptions because they don't exist. It's only a suggestion, the sixth point could be also:
The first enemy is a street level runner. And then the gm may say: No, it's not, it's more difficult normal level archetype character. But what really changed? Nothing.
I formulated the list this way because in very many character build threads the writer uses this kind of list.

I can give advices also to the table which uses different strategy than our table. It's called simply an ability to adapt your skills to different rules. So if we know what rules the table uses, we can still give something else than ask your gm. Or should we also shut down the character creation forum, because everything we can give is: "ask your gm"?

And note also that the gm may not know neither? He is also maybe a new gm.

In addition to,  a newcomer's first build contains often real misunderstandings. Like my first build here, who tried to buy adept powers after char gen with karma (he was mystic adept). Moreover I thought that it's possible to cast an increase intuition spell such that it give you max +9 to your intuition, if your intuition is 1. The final result is not higher than 10=6+4.
Title: Re: Power Gaming
Post by: Haywire on <01-10-16/0649:52>
In the CRB, it NEVER states a 1 Attribute is a serous disadvantage. Maybe the 1 Log troll is not the sharpest knife in the drawer, and struggles to do basic math without a calculator, but is NOT a mentally challenged (or retarded) guy. How many people you know find difficult to divide a bill of 143 dollars among 6 people without resorting to a calculator? They probably should have Log 1 or 2.
A mentally challenged character should have Log 1 plus a negative quality.
Title: Re: Power Gaming
Post by: Gatlack on <01-10-16/0901:08>
I take issue with some of the words being thrown around here. Power gamer and optimizer aren't synonyms for each other.

A power gamer is someone who builds the strongest character to show off, not just building a "skilled" character. He is disturbing the fun at the table. That's why it has a negative connotation to it.
An optimizer is someone who is just trying to build the best character fitting his concept. Everybody is an optimizer, some are better, some are worse at it. That is why many seek advice here on this forum.
Why should that be a bad thing?
Also I assume that everyone who is seeking advice is capable of thinking for themselves and can decide what they want in their character and what not.

If someone asks for roleplaying advice, give it to him by all means, but since most are mechanical by nature, why shouldn't we?
Title: Re: Power Gaming
Post by: All4BigGuns on <01-10-16/0931:35>
It is, however, a fact that anything that requires an opposed test needs a higher dice pool for a good chance of success than a threshold test. Since most specialties (notably Decker, Combatant and Face) face more opposed tests than otherwise, they need to specialize (necessary to reach those higher pools, in general) or they'll end up seeing an, at best, 50/50 shot of success. Probably around 16 in one's specialty would probably be a good point for a starting character.
And again, that's just your opinion, not a universal fact. Different tables, different power levels. My last campaign had all players start with dice pools less than 12, and they did just fine because I don't put them up against PR5 opponents until much later.

In fact, statements like that is, I believe, precisely why Shadowjack started this whole thread, and in this case I very much agree with him. Present your opinion as your opinion based on your experiences, that's fine. But please don't try to pass opinions off as facts, because they aren't.

It's appropriate for opposition with dice pools of 10. The PCs should always have higher pools than the opposition, so if the PCs' pools are in the 12 range, the opponents should have around 6 to 8. This is because there are more NPC rolls made than PC rolls, so this gives the NPCs a higher chance of getting a lucky roll and the higher pool gives the PC more chances to succeed on theirs.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-10-16/0956:54>
It's appropriate for opposition with dice pools of 10. The PCs should always have higher pools than the opposition, so if the PCs' pools are in the 12 range, the opponents should have around 6 to 8. This is because there are more NPC rolls made than PC rolls, so this gives the NPCs a higher chance of getting a lucky roll and the higher pool gives the PC more chances to succeed on theirs.
I'll just repeat myself one last time, because I honestly have given up hope that you'll actually understand the difference between a personal opinion and a fact that is generally accepted.

And again, that's just your opinion, not a universal fact. Different tables, different power levels.
And with that, I'm out.
Title: Re: Power Gaming
Post by: Hobbes on <01-10-16/1035:25>
I suspect this will come down to a difference of opinions and but if you have a 1 Charisma it doesn't matter what your dice pool is, people are not going to like you.

By that logic someone with 1 Agility, but 6 dice in a gun skill, specialization, smart link, Reflex Recorder, up to 12 dice still can't hit a target? 

You can house rule min stats and min skills, but they're absolutely house rules.  The rule book does not support your interpretation at all. 
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-10-16/1050:29>
Shadowjack - why aren't people going to like you if you have Charisma 1? Some people like introverts/shut-ins/jerks/whatever... Charisma is not described as likeability in the core. It is "force of personality," kind of how your look, and natural persuasiveness. It could be argued that a Charisma 8 elf can roleplay a really mean person, who gets his way by sheer intimidation (Intimidation 6 too). He could look really look the part: hardened, face tattoos, scars, bitten off elf ears, deep voice, etc. He also maxed his Agility and pistol skill to do trick shots for people who give him lip before giving him his way. This is a reasonable way to play a face - a character with super high charisma but if people meet him, they'll think he's a terrible person. 

Shadow, I am thinking your concepts of these numbers are limited/fixed. It's ok to play them how you think at your table. But it really is not the rules that they have to be/should be.

 I've posted elswhere that limits are a better measure of broader concepts like sociability (social limit), as they take in more factors than just a single attribute and reflects how well a character could perform on a range of related tasks (in this example social tasks). Unaugmented humans start with a social Limit of 3. An intuition mage can dump Charisma to 1 and still start the game with a Social Limit of 5. I would argue that they are reasonably more likable than the Social Limit 4 Street Sam who has Charisma 2 but lower Willpower and Essence. This of course isn't spelled out in the rule book, but a character who can never get more than 4 social dice hits is going to be less socially capable/likeable than a character who could get 5 hits. Regardless of skill, the social limit 5 character has an attribute configuration that allows them the capacity to be more successfully social even though they have Charisma 1.


Facemage:
I would add to your list, and I really don't know why I do this: That I expect my RAW characters be at least able to go toe-to-toe and with Professional Rating 4 NPC at character generation. The examples from the book are more about plain fighting, but if you replace highest attributes and highest skills to another archetype (face, for example, there are no face examples in this section of the book), your PC should be able to confidently, though perhaps with a little trepidation, take on such an enemy. I guess it's arbitrary to pick Rating 4 enemies, but it just seems like where an experienced/shadowrunner should be. Elite Corp Security and Special Forces are going to be really tough enemies, but I believe a runner should be able to outclass regular night guards and private police forces. I say this because your team is going to likely run up against a lot of regular gangers, security, and potentially cops who may outnumber the team significantly. The rating 4 examples, Organized Crime gangs/syndicates, seem like they have similar starting attributes and skills to distribute as shadowrunners, and that these organized gangers are not all that different from Shadowrunners (criminals making a living taking a slice from the corporate pie). Just my opinion, I find generally an experienced shadowrunner will probably not feel outclassed by a standard lonestar cop, will be respectful of organized criminals, and be legitimately afraid to have to engage with Elite Corps Security and will try to avoid doing so. I'd shift street scum down one or two ratings (built to be able to take on regular corp security lieutenants or cops) and Prime Runners up a level (matched with Elite Corps Security).  Again, just an opinion here for where I think the power level should reasonably start for standard build characters.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-10-16/1056:11>
About skill ratings, I have to think that you guys are choosing how you want to perceive it and not accepting that it is in the official book and it is exactly how skills work, these are the rules after all. If the core book defines skills like it does in that table, that's how they work.
Except it is how they are described, not how they work. How they work is that your effectiveness is based on a combination of your skill training plus your ability, limited by either physical attributes or equipment. If they were how skills worked, then we wouldn't include attributes or limits.

Again, it seems like you are refusing to accept the truth here. It doesn't matter how skills work in combination with attributes, the fact is that your skill rating represents how good you are a a skill, the attribute only enhances it. A stealth expert should never have rating 1 Sneaking, even if he has a very high agility. That is someone who is agile and not skilled at the fine points of stealth. You are trying to do what is convenient during character creation but not accepting the way things actually work.
You have yet to explain how this actually matters
Title: Re: Power Gaming
Post by: Marcus on <01-10-16/1123:57>
About skill ratings, I have to think that you guys are choosing how you want to perceive it and not accepting that it is in the official book and it is exactly how skills work, these are the rules after all. If the core book defines skills like it does in that table, that's how they work.
Except it is how they are described, not how they work. How they work is that your effectiveness is based on a combination of your skill training plus your ability, limited by either physical attributes or equipment. If they were how skills worked, then we wouldn't include attributes or limits.

Again, it seems like you are refusing to accept the truth here. It doesn't matter how skills work in combination with attributes, the fact is that your skill rating represents how good you are a a skill, the attribute only enhances it. A stealth expert should never have rating 1 Sneaking, even if he has a very high agility. That is someone who is agile and not skilled at the fine points of stealth. You are trying to do what is convenient during character creation but not accepting the way things actually work.
You have yet to explain how this actually matters

I agree if you're going to say it's the truth repeatedly, then how does the skill matter more, when the total pool average is going to determine the regular outcome.

Title: Re: Power Gaming
Post by: Whiskeyjack on <01-10-16/1201:23>
About skill ratings, I have to think that you guys are choosing how you want to perceive it and not accepting that it is in the official book and it is exactly how skills work, these are the rules after all. If the core book defines skills like it does in that table, that's how they work.
Except it is how they are described, not how they work. How they work is that your effectiveness is based on a combination of your skill training plus your ability, limited by either physical attributes or equipment. If they were how skills worked, then we wouldn't include attributes or limits.

Again, it seems like you are refusing to accept the truth here. It doesn't matter how skills work in combination with attributes, the fact is that your skill rating represents how good you are a a skill, the attribute only enhances it. A stealth expert should never have rating 1 Sneaking, even if he has a very high agility. That is someone who is agile and not skilled at the fine points of stealth. You are trying to do what is convenient during character creation but not accepting the way things actually work.
You have yet to explain how this actually matters

I agree if you're going to say it's the truth repeatedly, then how does the skill matter more, when the total pool average is going to determine the regular outcome.
It seems to me that he's saying "the skill rating is the important part, on a narrative level, as this description narratively assesses a scale of professional-level facility with doing things covered by the skill."

But that ignores the fact that, in actual gameplay, it's solely the total dice pool that is outcome-determinative. Which, in the end, to me, seems like a large degree of quibbling over something with no practical effect.

Maybe this is just a mindset difference.

However, there's an explicit negative comment in the whole "You are trying to do what is convenient during character creation but not accepting the way things actually work" line, meaning, "the narrative says X, and you're doing Y because it's more mathematically beneficial, and in doing so, you are Doing It Wrong."

Yes, a professional B&E guy is probably well served with a Sneaking skill of 6, a relevant spec, and high AGI, to generate the highest possible dice pool. I'm just not sure how the player of a street samurai, whose main focus is gunning people down, but who still wants to be able to be a little unobtrusive, takes a 1 and relies on his cultivated (and implanted) Agility to carry him through, is doing things wrong? Because he won't be as good as the B&E expert (dice-pool wise) but he won't be THAT far behind, and can still sneak pretty well as the situation calls for it.
Title: Re: Power Gaming
Post by: Darzil on <01-10-16/1227:09>
The closest I've come to understanding Shadowjack's view, in a way that makes more sense to me, is :

Skill represents what you have been taught and found out about how to do something, that you have learned from. It is liable to be represented by qualifications and training you have done, and thus how respected you are for it.

However, that only really represents part of the picture on how you cope with novel or pressurised situations where failure matters (ie where you roll dice). In those situations, other attributes come into play, modified by devices that help and limited by the tools at hand.

I can relate to that to a certain extent, though in the real world I find that the equivalent of the dice pool rolls, your actual achievements, is what matters, once you get past trivial situations. You need the qualifications (or contacts) to get hired, once hired it is ability to succeed that counts, not qualifications.
Title: Re: Power Gaming
Post by: Jack_Spade on <01-10-16/1313:50>
I have a very hard time imagining a shadow runner who has to show certificates to a Johnson  ;D

But leaving this aside: There are lots of explanations for low skill values you compensate with high attributes:
First and foremost, you might just have been lazy at school, but thanks to your innate talent you just got by with learning only the bare minimum necessary. Even in formal educations its the results of your tests that determine if you are considered a professional or not.

Or you just faked a lot and got lucky (used edge). 
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-10-16/1342:41>
I have a very hard time imagining a shadow runner who has to show certificates to a Johnson  ;D
I'm totally stealing that idea.

Mr. Johnson: "Well, your team comes highly recommended, but I need a certified EMT, a matrix security expert with a network and communications degree, and lastly, a bonded bounty hunter. Oh, and everyone should have legal licenses for all gear."
Face: "Uh, what?"
Mr. Johnson: "Oh, I forgot to tell you, didn't I. This isn't a... what do you people call it again... ah, yes. "Shadowrun". No, this is a legitimate retrieval of an escaped inmate. Under no circumstance should you break the law."
Title: Re: Power Gaming
Post by: Marcus on <01-10-16/1345:49>
I have a very hard time imagining a shadow runner who has to show certificates to a Johnson  ;D
I'm totally stealing that idea.

Mr. Johnson: "Well, your team comes highly recommended, but I need a certified EMT, a matrix security expert with a network and communications degree, and lastly, a bonded bounty hunter. Oh, and everyone should have legal licenses for all gear."
Face: "Uh, what?"
Mr. Johnson: "Oh, I forgot to tell you, didn't I. This isn't a... what do you people call it again... ah, yes. "Shadowrun". No, this is a legitimate retrieval of an escaped inmate. Under no circumstance should you break the law."

LOL, it would certainly be a change of pace at the table.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-10-16/1401:29>
Don't Js usually provide that kind of licensing resources if thats how they want the run to go? That's been my experience

And yeah those have been fun runs!
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/1437:14>
As far as skill vs attribute...
SR should not have bothered with defining the skills since the mechanics they have chosen to use doesn't support the definitions.

It is an irrefutable fact that Pistols 0 and AGI 6  Pistol 3 and AGI 3 gives the same DP as Pistols 5 and AGI 1. And all the various combination that give you a 6 DP. (Thanks A4BG)

In real life having a high AGI ha nothing to do with having an aptitude for shooting- otherwise every professional figure skater ever is going to be a decent shot.. and we all know that cannot hold true.

DND doesn't give artificial names to the ranks in a skill. If you have 5 ranks plus you attribute modifier is +5, it's simply a +10 to a d20 roll. Same as 8 ranks plus 2 modifier is a +10. Mechanically it's the +10 that matters.

Same holds true in SR, a DP of 12 is a DP of 12 and are mechanically equal no matter how you got to it.

The problem of trying to view the skill in isolation to the DP is the way Character Generation and Character advancement work. The highest possible starting skill is 8 (and only with life modules and having picked the Aptitude quality) but realistically, most builds are capped at 6 plus a specialization. However, starting attributes can be double digits. The way that karma is earned and the expense in raising skills beyond 6 means you don't see many players with double digit skills. It's hard justifying spending 50 Karma on one skill when you character has skill holes that need to be filled (and most characters do have skill holes). The system is purposely built this way to encourage diversification after character generation.

The system also mechanically rewards you for grouping sil points. I guess it's nice t have 6 skills at rank 1 but that's 12 Karma that I have to earn to buy those skills later. Having those 6 skills grouped into one sklll doesn't just get you a higher DP but to buy a skill post chargen is 42 points...that's a 30 karma or on avg 6 run difference.

Regardless that the system encourages a narrow focus in Priority, a player is that wishes to spread out can do so. And regardless of the fact that post chargen the system encourages diversification, a player is free to save up every bit of karma and put it into one skill to he reaches the mythic 12-13.

And yet not one of the above things has any to do with roleplaying.
Should you roleplay your skill level- I don't see the point, but that's me. If you want to, go ahead.
Should you roleplay your attribute level- I would, but agains that's me.  Do as you please.
Should you roleplay the thematic e,ements of your background/concept-absolutely IMHO. YMMV.

Does taking 8 skills at 3 make you a good roleplayer... absolutely not, has nothing to do with it. About the only thing we can claim about this in isolation is you're not optimizing. Does taking 4 skills at 6|+3 with the applicable attribute capped/softcapped and augmented make you a bad roleplayer... absolutely not, has nothing to do with it. About the only thing we can say about this in isolation is your optimizing.


Title: Re: Power Gaming
Post by: All4BigGuns on <01-10-16/1440:04>
It is an irrefutable fact that Pistols 0 and AGI 6 gives the same DP as Pistols 5 and AGI 1.
And all the various combination that give you a 6 DP.

You are incorrect here. Pistols 0 and Agility 6 gives you a dice pool of 5. You're defaulting, so you suffer a -1.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/1444:14>
yes, well 1+5 vs 5+ 1 then

quibble quibble

but it is amusing to be irrefutably refuted.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-10-16/1445:38>
Either way, combat skills and decking skills need higher dice pools for those roles since the tests to resist tend to be higher.

For Sneaking or social skills 12 dice may just suffice, the same for stuff like Locksmithing (opposed by a roll involving the lock's rating), but the 'defense' tends to be lower for those than for combat or hacking.

Example: If you're only sitting at 12 dice to shoot a pistol or SMG, there's a good chance that you'll only be 2 dice ahead of the opponent's defense test, thus having 16 dice as a combat specialist will very much be preferred to have a decent chance of success.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/1456:10>
<snip>

Example: If you're only sitting at 12 dice to shoot a pistol or SMG, there's a good chance that you'll only be 2 dice ahead of the opponent's defense test, thus having 16 dice as a combat specialist will very much be preferred to have a decent chance of success.

Depends on other factors, your a troll with AGI4, Automatics 6 and Smartlink you have a DP of 12. The avg Yak NPC from CRB sits at 12DP on Full defense. If the troll has enough STR and other recoil to fire FA the Yak's defense drops to 7 or even 2 if you spray 9 bullets... A troll with 7 STR (nothing spectacular for a troll) and vent 3 on a SMG is sitting on RC 7 so that's DP 9 to DP 2, more than enough. Using SS or SA shots, yeah, 12 DP is not high enough.

Which is why I prefer weapons that fire in BF/FA modes..can mitigate for the DP deficiency.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-10-16/1459:37>
Better to actually have a good dice pool as a combat specialist than to rely on full-auto, which is basically a waste of ammunition. Not to mention that I just can't justify someone with a non-military background being trained in Automatics or for those with that background to not be trained in Pistols and Longarms as well.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/1507:36>
I live in Alabama now- I can attest to the fact that there are plenty of people down here with no military experience that go to the range and practice with burst firing weapons... and a lesser amount with full automatics.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-10-16/1510:40>
That is purely anecdotal. I'm not questioning you're integrity, but such "evidence" can't be considered because one can say whatever they want in those situations, true or not.

Still better to actually have a good dice pool rather than rely on such a heavy ammunition consumption option.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/1516:08>
I was just commenting on your justification comment...
I didn't comment on the higher DP being better comment because mechanically a higher DP is better.
Title: Re: Power Gaming
Post by: Marcus on <01-10-16/1531:56>
Better to actually have a good dice pool as a combat specialist than to rely on full-auto, which is basically a waste of ammunition. Not to mention that I just can't justify someone with a non-military background being trained in Automatics or for those with that background to not be trained in Pistols and Longarms as well.

Regardless, A4BG for the purposes of the game, there is nothing wrong with building around using burst or FA Fire. It's legit, preference will vary, builds will vary, but the option is there and it's valid systematically. Of course having a good die pool is better and having all the above is better still.

Gradivus, I don't think I'm following your point. Can you spell it out more clearly please.

Title: Re: Power Gaming
Post by: All4BigGuns on <01-10-16/1535:07>
Regardless, A4BG for the purposes of the game, there is nothing wrong with building around using burst or FA Fire. It's legit, preference will vary, builds will vary, but the option is there and it's valid systematically.

Actually, there is something wrong with it. Payouts, at a base, are low enough as-is considering how much upgrading implants costs, so wasting ammunition on full-auto is bad because it further slows saving enough for those upgrades.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/1539:45>
Better to actually have a good dice pool as a combat specialist than to rely on full-auto, which is basically a waste of ammunition. Not to mention that I just can't justify someone with a non-military background being trained in Automatics or for those with that background to not be trained in Pistols and Longarms as well.

Regardless, A4BG for the purposes of the game, there is nothing wrong with building around using burst or FA Fire. It's legit, preference will vary, builds will vary, but the option is there and it's valid systematically. Of course having a good die pool is better and having all the above is better still.

Gradivus, I don't think I'm following your point. Can you spell it out more clearly please.

Which comment...
Title: Re: Power Gaming
Post by: Marcus on <01-10-16/1541:18>
Regardless, A4BG for the purposes of the game, there is nothing wrong with building around using burst or FA Fire. It's legit, preference will vary, builds will vary, but the option is there and it's valid systematically.

Actually, there is something wrong with it. Payouts, at a base, are low enough as-is considering how much upgrading implants costs, so wasting ammunition on full-auto is bad because it further slows saving enough for those upgrades.

I agree it very inefficient, but that doesn't mean it won't work from the stand point of character building.
Title: Re: Power Gaming
Post by: Marcus on <01-10-16/1545:51>

Which comment...

I thought you were going somewhere with this line of discussion.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-10-16/1549:34>
Regardless, A4BG for the purposes of the game, there is nothing wrong with building around using burst or FA Fire. It's legit, preference will vary, builds will vary, but the option is there and it's valid systematically.

Actually, there is something wrong with it. Payouts, at a base, are low enough as-is considering how much upgrading implants costs, so wasting ammunition on full-auto is bad because it further slows saving enough for those upgrades.

I agree it very inefficient, but that doesn't mean it won't work from the stand point of character building.

I just find it so very strange that the ones that tout Karma efficiency so much give people a suggestion that is so inefficient when it comes to being able to save up cash for upgrades once play starts. If one is going to talk efficiency, they should be going for it with both sides of that coin.
Title: Re: Power Gaming
Post by: Gatlack on <01-10-16/1602:52>
Regardless, A4BG for the purposes of the game, there is nothing wrong with building around using burst or FA Fire. It's legit, preference will vary, builds will vary, but the option is there and it's valid systematically.

Actually, there is something wrong with it. Payouts, at a base, are low enough as-is considering how much upgrading implants costs, so wasting ammunition on full-auto is bad because it further slows saving enough for those upgrades.

I agree it very inefficient, but that doesn't mean it won't work from the stand point of character building.

I just find it so very strange that the ones that tout Karma efficiency so much give people a suggestion that is so inefficient when it comes to being able to save up cash for upgrades once play starts. If one is going to talk efficiency, they should be going for it with both sides of that coin.
How low is your payout and how much fighting are you doing? Even when you are firing 3 whole clips from an Ares Alpha for 1 run, the ammunition costs (regular ammo) only add up to 132 Nuyen. At least nearly negligible in my books.
Title: Re: Power Gaming
Post by: Haywire on <01-10-16/1607:02>
IIRC, regular amno comes at 20 nuyen for 10 rounds. In a standard run, assuming every IP you fire 10 bullets, you should not be out more than a hundred nuyen (a single combat in a run, that lasts for 5 passes). Double that and you're out 200 nuyen. How is the difference from 4800 and 5000 hurting your advancement, if an implant can cost up to a HUNDRED GRAND?

Sure, there is a difference, but is laughable.
Title: Re: Power Gaming
Post by: Marcus on <01-10-16/1610:57>
Regardless, A4BG for the purposes of the game, there is nothing wrong with building around using burst or FA Fire. It's legit, preference will vary, builds will vary, but the option is there and it's valid systematically.

Actually, there is something wrong with it. Payouts, at a base, are low enough as-is considering how much upgrading implants costs, so wasting ammunition on full-auto is bad because it further slows saving enough for those upgrades.

I agree it very inefficient, but that doesn't mean it won't work from the stand point of character building.

I just find it so very strange that the ones that tout Karma efficiency so much give people a suggestion that is so inefficient when it comes to being able to save up cash for upgrades once play starts. If one is going to talk efficiency, they should be going for it with both sides of that coin.

I think you have me confused with someone else A4BG. The discussion as I see it, was what's valid in the system. Efficiency is a different layer in the model.

Title: Re: Power Gaming
Post by: Whiskeyjack on <01-10-16/1638:56>
If you're worried about the cost of ammo you'll never afford implant upgrades anyway. If your game is so Dark Heresy on costs that refilling your weapon is a serious budget concern you're either playing a very intentional street scum game or the GM is doing rewards very wrong.
Title: Re: Power Gaming
Post by: gradivus on <01-10-16/1643:50>
Is using full auto inefficient in terms of cash?
Probably so.

But If my opponent is not wounded, more often than not, I'm burst firing or FA. I want the guy to take as much damage as possible. That -2 or -5 (I rarely go 10 shot FA) makes it that more likely I down the opponent.
Title: Re: Power Gaming
Post by: Jayde Moon on <01-10-16/2151:40>
This thread has amused me all day, while I deal with traveling for work.

Thank you, community!
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-11-16/0200:16>
Skill matters for instruction. You must have a rating 4 in a skill to teach it. Also matters for multiple attacks, which you can only do skill/2 of.

Pool may be all that matters when rolling, but how you get there tells a story. An ex lone star officer may have 4 Agi and 4 pistols. He's not as fast as he used to be and his hands have a tiny tremor now, but he's been shooting for years. The punk kid he got saddles with thinks he is hotter than drek, but barely has a proper grip, let alone a good stance. He has 7 Agi and 1 pistols.

They both have a pool of 8, but gramps can teach the kid how to do it right, for gods sakes! Gramps can also make a multiple attack against two people, the kid can't.

If you have enough dice of various colors you might even roll different dice for attribute, skill, and gear. That way you can craft the narrative of the action around where the successes came from. Doesn't matter from a rules perspective, but is a cool way to differentiate characters with similar sized pools, but different ways of accomplishing them.
Title: Re: Power Gaming
Post by: Marcus on <01-11-16/0333:56>
Some interesting points there ZAP. Though I hope a guy with a pool of 8 will know better to to divide up 8 dice into two attacks.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-11-16/0344:17>
Some interesting points there ZAP. Though I hope a guy with a pool of 8 will know better to to divide up 8 dice into two attacks.

I might do it if I caught someone by surprise. Maybe we're in an elevator and I'm leaning up against the rail all cool like. Two corpsec walk in. Doors slide shut and we begin to ascend. QuickDraw! Two darts later and they could be both twitching on the floor with no initiative left. Go again first next round with any luck and finish the job (if not in the second pass!).

Not something I'd do often... But when the situation is right you go for it. It's similar to having multiple fire modes. I may still shoot semi auto a lot, but that fire selector switch is there when the time is right.

Example time! I love example time.

Our Corp security will be played by the grunts from SR382. Our runner will be the weapons specialist from page SR118.

The runner pops a dose of jazz outside then walks into the elevator right on schedule. the decker ismaking sure that only one elevator is on the ground floor. She arrives just before the guards, who are on their predictable hourly patrol. Our runner waits till the two guards select their floor, than turn in ackward silence to stare at the door. It's go time.

Surprise test! The runner has 4(5) Reflexes + 3 intuition + 6 for ambushing the guards. That's 14 dice to score 3 hits which she does no problem. Our corpsec has 4 reflexes and 3 intuition for a pool of 7. That's two dice short of making the 3 threshold they need, on average. They both are surprised and take -10 to they initiative and are considered unaware of the incoming attack. Initiative gets rolled. Our runner has 8 + 3d6 with the corpsec at 7 + 1d6 - 10. Runner up on 18, or security has 1 and zero respectively.

Pass 1:
Runner on 18 spends a simple action and swaps to burst fire mode on her Ares Crusader II. A second simple action and she quick draws with a pool of 9. She uses a free action to make this into a multiple attack, placing 2 shots on the first target and 1 on the last. She totals up her dice pool getting 5 Agility + 4 Automatics + 1 for wireless non-implanted smartgun for a total of 10. 5 dice each with no defense test is on average 1, almost 2, net hits. That's 8P each which they can resist with Body 4 + armor 12. 16 dice each cuts an average of 5 damage off while the armor converts the damage to stun. Both goons are now taking a -1 to their initiative, meaning our goon with 1 init doesn't get to go this turn. Poor luck chummer.

Pass 2:
Our runner uses a free action to call a shot to the vitals (shot through the back of the head, harsh) and uses a complex action to aimed burst her opposition. That's 6 rounds shot with only 5 recoil compensation (gas vent 2, 2 from STR, and 1 standard). We take our ten dice, subtract 1 for the recoil and 4 for the called shot. 5 dice again gets us a net hit. Or 8P goes up to 11P with our called shot and aimed burst. Our goon reduces the damage to stun and knocks another 5 off it. That means we do 6S, and since we exceeded his physical limit we knock him to the ground with his brand new -3 damage penalty. Shiny!

Round 2. Everyone rolls again with penalties for damage. Runner gets 18, Sec 1 gets 8 and Sec 2 gets 9. Sec 1 is on the ground.

Runner goes first and takes aim on the downed guard as a simple, splits her dice pool with a multiple attack as a free, and finally fires with refreshed recoil compensation. Yipee! 6 dice and 5 dice a piece is. 2 and 1 net hits on average when unopposed. Sec 1 goes unconscious as he takes another bullet in his armored jacket. Sec 2 drops to 8 initiative from the 3 stun he takes.

Sec 2 gets to go finally. His buddy is on the ground, badly hurt. Seeing as how he is a lowly professional rating 2, he has his priorities to consider. He lunges for the gun, trying to subdue the shooter. With a dice pool of 7 reduced to 5 from penalties he doesn't stand a chance.

Pass 2:
Our runner goes again, and decides that since she can't get a clean shot due to wrestling with the guard (a-3 penalty) that instead she'll get down and dirty and clock him with the machine pistol. She rolls a pool of 5 agility + 4 close combat group (in place of clubs) for a total of 9 dice. Our guard can only defend with a dice pool of 5 (7 -2 for wound penalties). The runner makes a net success, almost two. Damage for a pistol used in melee is Str+1S. With her cyber arm that is 6S damage. Reduced by our guards soal he only takes 1S from the attack.

Turn 3:
Pass 1:
Frag this corp scum. Our runner lays into him with a complex action long burst for 6 shots. Her dice pool of 10 drops to 6 (-3 for shooting in melee -1 for recoil) as she blazes away. Our guard has a pool of 0. No defense. Two net hits means 9P modified to stun and reduced by 5 to 4S, which knocks him out. Whew, thank goodness thats over. Too bad about the elevator... it needed more ventilation anyways.
Title: Re: Power Gaming
Post by: Marcus on <01-11-16/1354:01>
Example time! I love example time.
As do I!


Pass 1:
Runner on 18 spends a simple action and swaps to burst fire mode on her Ares Crusader II. A second simple action and she quick draws with a pool of 9. She uses a simple action to make this into a multiple attack, placing 2 shots on the first target and 1 on the last. She totals up her dice pool getting 5 Agility + 4 Automatics + 1 for wireless non-implanted smartgun for a total of 10. 5 dice each with no defense test is on average 1, almost 2, net hits. That's 8P each which they can resist with Body 4 + armor 12. 16 dice each cuts an average of 3 damage off while the armor converts the damage to stun. Both goons are now taking a -1 to their initiative, meaning our goon with 1 init doesn't get to go this turn. Poor luck chummer.

This is a great example, but you miss worded a couple things, namely the free actions, adjust a linked weapon is a free action not a simple, next Multiple Attack is also a free action that must attached to attack action. Clearly this just a miss wording because you get it right everywhere else in the example. But as this is a great example I do think it's worth mentioning, for the sake of the readers. Of course under normal rules you're limited to a 1 free action per action phase and of course 2 simple actions, so you need your gm to agree to let all that happen. But given that our runner was waiting in ambush, I don't see any trouble with it. (For those interested see core 192 for a nice table on action category, and 196 for multi-attack, though I think run and gun may explain it more clearly in some way.)  Thank you for writing it.
Title: Re: Power Gaming
Post by: gradivus on <01-11-16/1647:38>
Some interesting points there ZAP. Though I hope a guy with a pool of 8 will know better to to divide up 8 dice into two attacks.

I'm on the road with no rules, but assuming two different  1-handed FA weapons
Can you multi attack and lay down suppressive fire in two different arcs?
If its possible, then that's the only way  I'd split an 8 dice pool.

Of course I rule that the PCs/NPCs in suppressive fire or adjacent that don't have cover have to decide before the actual roll whether to drop prone or not. YMMV
Title: Re: Power Gaming
Post by: Marcus on <01-11-16/1811:33>
Some interesting points there ZAP. Though I hope a guy with a pool of 8 will know better to to divide up 8 dice into two attacks.

I'm on the road with no rules, but assuming two different  1-handed FA weapons
Can you multi attack and lay down suppressive fire in two different arcs?
If its possible, then that's the only way  I'd split an 8 dice pool.

Of course I rule that the PCs/NPCs in suppressive fire or adjacent that don't have cover have to decide before the actual roll whether to drop prone or not. YMMV

For two arcs I doubt it, but I'd need to dig some to know for sure.
To be fair suppression fire isn't one of the things that I tend to mess with. Last time I was dealing with it a lot was back in 4th, mainly lots of assault weapons.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-11-16/2241:27>
Example time! I love example time.
As do I!


Pass 1:
Runner on 18 spends a simple action and swaps to burst fire mode on her Ares Crusader II. A second simple action and she quick draws with a pool of 9. She uses a simple action to make this into a multiple attack, placing 2 shots on the first target and 1 on the last. She totals up her dice pool getting 5 Agility + 4 Automatics + 1 for wireless non-implanted smartgun for a total of 10. 5 dice each with no defense test is on average 1, almost 2, net hits. That's 8P each which they can resist with Body 4 + armor 12. 16 dice each cuts an average of 3 damage off while the armor converts the damage to stun. Both goons are now taking a -1 to their initiative, meaning our goon with 1 init doesn't get to go this turn. Poor luck chummer.

This is a great example, but you miss worded a couple things, namely the free actions, adjust a linked weapon is a free action not a simple, next Multiple Attack is also a free action that must attached to attack action. Clearly this just a miss wording because you get it right everywhere else in the example. But as this is a great example I do think it's worth mentioning, for the sake of the readers. Of course under normal rules you're limited to a 1 free action per action phase and of course 2 simple actions, so you need your gm to agree to let all that happen. But given that our runner was waiting in ambush, I don't see any trouble with it. (For those interested see core 192 for a nice table on action category, and 196 for multi-attack, though I think run and gun may explain it more clearly in some way.)  Thank you for writing it.

Changing device mode is a simple action normally. To do it as a free you need a DNI, which the runner didn't have. I did fudge up the first multiple attack. I'll fix that.

Some interesting points there ZAP. Though I hope a guy with a pool of 8 will know better to to divide up 8 dice into two attacks.

I'm on the road with no rules, but assuming two different  1-handed FA weapons
Can you multi attack and lay down suppressive fire in two different arcs?
If its possible, then that's the only way  I'd split an 8 dice pool.

Of course I rule that the PCs/NPCs in suppressive fire or adjacent that don't have cover have to decide before the actual roll whether to drop prone or not. YMMV

For two arcs I doubt it, but I'd need to dig some to know for sure.
To be fair suppression fire isn't one of the things that I tend to mess with. Last time I was dealing with it a lot was back in 4th, mainly lots of assault weapons.

I don't think it is possible. I doesn't list that you can use it with a multiple attack action like it does the others that can use it.
Title: Re: Power Gaming
Post by: Shadowjack on <01-12-16/0112:34>
Yikes, I get busy for a day and find that the thread has doubled in size :D In the interest of fairness allow me to quote a few things from the book.

"Attributes are the inherent characteristics of your shadowrunner, the basic abilities they bring to the table. Shadowrunners have a numerical rating for each attribute, which is used to help determine the amount of dice rolled for tests in the game. Attributes fall into three different groups: Physical, Mental, and Special. Every character has a rating in each of the Physical and Mental attributes, though they may not have ratings in the Special attributes. For humans, all attributes are between 1 and 6, though certain modifications and qualities can change this. Metatypes have different ranges in these attributes, as seen on the table on p. 65."

"LOGIC (LOG) The Logic attribute measures the cold, calculating power of your rational mind. Whether you are attempting to repair complicated machinery or patch up an injured teammate, Logic helps you get things right. Logic is also the attribute hermetic mages use to resist Drain from the spells they rain down on their hapless foes. Deckers also find Logic extremely useful, as it helps them develop the attacks and counterattacks that are part of their online battles."

"CHARISMA (CHA) Charisma is your force of personality, the persuasiveness and charm you can call on to get people to do what you want without having to go to the trouble of pulling a gun on them. It’s not entirely about your appearance, but it’s also not entirely not about your appearance. What it’s mostly about is how you use what you have—your voice, your face, your words, and all the tools at your disposal—to charm and/or intimidate the people you encounter. Additionally, Charisma is an important attribute for shamanic mages, as it helps them resist the damaging Drain from spells they cast."

"Skill ranks are independent of attributes, but they don’t work alone. The most common dice pools that you roll when you take actions comprise one skill and one attribute. You can study until you know every aspect of Spellcasting, but if you don’t have the raw Magic ability (as measured by your attribute) to apply it, you won’t be as powerful as you could be. While a skill isn’t always paired with a single attribute, each skill has a linked attribute to which the skill is most closely related. This doesn’t mean you’ll always roll a skill with its linked attribute, but you’ll see the two together a lot. A list of linked attributes and their skills appears on p. 151."

"SKILL RATINGS
The higher your skill rating, the better you are with that skill. Someone without the Pistols skill has watched enough trideo to understand that you point the weapon away from yourself and pull the trigger, but that doesn’t make them as good as a character with even an introductory skill level who has a decent firing stance and knows enough to check the safety before firing. The skill Rating is a numerical value ranging from 1, representing the most rudimentary skill, to 12 (or 13 with the Aptitude quality) representing the height of sentient achievement. When you see them written, the skill rating comes immediately after the name of the skill. Rating 5 Hacking is written as “Hacking 5” on the character sheet and in other game materials. A skill’s Rating adds to the number of dice you use to perform the action with the skill. The rules will call for the skill and an attribute to go along with it—just add the Ratings together and pick up that many dice. For example, hitting a Halloweener over the head with a metal pipe calls for Clubs + Agility—if your Agility is 3 and your Clubs skill is 4, you get 7 dice for the attack."

"This is a list of what the skill Ratings mean, so that you can get beyond the numbers and see where your character falls in the general scheme of metahumanity.
NO RATING: UNAWARE This is something other than having no ranks in a skill—this is a special level of ignorance. You haven’t the first clue about this skill. This level can only be achieved through a quality (like the Incompetent negative quality, p. 81), or maybe a character history explaining the deficiency. You can’t default the skill, and it never really occurs to you to even use it to solve your problems.
RATING 0: UNTRAINED The default level of knowledge obtained through interaction with society and the Matrix. Though untrained, you have a general awareness of the skill, and occasionally may even be able to fake it.
RATING 1: BEGINNER You have a little training about how it works, but not always why it works.
RATING 2: NOVICE You’re a hobbyist, but not an enthusiast.
RATING 3: COMPETENT You’re skilled at basic operations but struggle with complex operations and “tricks.”
RATING 4: PROFICIENT You’re comfortable with what you do and perform well under normal pressures. Professional level for most jobs.
RATING 5: SKILLED You know how to handle yourself in unfamiliar situations, and can get creative when solving problems.
RATING 6: PROFESSIONAL You could easily sell your skills on the open market. This is the maximum skill level for starting player characters.
RATING 7: VETERAN You’ve seen a lot of what the skill can do, and what it can’t. Other people ask you how to do it.
RATING 8: EXPERT You are a highly sought-after talent. Corporations seek you out (or extract you from other corporations).
RATING 9: EXCEPTIONAL Your name is synonymous with the skill. If you have multiple skills at this level, you’re lauded as exceptionally gifted.
RATING 10: ELITE You are famous, even among the very best in your field.
RATING 11: LEGENDARY You are a paragon to those trying to excel at your skill. Techniques are named after you.
RATING 12–13: APEX You have reached the pinnacle of mortal achievement. This expertise represents the top 0.00001% of all practitioners in known history. The very highest rating, 13, can only be reached with the Aptitude quality (p. 72)"

Here are my thoughts.

What does your skill rating represent? "The higher your skill rating, the better you are with that skill. Someone without the Pistols skill has watched enough trideo to understand that you point the weapon away from yourself and pull the trigger, but that doesn’t make them as good as a character with even an introductory skill level who has a decent firing stance and knows enough to check the safety before firing. The skill Rating is a numerical value ranging from 1, representing the most rudimentary skill, to 12 (or 13 with the Aptitude quality) representing the height of sentient achievement."

What does your attribtue rating represent? "Attributes are the inherent characteristics of your shadowrunner, the basic abilities they bring to the table"

What does your dice pool represent? It represents the combination of your inheritant characteristics and your efficiency with a particular skill.

Base on all of that, which is directly from the core book, I think you should be able to see how I've formed my opinions on these matters.

Now let's talk about attributes.

As some of you pointed out, having a low attribute rating does not mean that you are at the bottom level of capability in the respective attribute. A person with a charisma for 1 does not have any specific disadvantage, it represents his overall  ability to interact with and manipulate others. That person is unlikely to be able to get people to do what he wants unless he has high skills ratings, gear, magic, etc. A person with 1 logic is not mentally challenged or even extremely stupid, he is someone that struggles with certain technical tasks within the game.

Which brings me back to my point about dump stats. All attributes can be detrimental during the game if they have a rating of 1. It is the GM's job to both recognize this and decide whether or not to utilize it to enhance the quality of the game. The Street Sam with 1 Charisma and no social skills should have a hard time in a complex social situation, such as attending a fancy corporate party and attempting to maintain his disguise. You also need to consider attribute tests and tests such as composure and memory. It is my opinion that it is perfectly acceptable to begin the game with any rating in any attribute. Stating that having high or low ratings is power gaming would be false imho. Low ratings can be very immersive and entertaining and removing the player's ability to select them is essentially taking an element of fun out of the game. Some of the smartest people I've met in life were also the last ones I'd take with me on a run, and some of the dumbest could be the best. I don't think polarized stats need to be discriminated against.

Regarding the distiction between dice pools, attributes, and skills, I do think that your skill rating matters a tremendous deal, but only for immersion. If you don't place a huge importance on it then it wouldn't be an issue for you. But I can not imagine a guy that tried in college, was very intelligent, and left with only rating 1 Biotechnology.  He may have bioware to boost his brainpower and he might even have SOTA tools at his disposal, but I feel it would be somewhat immersion breaking to say that he graduated from college with a degree in biotechnology, even if he has a dice pool of 15. It is nuances like this that make me place a large importance on skill ratings and I tend to think of both the attributes and the skills to reach the level of immersion I prefer.
Title: Re: Power Gaming
Post by: Marcus on <01-12-16/0136:05>
ZBA there is one more thing  16 (4 body+12 armor) soak dice averages to 5 damage removed not 3.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-12-16/0140:36>
Per your example: I would agree that I would not be interested in saying that a character with 15 dice in biotechnology and but one skill level graduated from college in with a degree in biotechnology. I would tell a different story about that dice pool.  Maybe as exchange for cheaper bioware implant, the character promised to help the surgeon with some research work that his new brainpower would be useful for. The character did enough research to learn the basics, but his natural/enhanced intellect put him on par with the goof-off corps kids who spend more time complaining about their biotechnology tests than studying for them. So I agree that there is immersion issues in describing character, but it still doesn't change how good someone is at something. You can be good at biotechnology if you studied in school, or good at it if you read a few books, or if you are a renowned bioware engineer. Dicepools measure that, not skill/narrative. If there is narrative/character issues, it's ok to think up new stories/backgrounds that still make sense for character.

Title: Re: Power Gaming
Post by: Strange on <01-12-16/0246:36>
I like to look at the attributes vs. skills this way...
Imagine an elf who is supernaturally agile (7).  Compare him with your average slightly athletic human (4).  Both of these fellas are pretty in tune with their body, how it works, etc.  The elf, however, even with a skill of only 1 in stealth, can still sneak quite well because even though he isn't highly trained, he is naturally quiet when he walks. 

Now I know what you are going to say, a pool of 8 isn't 'quite good' but according to the game, it actually is.  For the average human, that would be a skill of 5.  That is someone with a fair amount of training.  Against other average people, he would generally be quite proficient, being that the average person an Intuition of 3 and no ranks in perception. 

Now for a shadowrunner, 8 dice and $1.25 will get you a cup of coffee.  Shadowrunners are supposed to be quite good at what they are doing, and a sneak elf with have a combined total somewhere in the neighborhood of 12 dice.  That is crazy.  against average people that shadowrunner is a GHOST!  Against people who are trained to spot infilitrators, however, he has a chance of being discovered. 

I do have umbrage with the karma advancement system, however.  I think the rewards are a bit low, I would increase them by 25% personally.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-12-16/0259:20>
ZBA there is one more thing  16 (4 body+12 armor) soak dice averages to 5 damage removed not 3.

You are correct. I'm sure that's what I was thinking, but not what I wrote. I have to step away from my writing to look at it with fresh eyes to see these things for myself... or get someone else to point them out. Not conducive to a quick paced forum discussion, unfortunately.

I think I also forgot a modifier for shooting in melee at the end. I'm going to do some revision.

[Edit] And done! Don't worry, our weapons specialist still comes out on top.
If you want a fun take on the same combat, get two tasers with quick draw holsters and see how much faster you can drop them dual wielding defiance EX-Shockers or even a stun baton.
Title: Re: Power Gaming
Post by: Glyph on <01-12-16/0321:34>
Shadowjack, while I have seen people get low-rated complementary skills for their character (rating: 1 sneaking and pilot ground craft for a street samurai with augmented agility and reaction; rating: 1 first aid for a decker with a high logic and cerebral boosters), I have not seen them described as having degrees or being experts in those skills.  They may compete with skilled normals in effectiveness, but they will still be outperformed by true pro runners, who will have enhanced attributes and high skills on top of that.

I think ZombieAcePilot captured the verisimilitude well with his example of gramps and the punk kid, who had the same dice pool but a different description for it.  Because in the end, descriptions should support how the rules actually work.  And in the rules, skills, while important, are only one of two (or up to four) components of the dice pool.  There is skill, raw talent (attributes), and sometimes dice pool modifiers from magic, high tech, or implants; and finally pure grit, gumption, and luck (edge).  I would rather describe how those aspects of a character work together, than give skill ratings an exaggerated importance.
Title: Re: Power Gaming
Post by: Facemage on <01-12-16/0702:53>
In the beginning of the thread you, Shadowjack, wanted to change the behaviour in this sub forum, when a newcomer comes here to ask help. He have just bought the corebook and succesfully created first character, Wolf the shaman:

A: Magic
B: Attributes
C: Skills
D: Metatype (elf)
E: Resources

Bod: 4
Rea: 3
Agi: 4
Str: 5
Cha 8
Int: 2
Log: 1
Will: 4

Skills:
Spellcasting 5
Astral combat 5 (the skills from A magic)
Counterspelling 2
Pistols 4
Astral combat 5
Gymnastics 3
Summoning 6
Arcana 2
Assensing 1
Alchemy 6
Artificing 1
Medicine 1
Con 1
Etiquette 2
Leadership 2
Negotiation 3 (he broke the skill group with the skill points)

Spells:
Increase reflexes
Improved invisibility
Detect magic
Ice sheet
Ball lightning
Fireball
Manabolt
Magic fingers
Lightning bolt
Increase charisma
Clairaudience

What should we say to him? Go and ask for your gm? This character contains lot of errors, useless spells and skills, overlapping, odd attribute values and so on.  He has 11 spells, more skill points than originally possible. It is unclear, where he has put his 25 karma points.

Despite the fact that how we interpret the attributes and skills, astral combat and artificing are still bad skills. If we ask him about the table in which he plays, he says that the gm uses archetype characters and karma levels are same as guildelines in the corebook. What should we do?
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-12-16/0710:14>
What should we say to him? Go and ask for your gm? This character contains lot of errors, useless spells and skills, overlapping, odd attribute values and so on.  He has 11 spells, more skill points than originally possible. It is unclear, where he has put his 25 karma points.

Despite the fact that how we interpret the attributes and skills, astral combat and artificing are still bad skills. If we ask him about the table in which he plays, he says that the gm uses archetype characters and karma levels are same as guildelines in the corebook. What should we do?
Start by pointing out the obvious mistakes that actually break the rules, and ask for clarification on anything that may not make sense to you, including asking about table specific rules instead of just applying blanket template "You should have this many dice in X".

And in your example, 11 spells is possible as long as he paid 5 karma for the last one (Magic 6 from Priority A times 2 = 12).
Quote from: SR5 p.98
Maximum number of spells/rituals/preparations known at Character Creation equals Magic Rating x 2

A simple "where did you spend karma, and what positive and negative qualities did you pick" would be a good start.
Title: Re: Power Gaming
Post by: Marcus on <01-12-16/1007:12>
ZBA there is one more thing  16 (4 body+12 armor) soak dice averages to 5 damage removed not 3.

You are correct. I'm sure that's what I was thinking, but not what I wrote. I have to step away from my writing to look at it with fresh eyes to see these things for myself... or get someone else to point them out. Not conducive to a quick paced forum discussion, unfortunately.

I think I also forgot a modifier for shooting in melee at the end. I'm going to do some revision.

[Edit] And done! Don't worry, our weapons specialist still comes out on top.
If you want a fun take on the same combat, get two tasers with quick draw holsters and see how much faster you can drop them dual wielding defiance EX-Shockers or even a stun baton.

No worries man, I read it at-least 4 times during my original post and totally missed each time, and I'm not trying to nitpickie. TY!
Title: Re: Power Gaming
Post by: Shadowjack on <01-12-16/1008:24>
What do you mean "useless spells and skills"? Can you prove that they're useless? Afaik they are all useless, perhaps you just don't like them for a particular reason? Astral Combat may be in an odd state but I think it is fine to take it anyway and a friend of mine did just that on his new character. Artificing seems fine to me. It may be an unusual choice for a shadowrunner but I think it can be fun and I've used it myself. Any skill or spell is a good choice if the player finds it entertaining.

I think it would be ideal if this person had a form to fill out so we would all know what type of help he is seeking. I think it would help a lot if we knew where he put his karma, as you said. What I would suggest is to tell him that you like his character and give him encouraging feedback. If you think something doesn't add up, tell him, but I would avoid making absolute statements about the value of any particular item, spells, attribute, etc because it is highly subjective.The only skill that strike me as fairly odd is Medicine, I'd probably inquire about that instead of telling him to remove it. The attributes don't really bother me either. I think the best approach is to point out areas where he broke the rules and provide positive feedback, then ask what kind of help he would like.
Title: Re: Power Gaming
Post by: Hobbes on <01-12-16/1128:50>
"...provide positive feedback..."

You crack me up dude. 

(That is an incredibly vague answer to a specific question, I find it hilarious.  Others may not share my sense of humor.)
Title: Re: Power Gaming
Post by: Facemage on <01-12-16/1137:19>
What do you mean "useless spells and skills"? Can you prove that they're useless? Afaik they are all useless, perhaps you just don't like them for a particular reason? Astral Combat may be in an odd state but I think it is fine to take it anyway and a friend of mine did just that on his new character. Artificing seems fine to me. It may be an unusual choice for a shadowrunner but I think it can be fun and I've used it myself. Any skill or spell is a good choice if the player finds it entertaining.

I think it would be ideal if this person had a form to fill out so we would all know what type of help he is seeking. I think it would help a lot if we knew where he put his karma, as you said. What I would suggest is to tell him that you like his character and give him encouraging feedback. If you think something doesn't add up, tell him, but I would avoid making absolute statements about the value of any particular item, spells, attribute, etc because it is highly subjective.The only skill that strike me as fairly odd is Medicine, I'd probably inquire about that instead of telling him to remove it. The attributes don't really bother me either. I think the best approach is to point out areas where he broke the rules and provide positive feedback, then ask what kind of help he would like.

Of course I can prove that they are useless. Useless means that you never need it or you can easily replace it with a better tool (which you already have). Manabolt is better than astral combat, increase charisma is difficult to use (gives physical drain 5), so it's very seldom usable in the beginning. Later very useful. Without preparations alchemy is useless, fireball and ball lightning are similar, so use only one of them => gives more options to survive in different situations if you replace e.g. a ball lightning spell with a physical mask.

However, the most severe problem with this build is low dodge pool (total 5). And also very low initiative without  the increase reflexes spell (often only a single phase). And because typical enemies in the beginning are archetype characters, for example a street samurai from the rulebook kills him very fast (geek mages first). He should always use increase reflexes and improved invisibility and skulk behind covers (can the new player play like this?). And it's still very difficult, because even with a full defense, improved invisibility and good cover, the full-auto strike can hit him easily. And so the gm should take this into account, and maybe use weaker enemies, which is a problem, because the other players have planned the builds such that they survive against archetype characters. As I said, fit the character to the table and other players.

So, I think that in this case I would still say something like that:
1: Drop str to get higher int or rea
2: Bod 3 is better than bod 4 (more points to rea and int)
3: Ball lightning and fireball overlap, select only one of them
4: Increase charisma is useless, because F8 is difficult and gives physical drain
5: Alchemy is useless without preparations (select some or dump the skill)

I have found that the medicine skill is much better than e.g. astral combat (which is easily replaceable by more better stun bolt), because with it you can accelerate the recovery process, which is useful for example if you want to heal the stun caused by alchemy preps (or ordinary drain). Or it's possible to replace higher bod with low bod, high medicine pool and better armor.  It is useful skill, if your log is high enough. For example with log 9 (increase logic needed) and medicine + specialization you get on average 4 dices (even more with a good medkits) more to your recovery tests => which means that bod 1 with this skill recover on average faster than bod 3. This is one way to survive with bod 1 or bod 2. In this build it is useless (too low dicepool).
Title: Re: Power Gaming
Post by: Marcus on <01-12-16/1155:50>
What do you mean "useless spells and skills"? Can you prove that they're useless? Afaik they are all useless, perhaps you just don't like them for a particular reason? Astral Combat may be in an odd state but I think it is fine to take it anyway and a friend of mine did just that on his new character. Artificing seems fine to me. It may be an unusual choice for a shadowrunner but I think it can be fun and I've used it myself. Any skill or spell is a good choice if the player finds it entertaining.


As Facemage says This character example does have good number of issues.
Shadow are you aware that Alchemy and Spellcasting cannot use the same spells?
So each of those spells needs to be defined as ether an alchemy formula, or as a traditional spell.
Astral Combat relies totally on mental attributes, which means this character would highly ineffective.
Potentially the most single important role of a caster is counterspell overwatch as a caster can protect the whole team with counterspell, that would otherwise only be defended by will.
And of course potentially most critically no heal spell.

Given the limited resources of character creation, deep redundancy particularly in resource intensive build like casters, that can otherwse do so much for a team, will hurt the character effectiveness, and by extension their team.

For all these reasons and more this is a very good example of why a review is very helpful, a knowledge of the system is so critical, and why simply saying oh it's all fine cause that's what he choose is potentially disastrous for that team.

Also none of that has anything to do with power gaming, simply basic systematic understanding of the role.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-12-16/1158:03>
What do you mean "useless spells and skills"? Can you prove that they're useless? Afaik they are all useless, perhaps you just don't like them for a particular reason? Astral Combat may be in an odd state but I think it is fine to take it anyway and a friend of mine did just that on his new character. Artificing seems fine to me. It may be an unusual choice for a shadowrunner but I think it can be fun and I've used it myself. Any skill or spell is a good choice if the player finds it entertaining.

I get the counter argument is that these skills can actually be used for certain things and are therefor not useless.

The point being made is they are low value. Astral Combat and Banishing are whole skills that can basically be obviated by taking Stunbolt or Manabolt as a spell choice and maxing your casting pool, unless you invest huge amounts of resources to make them better or set them against super rare edge case enemies. That is not good design.

Artificing provides no real benefit over spending money except if you're going to upgrade your foci because it saves you bonding karma, and if you get reasonable run rewards, Awakened are usually not too worried about money because they use karma for advancement more than money. Diving and Free-Fall are so niche that to make them valuable investments for the vast majority of characters, the game has to be built around them.

This is a different approach to skills from "my char is an ex-marine who did HALO drops for UCAS so he should have free fall." And the mechanics will let down a character like that, because someone who should have Free Fall 6 based on their backstory is likely to get anywhere from little to no return on that investment in actual play in a typical game. Just like the mechanics let down someone trying to represent the huge variety of skills provided by military basic training, in prio, because you wind up with a lot of redundancies where 1-2 will do.

A lot of new players are going to see Firearms and think it's good for representing ex mil or whatever without realizing for a second how it wastes a very limited resource. That's the problem. the player may find it entertaining in chargen and the. See how useless it is in practice and be stuck or feel stupid. Not a good place to be in.

This is the system. Making calls to verisimilitude does not change that this aspect to the system is busted and has been busted for at least 3 editions.


I think it would be ideal if this person had a form to fill out so we would all know what type of help he is seeking. I think it would help a lot if we knew where he put his karma, as you said. What I would suggest is to tell him that you like his character and give him encouraging feedback. If you think something doesn't add up, tell him, but I would avoid making absolute statements about the value of any particular item, spells, attribute, etc because it is highly subjective.The only skill that strike me as fairly odd is Medicine, I'd probably inquire about that instead of telling him to remove it. The attributes don't really bother me either. I think the best approach is to point out areas where he broke the rules and provide positive feedback, then ask what kind of help he would like.
Yeah if something is bad or unlikely to play out as the newbie thinks I don't see a benefit in sugar coating it.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-12-16/1208:55>
This is a different approach to skills from "my char is an ex-marine who did HALO drops for UCAS so he should have free fall." And the mechanics will let down a character like that, because someone who should have Free Fall 6 based on their backstory is likely to get anywhere from little to no return on that investment in actual play in a typical game. Just like the mechanics let down someone trying to represent the huge variety of skills provided by military basic training, in prio, because you wind up with a lot of redundancies where 1-2 will do.

This is the point where the 'efficiency' needs to go "bye bye". If the character is ex-military, he should have those skills (and definitely shouldn't have any stats dumped to 1 since there are requirements that must be met to join). If he's missing those skills, then it makes no sense for him to have been military.

Some of the worst offenders here are the 'former special forces' characters. There is absolutely no way for any starting character in any system to accurately reflect the level and breadth of a special forces operative's skills with a LOT of restrictions lifted and a LOT of additional points given.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-12-16/1216:30>
I'd recommend someone change their backstory before I recommended taking two full combat skill groups. Story is easier to change than crappy redundant skills are to make valuable.

1s are fine blah blah blah
Title: Re: Power Gaming
Post by: Marcus on <01-12-16/1235:23>
And there in lies the essence of the Stormwind Fallacy.

If you assume that the two (Story and System) must be linked then you have this issue, which can only over come by GM fiat and deep alteration of character generation, which will result in character that would have people howling about how over powered that character is. If you assume that story is a separate but equally important point of character creation, in which story and system do not need to accurately reflect the other simple loosely represent systematic capability, then you can make characters who do.


Title: Re: Power Gaming
Post by: FST_Gemstar on <01-12-16/1247:47>
I guess I have learned to not be too tied to backstory for characters, as the character generation system is complicated/difficult, and it's tough to know what you can reasonably "fit" until you put it together. I will change my character story to better fit stats before I try to fix stats to try to fit character. Perhaps there are some "cool factor" stuff that I want to be non-negotioable, but then I know I have to take that into account and have an even tighter build everywhere else. Even if I dream up a character I really want to play, if I try to force the character into a system that won't accommodate it, playing that character is going to be less fun than I hoped. If I can build a character more around my sheet, I can use my creativity/imagination to think up rationales/backstories/quirks that I may not have pre-planned but still like, and I will probably have more fun with the character in the game world. I get why some people wouldn't like this though.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-12-16/1251:54>
Actually, this where the skill rank explanations become important (at least the Zero Rank explanation). That ex-military character should have training in a plethora of skills since actually having ranks denotes actually being trained. If you absolutely must, for your preference, go for efficiency, at least compromise and have the "less important" (very subjective) ones at 1 rank.

Take the Expeditionary Soldier NPC stat block from the 4th edition War! book. While there are those that decry that book, that stat block is a perfect basis to start with on making an ex-military character. It fits well within character creation guidelines with room to spare (only in Karma Generation for 5th, I'll grant). Now, dropping Heavy Weapons and Gunnery from it wouldn't be too bad an idea since not all soldiers have an MOS supporting those.

Quote from: Expeditionary Soldier

Body 5, Agility 4, Reaction 4(5), Strength 3, Charisma 3, Intuition 4, Logic 2, Willpower 3

Skills: Athletics Skill group 3, Close Combat Skill group 3,
Dodge 3, Etiquette (Military) 2 (+2), Firearms Skill group 4, First
Aid 2, Gunnery 1, Heavy Weapons 3, Infiltration 2, Intimidation
1, Parachuting 2, Perception 1, Survival 2, Throwing Weapons 2

Augmentations: Smartlink (alphaware), Wired Reflexes 1
(alphaware)

Gear: Light military armor, military helmet, Singularity Battle
Buddy Basic, Tacsoft 2, medkit (Rating 6)
Weapons:
Ares Alpha [Assault rifle, DV 6P, AP –1, SA/BF/FA, RC 2, 38
(c); grenade launcher [AP —, SS, RC —, 6(c)]]
Blade Bayonet [Blade, Reach 2, DV (STR/2+2)P, AP –1]
Ares Predator IV [Heavy pistol, DV 5P, AP –1, SA, RC —,
15(c)]
Fragmentation grenade [DV 12P(f ), AP +5, Blast

As I said, it has a good start here and leaves room to incorporate a few minor changes to reflect MOS and the move toward becoming a Runner rather than a Soldier. The armor wouldn't tend to be very good for a Runner and can't be taken without using Restricted Gear, but it's very understandable why he wouldn't have that (though he could go for it and have it in the backstory that he absconded with that item).


And yeah, you should build the sheet and then do other background stuff, but if you start with ex-military when putting that sheet together (even if that's the only bit), then you should have training in the appropriate skills for it.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-12-16/1257:05>
I have very little interest in letting NPC antagonist statblocks serve as benchmarks or gatekeepers against which a PC's backstory must be measured to be deemed "acceptable".

"Ex-mil" is such a common backstory that forcing certain mechanical choices to "justify it," choices which hobble a PC in ways that NPCs (who don't need to worry about chargen) are not affected...I can't accept that.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-12-16/1303:35>
A character using that as a starting point and modified from there isn't hobbled. He may not be getting the absolute maximum possible pools, but he can still be quite effective.



"Former Special Forces" is common too, but that doesn't change that no character right out of generation is going to be good enough to actually fit that mold.
Title: Re: Power Gaming
Post by: Marcus on <01-12-16/1314:00>
A character using that as a starting point and modified from there isn't hobbled. He may not be getting the absolute maximum possible pools, but he can still be quite effective.



"Former Special Forces" is common too, but that doesn't change that no character right out of generation is going to be good enough to actually fit that mold.

Prof rating 5+ Oppforce NPC are supposed to represent the 5th ed spec forces. I agree you cannot build a character to those terms, you can make a character that can 1 v 1 one of them so long as that character's given area of focus is an available combat option. But saying you have to build to the NPC standards, is dangerous, it limits your thinking and, it limiting your options, and it's probably killing the uniqueness/personality of your character.

 
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-12-16/1326:03>
oooh... shifting back a bit - No one has used Special Attributes as examples in the skills as effectiveness issue. Magic 1 Summoning 6 vs. Magic 6 Summoning 1. The Magic 1 Character may be the expert summoner but her expertise is severely limited by her magical energies. The Magic 6 Summoning 1 character throws as many dice as the Magic 1 character, but is going to find spirit summoning a lot easier and less painful, even though he has barely started his magical education. Who is "better" at summoning?
Title: Re: Power Gaming
Post by: celondon on <01-12-16/1415:57>
Anyone can be an adventurer -- in this case "Shadowrunner." Those without appropriate skills, aptitudes, gear and preparation, though, won't stay in that profession long, one way or another.

Since you are building characters to be part of a team, you character should be very good at one thing, good at another and be able to handle tertiary duties on a third, if pushed. Your typical Street Sam, I would expect to be very good at their Ranged combat option, Good at CQC and able to handle a emergency First Aid or Get Away Driver tasks. Deckers I expect to be very good at Matrix operations, good at Overwatch and able to fire a gun well enough to provide backup when the fit hits the shan. In that way, a good team is highly skilled and provides some level of redundancy for given tasks.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-12-16/1515:16>
My favorite characters I have played are Sam/face (who can easily double as wheelman with all the REA) or face/shaman.

First Aid is really messed up this edition. AFAIK it's the only skill with a results limitation tied to skill rank, on top of applying a Limit to hits, on top of you needing to beat a threshold for any positive effect at all. It drastically devalues the skill, IMO.
Title: Re: Power Gaming
Post by: falar on <01-12-16/1526:31>
First Aid is really messed up this edition. AFAIK it's the only skill with a results limitation tied to skill rank, on top of applying a Limit to hits, on top of you needing to beat a threshold for any positive effect at all. It drastically devalues the skill, IMO.
Agreed. It's super weird. You have a Limit, an effective limit and a threshold. So if your skill is 6, you need to have a Limit of 8 to get the maximum healing you can out of it.
Title: Re: Power Gaming
Post by: Hobbes on <01-12-16/1634:25>
A character using that as a starting point and modified from there isn't hobbled. He may not be getting the absolute maximum possible pools, but he can still be quite effective.

"Former Special Forces" is common too, but that doesn't change that no character right out of generation is going to be good enough to actually fit that mold.

Generic NPCs were built with average to good stats, equipment based on threat level and role, and then fudged the dice pools with heinous amounts of skill points.  There is no gain to the game by having Devs spend hours on each NPC using some artificial constraints similar to what PC generation has.  In fact, as a GM, I really hate it when the NPCs get complicated.  There is much to be said for NPCs with simply a stat+skill to calculate a dice pool. 

Similarly there is nothing to gain by comparing a PC backstory to an NPC stat block.  Primarily because that's just silly.  But also if you have a PC with the requisite 1,000 to 2,000 karma in skills, they're going to completely crush the NPC stat block with superior Attributes, gear, and overall more optimized build.  To say nothing of the Positive and Negative qualities as NPCs typically don't have many.
Title: Re: Power Gaming
Post by: Jayde Moon on <01-12-16/2000:17>
As a military guy who has worked with Spec Ops, I personally think you can come pretty close to making a young to mid level spec ops guy at character creation.  It's just an opinion, of course... but A Skills, B Attributes, C Resources, D Race, E Magic could do a pretty good job, IMO.
Title: Re: Power Gaming
Post by: Tarislar on <01-12-16/2017:19>
As far as skill vs attribute...
SR should not have bothered with defining the skills since the mechanics they have chosen to use doesn't support the definitions.

It is an irrefutable fact that Pistols 0 and AGI 6  Pistol 3 and AGI 3 gives the same DP as Pistols 5 and AGI 1. And all the various combination that give you a 6 DP. (Thanks A4BG)

In real life having a high AGI ha nothing to do with having an aptitude for shooting- otherwise every professional figure skater ever is going to be a decent shot.. and we all know that cannot hold true.

DND doesn't give artificial names to the ranks in a skill. If you have 5 ranks plus you attribute modifier is +5, it's simply a +10 to a d20 roll. Same as 8 ranks plus 2 modifier is a +10. Mechanically it's the +10 that matters.

Same holds true in SR, a DP of 12 is a DP of 12 and are mechanically equal no matter how you got to it.

The problem of trying to view the skill in isolation to the DP is the way Character Generation and Character advancement work. The highest possible starting skill is 8 (and only with life modules and having picked the Aptitude quality) but realistically, most builds are capped at 6 plus a specialization. However, starting attributes can be double digits. The way that karma is earned and the expense in raising skills beyond 6 means you don't see many players with double digit skills. It's hard justifying spending 50 Karma on one skill when you character has skill holes that need to be filled (and most characters do have skill holes). The system is purposely built this way to encourage diversification after character generation.

One of the things I would like to see in regards to DP is to have Skills give you 2D per Level instead of 1.
So they have more "weight" than the attached attribute.
I realize this means that resisted tests will need to be adjusted against that higher # of dice but over all I think it would be a good option.

Second I'd like to see the Karma Costs for Skills go down.  Too expensive compared to attributes atm.
A single point per level combined with the above extra skill dice would actually make the Attributes v/s Skills choice be difficult to make.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/0011:24>
I am well aware of how the system works and what skills are wonky and should have came with better rules, etc. The difference between you and I is that I have no problem whatsoever with playing "bad" characters. I don't really care that Stunbolt is better than Astral Combat, I will choose whichever one I think is going to be more fun. I am not trying to beat the game, I just want to enjoy the game. I enjoy winning and losing. I enjoy having flaws, even serious flaws. Having a very poor dodge pool is a big problem but I will still play such characters. I got away from playing super safe with character builds a long time ago, I find it very interesting to explore weaknesses and what you may consider to be flawed designs. Just because I don't agree with your mentality does not mean I don't understand the rules.

Hobbes, when I say "positive feedback" I am talking about telling him his character is cool and getting him pumped up to play it. I would not say "Neat idea but you have too many bad skills and your attributes are really sub-optimal for your role, scrap 1/3 of it and play the character I suggest." And I have seen that happen a LOT of times over the years. I rarely check this sub forum because of the bad  history it has.

I should note that I prefer a DEEP level of immersion and many of my views are based on that. I like to take every aspect of my background and character sheet to produce the most powerful roleplaying experience I can bring to the table. If something makes sense for the character but it is "useless" I will still take it and sometimes it does come into play. I also feel that a crucial GM skill is to make players feel good about the choices they made, not punishing them because they didn't fully optimize. If one of my players took Rating 7 Performance and his background said he was a musician in Aztlan for 10 years, I would probably look for a way to work that into a run or at least a session, or maybe more than one, it could even become important to the campaign as a whole. When a player invests a ton of karma into something and the GM doesn't have it come into play ever, that just encourages him to not spend his karma on things like that again. But if the GM understands that the player purchased it because he thought it was very cool and rewards him for it at some point, the player will be very happy and continue to build characters how he likes. It's things like this that lead players to avoid certain skills because they feel useless, and with a GM who hasn't learned this valuable skill, they probably are useless.The same is true for knowledge and language skills. Many people won't invest actual karma into them, they just take the freebies. Such skills rarely, if ever come up in quite a  few groups. But if the GM makes the skills worthwhile they go from useless to amazingly fun.

I would even go so far as to say that I wouldn't always take Stunbolt over Astral Combat because it's not how I visualize my character fighting spirits. I also don't like to take certain spells, guns, vehicles, ware, etc every time because they are the best or most useful. I think changing it up is a lot of fun.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-13-16/0111:28>
There definitely could be more an effort push back on character help requests to learn more about the context of the character/player will be in and to learn more about what kind of character is going to be fun for the player to play. People go quick to optimizing because some things are easy to spot and people don't include the context with their initial postings. However, I'm not sure people consciously post to with the request, "How can I make this character more fun?" It's a very subjective question that strangers don't always feel comfortable advising on. Lots of good ideas can from bouncing around what different people think is might be fun for a character and builds can really come together in ways that feel systemically more masterful and help provide a richer experience for a player.

I agree that part of a GM's role is working with players to put together campaign elements that help make playing at the table feel resonant and fun.  I don't think this is so in question though. It's no fun for a player or GM to have campaigns/runs that are not suited or interesting to players. If a table doesn't have a magician, campaigns probably shouldn't involve frequent astral quests. If no one can do Matrix work, having deep data steals is going to be frustrating. GMs should also be open to players working in their strengths in creative ways, especially when they might not have expected it.
Title: Re: Power Gaming
Post by: Facemage on <01-13-16/0251:37>
I am well aware of how the system works and what skills are wonky and should have came with better rules, etc. The difference between you and I is that I have no problem whatsoever with playing "bad" characters. I don't really care that Stunbolt is better than Astral Combat, I will choose whichever one I think is going to be more fun. I am not trying to beat the game, I just want to enjoy the game. I enjoy winning and losing. I enjoy having flaws, even serious flaws. Having a very poor dodge pool is a big problem but I will still play such characters. I got away from playing super safe with character builds a long time ago, I find it very interesting to explore weaknesses and what you may consider to be flawed designs. Just because I don't agree with your mentality does not mean I don't understand the rules.

Hobbes, when I say "positive feedback" I am talking about telling him his character is cool and getting him pumped up to play it. I would not say "Neat idea but you have too many bad skills and your attributes are really sub-optimal for your role, scrap 1/3 of it and play the character I suggest." And I have seen that happen a LOT of times over the years. I rarely check this sub forum because of the bad  history it has.

I should note that I prefer a DEEP level of immersion and many of my views are based on that. I like to take every aspect of my background and character sheet to produce the most powerful roleplaying experience I can bring to the table. If something makes sense for the character but it is "useless" I will still take it and sometimes it does come into play. I also feel that a crucial GM skill is to make players feel good about the choices they made, not punishing them because they didn't fully optimize. If one of my players took Rating 7 Performance and his background said he was a musician in Aztlan for 10 years, I would probably look for a way to work that into a run or at least a session, or maybe more than one, it could even become important to the campaign as a whole. When a player invests a ton of karma into something and the GM doesn't have it come into play ever, that just encourages him to not spend his karma on things like that again. But if the GM understands that the player purchased it because he thought it was very cool and rewards him for it at some point, the player will be very happy and continue to build characters how he likes. It's things like this that lead players to avoid certain skills because they feel useless, and with a GM who hasn't learned this valuable skill, they probably are useless.The same is true for knowledge and language skills. Many people won't invest actual karma into them, they just take the freebies. Such skills rarely, if ever come up in quite a  few groups. But if the GM makes the skills worthwhile they go from useless to amazingly fun.

I would even go so far as to say that I wouldn't always take Stunbolt over Astral Combat because it's not how I visualize my character fighting spirits. I also don't like to take certain spells, guns, vehicles, ware, etc every time because they are the best or most useful. I think changing it up is a lot of fun.

I understand your statements and viewpoints. I have no problems with them. But you said also that in your games:
a) characters get more karma
b) enemies at least in the beginning are easier than the archetypes.

The question is: Can your interesting character survive in much more dangerous campaigns? In my example, Wolf the shaman should be able to survive in the campaign with the following rules:
a) karma rewards as the guidelines in the corebook
b) first enemies are like archetypes from the corebook.

I said that the player's table uses those rules.

You can create very interesting backstory and that's why select low dodge pool and wonky skills. You put a lot of effort to the backstory and that's why your character is not the best character in the fight. And the first ork street samurai from the corebook kills him with a single shot with an assault rifle... It's time to create a new character.
Title: Re: Power Gaming
Post by: Facemage on <01-13-16/0300:43>
I agree that part of a GM's role is working with players to put together campaign elements that help make playing at the table feel resonant and fun.  I don't think this is so in question though. It's no fun for a player or GM to have campaigns/runs that are not suited or interesting to players. If a table doesn't have a magician, campaigns probably shouldn't involve frequent astral quests. If no one can do Matrix work, having deep data steals is going to be frustrating. GMs should also be open to players working in their strengths in creative ways, especially when they might not have expected it.

I agree this. I have sometimes thought what to do, if I have only 2 players? They cannot cover all roles (face, mage, decker, sam and rigger).  One solution is to give players more resources in the beginning (for example sum to 12 or 13). The players can easily create characters with 2 roles. For example sam/face/rigger and decker/mage. The another option is face/mage and decker/sam/rigger. If you have A in skills, you can easily cover two or even three roles.
Title: Re: Power Gaming
Post by: Glyph on <01-13-16/0315:34>
I am well aware of how the system works and what skills are wonky and should have came with better rules, etc. The difference between you and I is that I have no problem whatsoever with playing "bad" characters. I don't really care that Stunbolt is better than Astral Combat, I will choose whichever one I think is going to be more fun. I am not trying to beat the game, I just want to enjoy the game. I enjoy winning and losing. I enjoy having flaws, even serious flaws. Having a very poor dodge pool is a big problem but I will still play such characters. I got away from playing super safe with character builds a long time ago, I find it very interesting to explore weaknesses and what you may consider to be flawed designs. Just because I don't agree with your mentality does not mean I don't understand the rules.

Hobbes, when I say "positive feedback" I am talking about telling him his character is cool and getting him pumped up to play it. I would not say "Neat idea but you have too many bad skills and your attributes are really sub-optimal for your role, scrap 1/3 of it and play the character I suggest." And I have seen that happen a LOT of times over the years. I rarely check this sub forum because of the bad  history it has.

I should note that I prefer a DEEP level of immersion and many of my views are based on that. I like to take every aspect of my background and character sheet to produce the most powerful roleplaying experience I can bring to the table. If something makes sense for the character but it is "useless" I will still take it and sometimes it does come into play. I also feel that a crucial GM skill is to make players feel good about the choices they made, not punishing them because they didn't fully optimize. If one of my players took Rating 7 Performance and his background said he was a musician in Aztlan for 10 years, I would probably look for a way to work that into a run or at least a session, or maybe more than one, it could even become important to the campaign as a whole. When a player invests a ton of karma into something and the GM doesn't have it come into play ever, that just encourages him to not spend his karma on things like that again. But if the GM understands that the player purchased it because he thought it was very cool and rewards him for it at some point, the player will be very happy and continue to build characters how he likes. It's things like this that lead players to avoid certain skills because they feel useless, and with a GM who hasn't learned this valuable skill, they probably are useless.The same is true for knowledge and language skills. Many people won't invest actual karma into them, they just take the freebies. Such skills rarely, if ever come up in quite a  few groups. But if the GM makes the skills worthwhile they go from useless to amazingly fun.

I would even go so far as to say that I wouldn't always take Stunbolt over Astral Combat because it's not how I visualize my character fighting spirits. I also don't like to take certain spells, guns, vehicles, ware, etc every time because they are the best or most useful. I think changing it up is a lot of fun.

That may work out fine for you, but do you really think it is the same attitude that someone posting to this subforum will have?  Someone who is okay with playing a character with suboptimal choices made for roleplaying reasons has no reason to post that character here.  People post characters here to see if they mechanically work - although I have seen a few pure concept posts along the line of "How would you make this concept in the system?"  We are here to look at the nuts and bolts, not to give out warm fuzzies.  I think "Neat idea but...", followed by some solid advice on how to actually implement a concept, is being helpful, not trampling on a delicate snowflake.
Title: Re: Power Gaming
Post by: Marcus on <01-13-16/0342:46>
The problem that springs up with the "It's fine to play a bad from the view point of the system character" is the 2nd order consequences of doing so. Game theory for RPGs teaches that, by default the player will be successful at whatever the goal is, so whenever dice are rolled the odds of the players being successful decreases by some amount. Clearly the less likely the character is to be successful at a given roll dictates the size of that decrease.  So when your bring your character who is bad, at something he or she should be good at your bring down your whole team.

So yes I won't play a character I know is bad, b/c I would never ask my tables mates to bring a bad character on a run. I'm fine with bringing a character that won't always be useful, or taking a character out his comfort zone, and I'm fine with failing to be successful, that's just part of the game. However that does leads to the question of if the character is bad, why is that character getting selected for a given run? Further if he is well and truly bad why would any one keep that character on a team?

When your putting together your crew to commit crime for fun and profit, ya don't bring someone who isn't at the top of their game. Making a build choice base on fun factor is fine, nothing wrong with that. Making a choice that prevents your character from being able to complete their given role is a another level of issue. Telling someone their concept is functional, when you know it's not going to be able full fill it's role, to me is deceiving them.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/0635:12>
Perhaps the elite decker is just nowhere to be found so you took the best guy you could get. Or maybe you took the second or third option because you thought he seemed more well rounded or he didn't rub you the wrong way like the elite decker did. You are going to want to find people that you can mesh with. I don't agree with this idea that all runner teams need to be full of people very proficient in their role. Shadowrunners make up a  very small portion of the global population and you have to play the cards you're dealt or go with a smaller team. There are so many justifications for taking a lesser skilled runner that it's not even worth going into further detail. You also have to wonder what the average runner looks like. It seems that you guys think shadowrun is a game that is 100% about forming the best team possible and that is definitely not the case imo, I think that is a very narrow point of view and when I read shadowrun novels I often get the impression that the team members are not of the same approximate skill level. Look at real world pro sports, there is usually a star player or two and the skill disparity between players is often very high, the fact is that there are average and below average players even when recruiting players from all around the world. Of course there are jobs available for average or below average runners, why wouldn't there be? At some point your elite runner was a noobie too and he presumably had to work his way up, building his skills along the way.

I am someone that has started the hobby like most. I began building very strong characters (or attempting to) and had a good time doing so. But that is only the tip of the iceberg, playing average and below average characters comes with merits too. If you play exclusively powerful characters you are missing out on a plethora of positive experiences. You very well may have a blast in the long run by playing such characters but you also *might* be missing out on things you would enjoy much more. The only way to know for sure is to give it a try.

The archetypes in the book are what I would consider to be Prime Runners and do not represent normal opposition for the players. Prime Runners are less common and intended to be more significant when they do pop up as opponents. There are also a million ways to defeat them, even with significantly weaker characters, there are tons of variables in place here and the GM is not forced to make a weaker team face only Professional Rating 1 and 2 opponents. This all comes down to the skill and experience of the GM and how well he can evaluate the team and what they're capable of. Additionally, planning for all runs to be successful is another example of a narrow point of view. Losing from time to time adds value to wins and if you only win it takes value away from them. If you disagree with that I think it would be due to inexperience or from the GM or players handling it in a poor manner. Even having losing streaks can be a lot of fun and make for a better story. The general point I'm trying to make is that there is much more to Shadowrun, and roleplaying in general, than trying to make powerful characters and succeed as much as possible. And to be clear, if that's what you like I don't have an issue with it but just be aware that there are more possibilities.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-13-16/0638:51>
I don't usually submit my characters for review to forums because I am confident in them. Recently I decided to get involved with runnerhub to scratch my SR itch. I had to submit a character. I came up with a pretty cool idea for a face and had worked it all out.

Along the way I had a sheet reviewer tell me to get rid of my standard ammo because it is "crap". My knee jerk was so strong I withdrew the character. I have standard ammo for every character I make. It is legal and makes you look like an armed citizen, which isn't abnormal in shadowrun. It is also effective on drones (unlike Gel), cheaper than stick and shock while providing more knock down power (in addition to allowing you to shoot through barriers, which I can't imagine stick and shock does so well). I'd be shooting hollow points in a heart beat if they weren't illegal and priced way too high. All that aside, standard ammo is standard for a reason. 9/10 guns are probably loaded with it.

The entire interaction, as innocuous as it might look revealed the character of that moderator (if not the community they represent). It was such a turn off to know that non-power gamers need not apply. APDS or go home. Well, I took my ball and went home.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/0707:17>
I don't usually submit my characters for review to forums because I am confident in them. Recently I decided to get involved with runnerhub to scratch my SR itch. I had to submit a character. I came up with a pretty cool idea for a face and had worked it all out.

Along the way I had a sheet reviewer tell me to get rid of my standard ammo because it is "crap". My knee jerk was so strong I withdrew the character. I have standard ammo for every character I make. It is legal and makes you look like an armed citizen, which isn't abnormal in shadowrun. It is also effective on drones (unlike Gel), cheaper than stick and shock while providing more knock down power (in addition to allowing you to shoot through barriers, which I can't imagine stick and shock does so well). I'd be shooting hollow points in a heart beat if they weren't illegal and priced way too high. All that aside, standard ammo is standard for a reason. 9/10 guns are probably loaded with it.

The entire interaction, as innocuous as it might look revealed the character of that moderator (if not the community they represent). It was such a turn off to know that non-power gamers need not apply. APDS or go home. Well, I took my ball and went home.

Thanks for sharing that story. I have had similar experiences and haven't posted a character here in many years. I have had long absences from these forums because of posters that I consider to be trolls and extremely abusive to the point where I no longer had any fun, and a lot of them used to post in this sub forum, all of whom were power gamers. People can and do quit the forums and sometimes even the game because of the way people treat them. I didn't give any specific examples because I don't want to cause any trouble but I think it's very common for people to leave insulting or annoying critiques and they often don't realize it. Having any kind of discussion about the topic seems to always get power gamers fired up, as it did in this thread and many others.

Power gamers tend to have very narrow opinions and make a ton of declaritive statements about particular aspects of the game, most commonly regarding the selection of certain items or character stats. The fact is that not everyone wants to use the 'best' pistol or omit 'crap' skills or 'useless' spells, etc. Anything in the books is open game and we can only decide the value we place on it personally. I have used the majority of weapons at some point or another and I think it's perfectly fine to use weaker gear. You have to keep in mind that there is no way in game for the characters to see the statistics the players see. They also can't see the rules for spells or vehicles. I think that the player who places the least restrictions on his play style is the most likely one to have fun. When I buy a new book it's pretty obvious to me which guns are the strongest or which qualities are a good value, but if I'm unwilling to use them I have essentially removed some of my options for the book I just purchased. It can be a lot of fun to use a Colt Government 2066 even though it's not the strongest pistol, it can even make you feel somewhat special when everyone around you is packing their Predator, but you like your trusty Colt. The same logic applies to spells, I used to never play magicians without Heal just because I thought it was awesome and it seemed essential. Then I tried a magician without it, knowing I'd be better off with it, and I had a lot of fun because I got a different spell, I had a bit of a weakness, and I made myself excited for the next time I got to take Heal. Skills are the same deal, I'm pretty damn aware that Performance is likely only going to save my ass somewhere between never and twice, but it's a part of my character and if it does prove to be useful I'm going to enjoy that a lot more than just firing my assault rifle on every single street samurai. A lot of skills that clearly aren't as useful as others, such as Free Fall, Armorer, or Artificing, can be really fun to have and it is really cool knowing you have an ace in the hole that nobody else would even dream of taking, and when it finally comes into play people say "Whatt?! You have that skill? I never took it before, that's awesome!" At least that's how it's been at my table :)
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-13-16/0728:58>
 I love freefall, because everyone thinks it is useless. I've been in a fair share of games that called for repelling from roofs. I wonder how familiar most people are with the rules for falling damage. Splat.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-13-16/0729:48>
I have had long absences from these forums because of posters that I consider to be trolls and extremely abusive to the point where I no longer had any fun, and a lot of them used to post in this sub forum, all of whom were power gamers.
If someone is being abusive or a troll you have recourse. Flag the post.

Having any kind of discussion about the topic seems to always get power gamers fired up, as it did in this thread and many others.
You keep saying that you're NOT saying that some people are Doing It Wrong, then you say something like this. It's not a discussion when you imply people are Doing It Wrong by continually insist that you're not saying that even though it's clear to everyone what you're implying.

Power gamers tend to have very narrow opinions and make a ton of declaritive statements about particular aspects of the game
Said without a shred of irony. "Only a Sith deals in absolutes," says man speaking in absolutes.

The fact is that not everyone wants to use the 'best' pistol or omit 'crap' skills or 'useless' spells, etc. Anything in the books is open game and we can only decide the value we place on it personally.
Something something we don't know their context of posting etc etc I have no reason to believe you're arguing in good faith at this point.

Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-13-16/0825:57>
Power gamers tend to have very narrow opinions and make a ton of declaritive statements about particular aspects of the game
Said without a shred of irony. "Only a Sith deals in absolutes," says man speaking in absolutes.
"All extremes are bad. Except this one." :D
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/0846:01>
That may work out fine for you, but do you really think it is the same attitude that someone posting to this subforum will have?  Someone who is okay with playing a character with suboptimal choices made for roleplaying reasons has no reason to post that character here.  People post characters here to see if they mechanically work - although I have seen a few pure concept posts along the line of "How would you make this concept in the system?"  We are here to look at the nuts and bolts, not to give out warm fuzzies.  I think "Neat idea but...", followed by some solid advice on how to actually implement a concept, is being helpful, not trampling on a delicate snowflake.

I think you're very wrong here. Sometimes what you say might be accurate, but most times I think things are posted in this subforum because the poster is thinking "Hey, this is cool! I wanna share it!".
Title: Re: Power Gaming
Post by: Hobbes on <01-13-16/0907:34>
You can create very interesting backstory and that's why select low dodge pool and wonky skills. You put a lot of effort to the backstory and that's why your character is not the best character in the fight. And the first ork street samurai from the corebook kills him with a single shot with an assault rifle... It's time to create a new character.

5th Edition Shadowrun is moderately lethal game if your GM doesn't pull punches.  Most of the modules and missions out there have critical skill tests that presume you're capable of getting 4 hits in your chosen specialty.  If a poster comes here looking for advice, they're going to get advice to have a character that can survive and defeat standard enemies and succeed at the common difficulties you see in modules and missions. 

I have absolutely no idea why the exact same interesting backstory can't be used for a character with a good chance of success at moderate levels of difficulty.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/0921:02>
You can create very interesting backstory and that's why select low dodge pool and wonky skills. You put a lot of effort to the backstory and that's why your character is not the best character in the fight. And the first ork street samurai from the corebook kills him with a single shot with an assault rifle... It's time to create a new character.

5th Edition Shadowrun is moderately lethal game if your GM doesn't pull punches.  Most of the modules and missions out there have critical skill tests that presume you're capable of getting 4 hits in your chosen specialty.  If a poster comes here looking for advice, they're going to get advice to have a character that can survive and defeat standard enemies and succeed at the common difficulties you see in modules and missions. 

I have absolutely no idea why the exact same interesting backstory can't be used for a character with a good chance of success at moderate levels of difficulty.

Helping someone achieve through advice is one thing, but telling them to ditch skills you* consider 'redundant' or to drop spells/skills you* consider 'useless' is another thing entirely.

(*) Generic 'you'


On another note, personally, I consider Perception to be the most 'wonky' skill. Being tied to the Mental limit, it is quite likely that a good chunk of skilled stealthers are going to be getting more hits than the 'defender's' Mental limit, thus making it impossible for them to spot him--don't really even need to go much into the double digits to pull that off.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-13-16/0933:17>
It helps that sensory enhancement mods add to the Limit.

Some skills are redundant or useless in the vast majority of games. This isn't really very controvertible, even if the GM should try to make everyone's investments feel useful, they don't think to or that's just not always possible. *shrug* I don't particularly like that this is how the game was designed, but they didn't ask me when they were writing it, so I feel no qualms telling someone to ditch a skill that they will likely get little to no return on.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/0951:32>
I have had long absences from these forums because of posters that I consider to be trolls and extremely abusive to the point where I no longer had any fun, and a lot of them used to post in this sub forum, all of whom were power gamers.
If someone is being abusive or a troll you have recourse. Flag the post.

Having any kind of discussion about the topic seems to always get power gamers fired up, as it did in this thread and many others.
You keep saying that you're NOT saying that some people are Doing It Wrong, then you say something like this. It's not a discussion when you imply people are Doing It Wrong by continually insist that you're not saying that even though it's clear to everyone what you're implying.

Power gamers tend to have very narrow opinions and make a ton of declaritive statements about particular aspects of the game
Said without a shred of irony. "Only a Sith deals in absolutes," says man speaking in absolutes.

The fact is that not everyone wants to use the 'best' pistol or omit 'crap' skills or 'useless' spells, etc. Anything in the books is open game and we can only decide the value we place on it personally.
Something something we don't know their context of posting etc etc I have no reason to believe you're arguing in good faith at this point.

1. I don't see the  point really, there are people that have been here for many years trolling and being abusive and they haven't been banned.

2.I said that because it's true. Every time these discussions pop up a power gamer makes an abusive post. I don't see why I'm not allowed to point that out.

3.Read what I said again. I said "tend", that is not an absolute, clearly. Saying "Never take the Pistols skill because it is shit" is an absolute. There is a huge difference.

4.I don't see what isn't valid about what I said. I don't see why you need any context, either. All the skills, guns and spells are in the book for a reason, do you disagree? I don't like the idea of teaching new players that useful things are useless because all of these things could save your ass.

I understand that you are a bit charged by this discussion since another poster called you a power gamer and you acknowledged it and didn't deny it. I want it to be clear that while I don't like power gaming I accept that it exists and that people should do it if that's what they find fun about the hobby. I am trying to demonstrate that there are multiple ways to approach character creation. I see absolutely no value in essentially removing a large portion of character options because they aren't up to par with other options, not unless it is your sole objective to be literally as proficient in your role as possible. Clearly there are certain options that are mathematically superior but when you pay $50 for a book boasting 100 weapons and you're only willing to ever use the 5 best ones, I think that is really unfortunate. It also leads to other issues such as reaching the conclusion that certain things are inferior are useless and later learning that it was not actually the case. I think of all the novels I've read and pretty much any vehicle, gun, spell, etc can pop up, that makes it really fun to read. I don't think the writers discern what the best stuff is and only equip their characters with those things, even the most powerful characters in the world use things that are not the best in their category and many times being able to show up with something truly innovative can be a lot more rewarding than bringing the same tools to every event.

Again, not trying to force my perspective on anyone, just like I think powergamers should exercise some caution when they give advice.
Title: Re: Power Gaming
Post by: falar on <01-13-16/0956:35>
On another note, personally, I consider Perception to be the most 'wonky' skill. Being tied to the Mental limit, it is quite likely that a good chunk of skilled stealthers are going to be getting more hits than the 'defender's' Mental limit, thus making it impossible for them to spot him--don't really even need to go much into the double digits to pull that off.
To spin off topic momentarily - I've considered removing Perception as a skill and making it an Intuition + Logic check. Qualities/Gear/Abilities that improve Perception checks would still do so, but the base would be Intuition + Logic.
Title: Re: Power Gaming
Post by: Facemage on <01-13-16/0957:43>
You can create very interesting backstory and that's why select low dodge pool and wonky skills. You put a lot of effort to the backstory and that's why your character is not the best character in the fight. And the first ork street samurai from the corebook kills him with a single shot with an assault rifle... It's time to create a new character.

5th Edition Shadowrun is moderately lethal game if your GM doesn't pull punches.  Most of the modules and missions out there have critical skill tests that presume you're capable of getting 4 hits in your chosen specialty.  If a poster comes here looking for advice, they're going to get advice to have a character that can survive and defeat standard enemies and succeed at the common difficulties you see in modules and missions. 

I have absolutely no idea why the exact same interesting backstory can't be used for a character with a good chance of success at moderate levels of difficulty.

In this answer I assumed such kind of backstory that you
a) share your attributes such that for example rea and int are both low
b) share your skill points to wonky skills (free-fall, running, first aid, biotechnology and so on), such that your average pool in your primary skills are not higher (or are even lower) than the archetype characters' respective pools.

I think that this kind of character cannot survive at moderate levels of difficulty. And that's why I think that Shadowjack won't get what he want. We cannot assume that all tables use rules in which a corebook archetype character is a prime runner level enemy, and more common enemies are weaker. For example in our table our gm said: your character should be able to win archetype characters easily. This technically means, that a sam should have automatics 6 with specialization and agility 6 with ware. And a mage's casting pool should be 14-16 in combat or area illusion spells and so on. I think that I later ask these questions from newcomers:
a) what are karma rewards of your table?
b) what is your typical enemy in the first run?
and base my comments to his answers to these questions. If the enemies are archetype characters, there is absolutely no room for at least many wonky skills and odd attributes. So, optimizing and powergaming will probably continue.
Title: Re: Power Gaming
Post by: Hobbes on <01-13-16/1007:31>
Again, not trying to force my perspective on anyone, just like I think powergamers should exercise some caution when they give advice.

Forums, emails, texts, ect are all poor forms of communication for certain things since you can't type vocal intonations and body language. 

I don't notice "YOU SUCK LOLOLOLOL" posted, or when it is that poster is quickly gone.  I do see a lot of "Skill X is a bad skill" or "Spell X is redundant with Y." or "You could move a couple stat points around to get better dice pools."  Those statements aren't personal, if a poster takes statements like that as a knock on a character concept... *shrug*   
Title: Re: Power Gaming
Post by: Hobbes on <01-13-16/1008:23>
On another note, personally, I consider Perception to be the most 'wonky' skill. Being tied to the Mental limit, it is quite likely that a good chunk of skilled stealthers are going to be getting more hits than the 'defender's' Mental limit, thus making it impossible for them to spot him--don't really even need to go much into the double digits to pull that off.
To spin off topic momentarily - I've considered removing Perception as a skill and making it an Intuition + Logic check. Qualities/Gear/Abilities that improve Perception checks would still do so, but the base would be Intuition + Logic.

Previous editions Perception was a stat check, no skills.  Might be all the way back to first though...
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-13-16/1012:20>
I see you, Falar - Trying to justify that Narco'd Psyche addiction even more! ;-)
Title: Re: Power Gaming
Post by: Facemage on <01-13-16/1013:29>
On another note, personally, I consider Perception to be the most 'wonky' skill. Being tied to the Mental limit, it is quite likely that a good chunk of skilled stealthers are going to be getting more hits than the 'defender's' Mental limit, thus making it impossible for them to spot him--don't really even need to go much into the double digits to pull that off.
To spin off topic momentarily - I've considered removing Perception as a skill and making it an Intuition + Logic check. Qualities/Gear/Abilities that improve Perception checks would still do so, but the base would be Intuition + Logic.

This is a good suggestion, because it will free points to other skills. But powergaming does not stop here, because it only means lower priorities to skills... :)
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/1016:02>
You can create very interesting backstory and that's why select low dodge pool and wonky skills. You put a lot of effort to the backstory and that's why your character is not the best character in the fight. And the first ork street samurai from the corebook kills him with a single shot with an assault rifle... It's time to create a new character.

5th Edition Shadowrun is moderately lethal game if your GM doesn't pull punches.  Most of the modules and missions out there have critical skill tests that presume you're capable of getting 4 hits in your chosen specialty.  If a poster comes here looking for advice, they're going to get advice to have a character that can survive and defeat standard enemies and succeed at the common difficulties you see in modules and missions. 

I have absolutely no idea why the exact same interesting backstory can't be used for a character with a good chance of success at moderate levels of difficulty.

In this answer I assumed such kind of backstory that you
a) share your attributes such that for example rea and int are both low
b) share your skill points to wonky skills (free-fall, running, first aid, biotechnology and so on), such that your average pool in your primary skills are not higher (or are even lower) than the archetype characters' respective pools.

I think that this kind of character cannot survive at moderate levels of difficulty. And that's why I think that Shadowjack won't get what he want. We cannot assume that all tables use rules in which a corebook archetype character is a prime runner level enemy, and more common enemies are weaker. For example in our table our gm said: your character should be able to win archetype characters easily. This technically means, that a sam should be automatics 6 with specialization and agility 6 with ware. And a mage casting pool should be 14-16 in combat or area illusion spells and so on. I think that I later ask these questions from newcomers:
a) what are karma rewards of your table?
b) what is your typical enemy in the first run?
and base my comments to his answers to these questions. If the enemies are archetype characters, there is absolutely no room for at least many wonky skills and odd attributes. So, optimizing and powergaming will probably continue.

I'm just relaying what the core book said, feel free to use the example characters however you see fit. I say they're Prime Runners because they are fully fleshed out characters with a writeup and built under the same system (or supposed to be) as player characters. That be definition makes them Prime Runners. I certainly don't think any of those characters would serve as a main villain in a long campaign, I don't even think they'd make that interesting of NPC's.

As for karma rewards, there are only guidelines in the core book and most people find them to be excessively low. Good luck trying to raise a skill from 6 or 13 during a campaign, you'd be playing for a damn long time even if you didn't use karma on anything else. I personally think the guidelines are really bad and I don't use them. As for typical enemies, that really just depends on the makeup of the group and what kind of game the GM wants to run. I don't use the example characters as a benchmark and I don't even look at them period. I view them as example characters that give an idea of what the archetype might include and if needed they can be used as a player character. You can say that there is no room for wonky skills but good luck when you jump out of an airplane while being shot at and you didn't take any skills to back it up. You can try to pick the overall most important skills but no matter what you pick you'll eventually find yourself in a tricky spot.

Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1019:56>
The archetypes in the book are what I would consider to be Prime Runners and do not represent normal opposition for the players.

Wait, what?! Sorry, but no. A Prime Runner is one that is MUCH more skilled than that. Prime Runners are experienced to the point where characters on par with the Professional Rating 6 NPCs are going to have a hard time.
Title: Re: Power Gaming
Post by: falar on <01-13-16/1022:29>
I see you, Falar - Trying to justify that Narco'd Psyche addiction even more! ;-)
Psyche is one of the best drugs in the game. Narco just makes it beautiful.
Title: Re: Power Gaming
Post by: Darzil on <01-13-16/1023:24>
If you wanted better balance, you'd cost skills differently based on their expected frequency, but character generation is complex enough in Shadowrun as it is !

Better balance still would be even more complex, as for things like combat skills you'd probably cost the second and subsequent skills less than the first.

Lets not go there!

At the end of the day, this is a forum for people to get feedback on their character builds. If people don't want criticism (critique is called out in the forum name), then don't post here. I suspect for most people, though, this is a wonderful place to get advice from a huge number of very experienced people who are very helpful in my experience (eg tend to get multiple responses in the first few hours after posting).

Maybe some of the usual gotcha's and some general guideance should exist in a sticky post ? We still have one like that for SR4 !
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1029:02>
If you wanted better balance, you'd cost skills differently based on their expected frequency

Gotta disagree here, though karma costs for advancement should be different than what they are, IMO.

Here's what I think would be a better cost scheme:

Attributes: New Rating x 4
Skills: New Rating
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-13-16/1046:44>
"You can try to pick the overall most important skills but no matter what you pick you'll eventually find yourself in a tricky spot."

This is true, whether you super specialize or diversify skills at character generation. No one is going to be able to excel at everything, or even barely handle something. There are more ways to mitigate this than just skills though. That's when you rely on gear, teammates, contacts, magic, creative use skills you do have, etc. . A parachute is going to serve a character a lot better if they jump out of a plane than having a few points in Freefall just for that potentiality. A Levitate spell would be handy too. Maybe a drone that can carry some of your weight to reduce your fall rate. Maybe a new Rigger 5.0 gliding system in that drone would be even better. Freefall and a parachute would be better though for when it does happen. You have to make some choices in Shadowrun, but there are many ways to survive the shadows that go beyond skills. Some of those ways may save your because you doubled down on your specialties (mages taking more spells, riggers maxing pilot aircraft, etc.). At character generation, per the description in core, a character should be excellent at some things, and be able to do some other tasks if needed. No character is expected to have the skills to have the dicepools to handle everything.  I guess a high attribute character with a high rating skillwire system and a machine sprite and skillsoft subscription can be a skill generalist. But that is an optimizing heavy character too.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/1056:01>
The archetypes in the book are what I would consider to be Prime Runners and do not represent normal opposition for the players.

Wait, what?! Sorry, but no. A Prime Runner is one that is MUCH more skilled than that. Prime Runners are experienced to the point where characters on par with the Professional Rating 6 NPCs are going to have a hard time.

"Grunts, no matter their Professional Rating, are nameless cannon fodder. They’re not meant to be remembered, whether they’re a match for the PCs or not. Prime runners, though, are different. They have names. They send the grunts out on their errands. They have their own plans and agendas. Most importantly, they move the plot along. “Prime runner” is a catch-all term. They’re not all shadowrunners as such. They are, however, significant characters who recur over the course of the adventure, and frequently over the course of a campaign. If grunts are extras and supporting cast, then prime runners are the special guest stars. They can fall anywhere along the spectrum, from the chief antagonist all the way to the lifelong friend of one of the PCs, and all points in between.

BUILDING PRIME RUNNERS A prime runner shouldn’t be thrown together. Like player characters, they should be built from the ground up, using the Priority System (see Building a Shadowrunner, p. 62), and advanced with Karma. As you build them, keep in mind the strength the NPC should have in relation to the PCs. This will determine how much Karma you’ll need to spend on the prime runner (see the Prime Runner Creation and Advancement table below).

There are four levels of prime runners.

Inferior: These prime runners are generally outclassed by the PCs in a straight fight, but the PCs should be cautious just the same. They frequently have friends who might just outclass the PCs right back.

Equal: These guys are on the same level as the PCs. Many of them will be shadowrunners like the PCs, but some may be company men, government agents, or syndicate enforcers.

Superior: This guy is more than a match for any of the PCs on an individual basis, but he’d be in trouble if the team decided to take him on all at once. They’re not bound by the constraints on skills or gear that apply to starting characters.

Superhuman: Some guys you just don’t mess around with, because they can probably take on your entire team and have a reasonable expectation of success. Like Superior prime runners, they are not bound by the constraints on gear and skills that apply to starting player characters. They should not be encountered very often, and when they are, it should be especially memorable."

Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1100:47>
Oh that crud.

Sorry, but I don't subscribe to that and will continue calling those simply "Important NPCs". A true Prime Runner would be what that would call supposedly 'superhuman' level.

For a good example of a True Prime Runner see Harlequin's entry in the SR4A Street Legends.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-13-16/1103:49>
What if we were ok with the slow karma advancement, and recognize that the characters we start with may not have a lot of drastic tall attribute/skill growth over their career.This lends itself to min/maxing at character generation, as growing wide is much more feasible and expected. Decrying "power gaming" while at the same time changing the recommended rate of karma advancement and reducing limits to growth is a little hypocritical. It's just powergaming a different game. Characters often get money for jobs too, and can use that to improve character as well. Or implement a nuyen - karma exchange a la missions to help compensate different growth needs.

Not everyone arrives in the Shadows ready to survive everything, but if they make it long enough, they learn that some basic training in various skills can be helpful.


I don't know what we are discussing anymore -

Is it the way comments are posted in the character creation subforum? I think we can mostly agree to push a little harder on what people are wanting out of criticism and for folks who post more as thought experiments, to make that more explicit. No one wants to make a game less fun for anyone. If not specified by the original poster, a "how can I help" could be a more standard first response.

Is it meanings of numbers on character sheets? I think this is well treaded at this point.  I think a lot of issues here are based on different understandings of these and how it affects our own immersion. We all have different ways of handling this. We can do it without judging each other. Each table plays differently so this is something that is difficult to work out on a general forum like this.

Is it Roleplaying vs. Rollplaying? I think we've learned this is a false opposition.

Is it how to better handle karma advancement?  This is more in houseruling as opposed to character creation issues. I give character advice based on standard karma advancement. If someone plays differently, than let me know that about your character!

Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1107:59>
What if we were ok with the slow karma advancement, and recognize that the characters we start with may not have a lot of drastic tall attribute/skill growth over their career.

Having the current advancement as a printed Optional Rule would solve that, but really the base should be for faster advancement.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-13-16/1127:02>
There are some people on here playing the same characters for over a decade. Those characters are very powerful. While I think that's awesome I cannot accept that as a normal play experience. The vast majority of games will fizzle out, not come to a climactic conclusion or continue indefinitely (definitely have been in 4e games that reset after a couple years because the GM felt like the PCs were too strong to really deal with).

For the average game, I think it's good advice to start strong (so you can be cool and succeed for as long as the game may last, which may very well be much shorter than you want it to last) and also have a good advancement mechanic, because saving up for a couple IRL months to buy up one new rank of a skill is just terribly boring and makes you feel like your karma is going nowhere (Awakened have less of a problem here). There's also the fact that ware seems priced for some kind of chargen balance with the result being that you can easily never buy new ware or upgrade existing ware in the life of an entire game, because a 5k payout minus lifestyle is not going to let you upgrade your WR to alpha or your Toner 3 to Toner 4.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-13-16/1138:55>
Oh that crud.

Sorry, but I don't subscribe to that and will continue calling those simply "Important NPCs". A true Prime Runner would be what that would call supposedly 'superhuman' level.

For a good example of a True Prime Runner see Harlequin's entry in the SR4A Street Legends.

This explains a lot. That character is a gigantic, flaming, sack of mary sue BULLSHIT! If something equal to it showed up in a game I was in, I'd find a rocket launcher and blow it the fuck up. The GM has god like power over the game, lording his dragons and GMPC's over the players is just bullshit no one enjoys.

Further, the players have a great deal of control over who is important in the game. The stat block attached has no bearing on that. Any GM worth their salt will tell you to throw out rules which make you play by the same creation rules as the players. NPC's should get what they need, no more and no less. Sometimes that will be very low cost, sometimes not. Either way the cost does not matter. Total karma is not a good indication of power. Two characters could be built on the same point totals and be vastly different in power level.

As a person who has GM'd, I don't know if I could stand the same level of complexity the PC's have on my NPC's. I have a lot going on when running a game. Simple is the only way to go if you want to stay sane.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-13-16/1140:18>
Perhaps it is ok to build a character you expect to play a lot as is. Emphasize the fun of playing this particular character, and advancement being more of happy side effect of having fun playing as opposed to the goal. I'm not sure I fully stand by this, but the slow advancement mechanics and character gen system/pricing supports this kind of play. Ex. You're probably not going to buy a new deck in game, so pick one that you can live with for your career and that has some mod potential. Maybe don't spend all of your nuyen filling your cyberlimb capacity at character generation because that is going to where you can more consistently upgrade.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1153:10>
There are some people on here playing the same characters for over a decade. Those characters are very powerful. While I think that's awesome I cannot accept that as a normal play experience. The vast majority of games will fizzle out, not come to a climactic conclusion or continue indefinitely

And this is exactly why default advancement should be faster.


The current system of advancement is all well and good if you're lucky enough to have a game last five to ten years with the same characters/players, but as that isn't what is most likely to occur, something like what I suggested for advancement is more appropriate so that the PCs can actually see some growth in a reasonable amount of time (though implant costs do need to be adjusted downward quite a bit as well for that reason).
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-13-16/1153:42>
I don't like game design that's basically "you get what you start with, so suck it." I think it's a crap design philosophy.
Title: Re: Power Gaming
Post by: falar on <01-13-16/1201:09>
- because a 5k payout minus lifestyle is not going to let you upgrade your WR to alpha or your Toner 3 to Toner 4.

5k payout is bullcrap. I more or less stick to the tables on p372 for my 'runner's rewards and that gives a pretty good arc of cash.

Using that table, my players are normally facing at least a dice pool of 12 at some point in the run (9000 nuyen), usually have at least one fight where they're outnumbered 2 to 1 with PR 4+ or 3 to 1 with lower (12000), they usually could depend on the speed/subtlety bonus (+3000) and sometimes have public exposure (+3000).

So, a normal run for my group is 15-18k nuyen by the guidelines. Just looking back, I think I've consistently underpaid, so I'm going to have to consistently overpay for the next couple of jobs.
Title: Re: Power Gaming
Post by: Darzil on <01-13-16/1217:54>
Part of the issue with character generation is the way advancement doesn't scale in the same way as character generation (in Priority/Sum to Ten anyway, and to a lesser extend in Life Modules).

If I were going to deal with that I'd probably do something like making skill/attribute advancement on a much flatter scale. Say - X Karma for 1 skill skill increase up to 6, then 2X up to 9, then 3X up to 12 or something (to prevent a rush to 12 skill). Attributes at Y Karma per point.

This would pretty much mean that a character that starts optimized then takes other skills to round out, and one that started rounded out then optimized, can end up at the same power level.
Title: Re: Power Gaming
Post by: Marcus on <01-13-16/1228:17>

1. I don't see the  point really, there are people that have been here for many years trolling and being abusive and they haven't been banned.

2.I said that because it's true. Every time these discussions pop up a power gamer makes an abusive post. I don't see why I'm not allowed to point that out.

3.Read what I said again. I said "tend", that is not an absolute, clearly. Saying "Never take the Pistols skill because it is shit" is an absolute. There is a huge difference.

4.I don't see what isn't valid about what I said. I don't see why you need any context, either. All the skills, guns and spells are in the book for a reason, do you disagree? I don't like the idea of teaching new players that useful things are useless because all of these things could save your ass.

Again, not trying to force my perspective on anyone, just like I think powergamers should exercise some caution when they give advice.

Well a couple things. First your back to being very prejudicial there Shadow. I absolutely see the point in hitting the report button. The only person who's been personally attacked thus far in this thread is me. Despite Gradivus claims to contrary. He and I did have a private conversation about that, and I can post my side of it if, folks want to read it, but I maintain everything I said earlier was correct. Clearly there is more evidence supporting my points. When I see an abusive poster I hit the report button. The mods show up and do what they do. The system works.

Lets be clear no has said always use the best guns, or never use that skill. What we have said is if you're going to use it. Make sure you do it effectively.That example character had logic 1, you know what happens when you astral combat with spirits, given that stat? Ya get wooped. It's not gonna be fun for anyone, unless your definition of fun include getting wooped by every spirit you try to fight. 

But oddly you're ok with deceiving the new player and sending them out with characters whom are gonna fail and get their team(s) killed? At-least they will be excited about playing the character. Just no. It's not going to help them. It's going to hurt their enjoyment of the game, and by extension it's going to hurt the game.

You're not gonna get the average newbie to understand deeper concepts inside one thread. Odds are they opened the core tried to read through the character gen section got very confused by all the numbers, and we are lucky they came here for help, instead of just throwing up their hands and walking away. Our job is to give them that help. Send them back to their table with a runner who will full-fill the role they choose, and with any luck they will have lots of fun, and continue to play SR.  With play time will come further understanding, and they can make up their own minds on how they like to play and generate characters.

 I'm not huge fan of Harliquen and that ilk, I'll agree there is a time and place for such NPCs. But rarely are they helpful at a table and in general they distract from the PCs, which is counter to the point of the game.
Title: Re: Power Gaming
Post by: Marcus on <01-13-16/1233:23>
I don't like game design that's basically "you get what you start with, so suck it." I think it's a crap design philosophy.


If you prefer that sort go play some board games. There are plenty of them out there, and a good number are pretty good.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1238:55>
I don't like game design that's basically "you get what you start with, so suck it." I think it's a crap design philosophy.


If I prefer that sort go play some board games. There are plenty of them out there, and a good number are pretty good.

So you're saying that if someone wants their characters to be able to advance at a rate that they don't have to get extraordinarily lucky and have one that lasts a decade, they should "just play board games instead"? That's bunk, man.
Title: Re: Power Gaming
Post by: Marcus on <01-13-16/1250:09>
I don't like game design that's basically "you get what you start with, so suck it." I think it's a crap design philosophy.


If I prefer that sort go play some board games. There are plenty of them out there, and a good number are pretty good.

So you're saying that if someone wants their characters to be able to advance at a rate that they don't have to get extraordinarily lucky and have one that lasts a decade, they should "just play board games instead"? That's bunk, man.

I'm saying if you want to play a game where you do not advance your character, you should give board games a try.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1254:38>
I don't like game design that's basically "you get what you start with, so suck it." I think it's a crap design philosophy.


If I prefer that sort go play some board games. There are plenty of them out there, and a good number are pretty good.

So you're saying that if someone wants their characters to be able to advance at a rate that they don't have to get extraordinarily lucky and have one that lasts a decade, they should "just play board games instead"? That's bunk, man.

I'm saying if you want to play a game where you do not advance your character, you should give board games a try.

Probably would have been better to word it that way to begin with.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/1257:13>
I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.

Thus you prove your ignorance. Refusing to accept stormwind's fallacy doesn't actually make it untrue, the logic of it holds. Yes, you're not alone in refusing to accept it, many prejudice ignorant gamers do reject it, tragically.  But in end the gamers most hurt by their ignorance is themselves

I do feel bad for you having spent so much time reading and having failed to understand it all.

But the point of your posts are attempting to say power gaming is bad, and that will now and forever be untrue.  Nothing you say will change that fact. I agree that role playing is as important a part of gaming as the system is, and yes like system master it's a skill that takes time to develop. But sadly it's  not something that can be developed as much in forums, you can teach tropes and strategies, but it's not a skill that can communicated clear in the forums. To be a true master of table top you must master both role playing and the system, to master one without the other will leave you deficient in the other.

But back to the topic of your ignorance, you showed it in several places,  your generalization of power gamers as quick to anger when called in question is frankly just another example of your prejudicial stereotyping. Notice that no one has come back at you with any of usual RP obsesses silliness. Your statement that you think the example character are a good model is another example, if you know the rules well  then you know they are built incorrectly.

Finally, what this forum does is help teach people to build better character at their request (Often their first or second character), as well as discussing implementation of certain concepts, and of course there is some level rules discussion that occurs. Yes sometimes we do suggest scrapping a mechanical approach, but only when such a thing cannot be executed in the system in a way that would work at a table, or given the constraints the player has already listed. Not all things are possible in the system or under stated preferences.  Nothing in that is about indoctrinating new posters into power gamers.  Plenty of times folks myself included have posted suggestions on how to role play a concept, or given advice on how to deal with the many communication issues that arise at the table.

In closing I respectfully suggest you correct your ignorance. You have much to gain, and nothing to lose by doing so.

Do you really believe this post was acceptable? It's by far the rudest post I've had directed at me in a long time and you got what you had coming. It's because of people like you that I routinely leave this forum for years at a time. Nobody in the world wants to be treated like that, if you don't understand that I think that is quite unusual and I do think that you should feel bad about it. No post of mine prior to that one was even close to what you wrote and you can expect a bad reaction like you got. You can consider your post in whatever way you wish but it definitely felt like a personal attack to me, not to mention that you are declaring a concept to be irrefutable when droves of players think it is rediculous. Just because I disagree with an idea you prescribe to does not give you the right to do what you did, no matter how strongly you believe in it.

Moving on. The karma guidelines are just that, guidelines. The fact that I give out more karma does not mean I am doing anything against the rules. The GM is allowed to distribute karma as he sees fit. Like others, I find that advancement is quite rough in 5th edition, especially since skills can go up to  rating 13. I also don't enjoy playing campaigns that last literally hundreds of sessions and span decades. I think the guidelines in the core book are more in line with 4th edition than 5th. The suggest nuyen rewards are odd too, you will probably never see Deltaware Wired Reflexes Rating 3 or acquire a Fairlight Excalibur. While these items are quite expensive the book should at least offer guidelines that can actually lead up to acquiring these things within a reasonable amount of time. It would really suck to save up 600,000 nuyen over the course of 2 years of play and then have your character die.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1303:00>
I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.

Thus you prove your ignorance. Refusing to accept stormwind's fallacy doesn't actually make it untrue, the logic of it holds. Yes, you're not alone in refusing to accept it, many prejudice ignorant gamers do reject it, tragically.  But in end the gamers most hurt by their ignorance is themselves

I do feel bad for you having spent so much time reading and having failed to understand it all.

But the point of your posts are attempting to say power gaming is bad, and that will now and forever be untrue.  Nothing you say will change that fact. I agree that role playing is as important a part of gaming as the system is, and yes like system master it's a skill that takes time to develop. But sadly it's  not something that can be developed as much in forums, you can teach tropes and strategies, but it's not a skill that can communicated clear in the forums. To be a true master of table top you must master both role playing and the system, to master one without the other will leave you deficient in the other.

But back to the topic of your ignorance, you showed it in several places,  your generalization of power gamers as quick to anger when called in question is frankly just another example of your prejudicial stereotyping. Notice that no one has come back at you with any of usual RP obsesses silliness. Your statement that you think the example character are a good model is another example, if you know the rules well  then you know they are built incorrectly.

Finally, what this forum does is help teach people to build better character at their request (Often their first or second character), as well as discussing implementation of certain concepts, and of course there is some level rules discussion that occurs. Yes sometimes we do suggest scrapping a mechanical approach, but only when such a thing cannot be executed in the system in a way that would work at a table, or given the constraints the player has already listed. Not all things are possible in the system or under stated preferences.  Nothing in that is about indoctrinating new posters into power gamers.  Plenty of times folks myself included have posted suggestions on how to role play a concept, or given advice on how to deal with the many communication issues that arise at the table.

In closing I respectfully suggest you correct your ignorance. You have much to gain, and nothing to lose by doing so.

Do you really believe this post was acceptable? It's by far the rudest post I've had directed at me in a long time and you got what you had coming. It's because of people like you that I routinely leave this forum for years at a time. Nobody in the world wants to be treated like that, if you don't understand that I think that is quite unusual and I do think that you should feel bad about it. No post of mine prior to that one was even close to what you wrote and you can expect a bad reaction like you got. You can consider your post in whatever way you wish but it definitely felt like a personal attack to me, not to mention that you are declaring a concept to be irrefutable when droves of players think it is rediculous. Just because I disagree with an idea you prescribe to does not give you the right to do what you did, no matter how strongly you believe in it.

It really seems like you're equating ignorance and stupidity, and that just isn't always the case.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/1307:24>
I understand both of the words... I just find it rude, annoying and unncessary. Calling someone ignorant 3 of 4 times suggests in one post, sprinkled with a bunch of other insulting and snide remarks is not very polite.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1312:05>
Some of those archetypes really aren't very good. I'm not even talking about the whole 'optimal' thing either, as there are some in the core book that flat don't follow the rules.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/1314:35>
I know that and I never said I like them. All I said is that according to the book they seem to be Prime Runners and I even said that I didn't think they were that interesting. The main point is that they're fleshed out while grunts are missing a lot of finer details.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-13-16/1321:20>
I know that and I never said I like them. All I said is that according to the book they seem to be Prime Runners and I even said that I didn't think they were that interesting. The main point is that they're fleshed out while grunts are missing a lot of finer details.

You're putting way too much stock into the misuse of the term (a mistake in the text, IMO) from that one chapter. Whether you go as far as Harlequin or not, the fact remains that to be Prime requires a great deal more skill and experience than any PC should be facing off against until they've reached about the 200 karma point at least.
Title: Re: Power Gaming
Post by: Hobbes on <01-13-16/1325:22>
I know that and I never said I like them. All I said is that according to the book they seem to be Prime Runners and I even said that I didn't think they were that interesting. The main point is that they're fleshed out while grunts are missing a lot of finer details.

Why in the world would any GM want a grunt to have details?  Any NPC that is going to get spotlight time by definition isn't a grunt. 

The Mr. J that is going to send you on a complex series of runs that ends in a sudden twist of betrayal?  Sure, stat him up, write a little short story for a decker or face to dig up.  The bodyguards that'll never say a word?  Er... why would a GM care?  Give me the combat stats and some space in the margins to track the health bars.  I really don't care if thing 1 has a Knowledge skill of Pastries and thing 2 is working out some abandonment issues in therapy.  They're not the primary actors.  If the PCs hatch some sceme and I need to make up some minor details I'll do it on the fly.  Don't clutter up the books with page after page of backstory material that the PCs aren't ever going to discover or won't come up.
Title: Re: Power Gaming
Post by: Marcus on <01-13-16/1326:10>
Do you really believe this post was acceptable? It's by far the rudest post I've had directed at me in a long time and you got what you had coming. It's because of people like you that I routinely leave this forum for years at a time. Nobody in the world wants to be treated like that, if you don't understand that I think that is quite unusual and I do think that you should feel bad about it. No post of mine prior to that one was even close to what you wrote and you can expect a bad reaction like you got. You can consider your post in whatever way you wish but it definitely felt like a personal attack to me, not to mention that you are declaring a concept to be irrefutable when droves of players think it is rediculous. Just because I disagree with an idea you prescribe to does not give you the right to do what you did, no matter how strongly you believe in it.

I do. I said exactly what I feel is correct and continue to feel is correct. I didn't say you were unintelligent. I said you were ignorant. I still believe that, and I can cite examples. I attacked your argument that you were not ignorant from your earlier post, thus it was not an Ad hom attack. I'm sorry you find it hurtful, but that doesn't change the truth of it. My arguments are text book, including 3 counter examples, and I even included a statement of sympathy. That you find that to be an attack on you I cannot help, but I can say I was respectful, I even said so in the last sentence.

You never addressed my arguments, you just said I was very rude. So if I'm wrong prove me wrong.
 

 
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-13-16/1327:22>
Yeah I wouldn't call Harlequin a Prime Runner. He's so far beyond even that. He's a force of nature like dragons and the known public heads of the megas. Slamm-O and Bull and Kane are Prime Runners. But even then the term is pretty broad and can encompass a lot of different characters with huge variation as to how good they actually are as well as time spent as a career runner. And even then Prime Runner chargen isn't going to get you to match them in all likelihood.
Title: Re: Power Gaming
Post by: Shadowjack on <01-13-16/1329:55>
I know that and I never said I like them. All I said is that according to the book they seem to be Prime Runners and I even said that I didn't think they were that interesting. The main point is that they're fleshed out while grunts are missing a lot of finer details.

You're putting way too much stock into the misuse of the term (a mistake in the text, IMO) from that one chapter. Whether you go as far as Harlequin or not, the fact remains that to be Prime requires a great deal more skill and experience than any PC should be facing off against until they've reached about the 200 karma point at least.

But how did you reach that conclusion? It even gives guidelines for how to build super powered prime runners and weaker ones. Am I missing something? :P

I know that and I never said I like them. All I said is that according to the book they seem to be Prime Runners and I even said that I didn't think they were that interesting. The main point is that they're fleshed out while grunts are missing a lot of finer details.

Why in the world would any GM want a grunt to have details?  Any NPC that is going to get spotlight time by definition isn't a grunt. 

The Mr. J that is going to send you on a complex series of runs that ends in a sudden twist of betrayal?  Sure, stat him up, write a little short story for a decker or face to dig up.  The bodyguards that'll never say a word?  Er... why would a GM care?  Give me the combat stats and some space in the margins to track the health bars.  I really don't care if thing 1 has a Knowledge skill of Pastries and thing 2 is working out some abandonment issues in therapy.  They're not the primary actors.  If the PCs hatch some sceme and I need to make up some minor details I'll do it on the fly.  Don't clutter up the books with page after page of backstory material that the PCs aren't ever going to discover or won't come up.

You seem to have misunderstood me. I agree with you 100% :D Grunts lack details, prime runners are fleshed out.

Yeah I wouldn't call Harlequin a Prime Runner. He's so far beyond even that. He's a force of nature like dragons and the known public heads of the megas. Slamm-O and Bull and Kane are Prime Runners. But even then the term is pretty broad and can encompass a lot of different characters with huge variation as to how good they actually are as well as time spent as a career runner. And even then Prime Runner chargen isn't going to get you to match them in all likelihood.

Agreed. It's unlikely for a player character to ever even come close to Harlequin in terms of karma expenditures. The scary thing is that his stats in Street Legends were for a system with a max skill rating of 6 lol.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-13-16/1341:26>
Some of those archetypes really aren't very good. I'm not even talking about the whole 'optimal' thing either, as there are some in the core book that flat don't follow the rules.

I heard somewhere once that they were actually made before character gen rules were completed, and thus it isn't possible that they could conform to them. Seems super lazy and shitty on the part of catalyst, but that seems to be their publishing MO. Bad editing is like a running bad joke with them.
Title: Re: Power Gaming
Post by: Hobbes on <01-13-16/1416:50>
Some of those archetypes really aren't very good. I'm not even talking about the whole 'optimal' thing either, as there are some in the core book that flat don't follow the rules.

I heard somewhere once that they were actually made before character gen rules were completed, and thus it isn't possible that they could conform to them. Seems super lazy and shitty on the part of catalyst, but that seems to be their publishing MO. Bad editing is like a running bad joke with them.

Yes, some minor rules were not finalized before the Archetypes were.  And some outright errors were made.  *shrug* Gotta write somethings before others.  And, if you ask the guy who created several of them, the art work was really the primary driver on the characters builds.  It's actually a bit of a challenge to create a character for a broad audience where most of the primary mechanical choices were made by an artist. 
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-13-16/1422:37>
Off topic-

Marcus: What is Logic used for in Astral Combat besides defense tests? The Logic = Agility conversion doesn't match the stated rules of Willpower + Astral combat being the combat test (instead of using Logic + Astral Combat to better simulate the more typical physical combat rules).
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-13-16/1451:25>
Off topic-

Marcus: What is Logic used for in Astral Combat besides defense tests? The Logic = Agility conversion doesn't match the stated rules of Willpower + Astral combat being the combat test (instead of using Logic + Astral Combat to better simulate the more typical physical combat rules).

Willpower contributes to condition monitors and is used to resist magic, thus it makes sense to make it the body analog. The statement of what willpower represents made more sense for astral combat than logic. You could almost call astral combat a battle of wills (as in willpower) or spirit. Specific trumps general though according to rules, so it was easy to have the cake and eat it too. You still need an agility for other skills you might want to use in the astral, which is where logic has its place.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-13-16/1457:53>
I've been trying to think of some - what skills in astral would require agility (not combat if willpower is the linked attribute, not palming, not gymnastics, not lock-picking... maybe sneaking to avoid astral detection or maybe escape artist to get out of a spirit grip)?
Title: Re: Power Gaming
Post by: Marcus on <01-13-16/1511:09>
Off topic-

Marcus: What is Logic used for in Astral Combat besides defense tests? The Logic = Agility conversion doesn't match the stated rules of Willpower + Astral combat being the combat test (instead of using Logic + Astral Combat to better simulate the more typical physical combat rules).
I thought it was still agility Gemstar. So that's my bad. *shrug* To many editions, I'll go re-read that section and go see what that willpower was.
Title: Re: Power Gaming
Post by: Marcus on <01-13-16/1515:39>
Ok Logic is reaction.

Opposed Astral Combat + Willpower [Astral] v. Intuition + Logic Test or Opposed Astral Combat + Willpower [Accuracy] v. Intuition + Logic Test.

Willpower was 4, so the total pool would have been 9 instead of 6. A little better, but still not effective.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-13-16/1528:29>
I've been trying to make an astral samurai work and the table about converting physical stats to astral stats has confused me, as it doesn't seem to correspond much with the stated rules. The table says Agility = Logic and Reaction = Intuition. However, the combat rules are as you describe. I like that, as my usually psyched up characters get a nice bonus to defense tests without having to invest so much in Logic. I have another thread about this, but I really don't know what Agility tests one would do in astral space. You can move in any direction and basically limitless speed, you don't use agility for combat, there is no gear to steal or plant nor you don't use standard sneaking tests to avoid detection. If people think of anything I do want to know.

It does make want to think up at least as McGuffins wholly astral gear (like perhaps stats for a shamanic mask that can only be found on the astral plane) or ways to make other kind of physical skill foci that aren't weapons nor qi foci (armor foci, lockpick/key foci for specific astral locks that also add dice to lockpicking in the physical,  compass foci for when you lose your way in astral space that also help with navigation in the physical world, artisan foci for helping create astral art and a tool to help make physical art [magic paintbrush], etc.). Perhaps it's moving magicians too much into adept territory, but it might make astral space a more appealing place to spend game time.
Title: Re: Power Gaming
Post by: Marcus on <01-13-16/1534:25>
I've been trying to make an astral samurai work and the table about converting physical stats to astral stats has confused me, as it doesn't seem to correspond much with the stated rules. The table says Agility = Logic and Reaction = Intuition. However, the combat rules are as you describe. I like that, as my usually psyched up characters get a nice bonus to defense tests without having to invest so much in Logic. I have another thread about this, but I really don't know what Agility tests one would do in astral space. You can move in any direction and basically limitless speed, you don't use agility for combat, there is gear to steal or plant nor you don't use standard sneaking tests to avoid detection. If people think of anything I do want to know.

It does make want to think up at last as McGuffins wholly astral gear (like perhaps stats for a shamanic mask that can only be found on the astral plane) or ways to make other kind of physical skill foci that aren't weapons nor qi foci (armor foci, lockpick/key foci for specific astral locks that also add dice to lockpicking in the physical,  compass foci for when you lose your way in astral space that also help with navigation in the physical world, artisan foci for helping create astral art and a tool to help make physical art [magic paintbrush], etc.). Perhaps it moving magicians too much into adept territory, but it might make astral space a more appealing place to spend game time.

I like all your ideas here, I messed around with the armor foci awhile back, and I think your concepts is really cool. I did reply in that thread, though I don't think it was very applicable to your point. I'll take a longer look, and see if I can come up with useful argument. I'm a huge fan of the Aetherology book. It's super fun, and it's something I think should be developed as astral space should be at-least as interesting as the matrix.
 
Title: Re: Power Gaming
Post by: Glyph on <01-13-16/2212:27>
Shadowjack, I think the reason your use of the term "prime runner" is confusing people, is because that term has been previously used, in several iterations of the rules, to refer to the elite among runners, before SR5 used that term in a different way to describe NPCs.

The archetypes... are kind of a mess.  If you use them, be sure to check out the thread (http://forums.shadowruntabletop.com/index.php?topic=11847.0) which fixes the errors in them, such as the street samurai being more than 200K over in resources, or the combat mage having an Edge of 2 which should be 7.  They are also a bit wonky because a lot of them were built with SR4 starting skill limits, and possibly a lack of knowledge of how the connection rating went up to 12 (a connection: 2 fixer?  What?).  And as someone said already, they had to match the artwork, so you have an ork ganger with a cyberarm with worse stats than his natural ones, a street shaman with a Strength of 5 because his picture shows a dude with muscles, etc.  Don't get me wrong, they are still good for quick PCs or NPCs, but with so many factors skewing them, I would not use them as any kind of approximation of what characters are supposed to look like.
Title: Re: Power Gaming
Post by: Jayde Moon on <01-14-16/0030:09>
This thread is amazing.
Title: Re: Power Gaming
Post by: falar on <01-14-16/0201:40>
This thread is amazing.
It's beautiful. It's everything I love about forums.
Title: Re: Power Gaming
Post by: Shadowjack on <01-14-16/0545:56>
@Marcus: I have already made several statements contrary to your declaration that the Stormwind Fallacy is in effect. The thing I don't like about this concept is that every time someone brings it up they also seem to ignore any evidence against it. I have explicitly stated, even on multiple occasions, that an optimizer can be a good roleplayer. I have also stated that I can and will create very powerful characters if I choose to do so. I do not make my characters weak just to be different, in fact, I suspect some of them could trump highly optimized charact ers on the job. Your eyes have either passed over all such remarks of you have chosen to ignore them. The Stormwind Fallacy is not a fact, it is an opinion. I can quote different theories and declare them to be factual but you are still allowed to reject them. Furthermore, you seem to be assuming that I don't understand how to optimize and that I should broaden my awareness, again, I have already stated that I am capable of it and did it in my earlier years. I also think it's a fairly simple thing to do for anyone who takes a little time to learn the methods and players do it in all rpgs.

Title: Re: Power Gaming
Post by: Gatlack on <01-14-16/0613:16>
@Marcus: I have already made several statements contrary to your declaration that the Stormwind Fallacy is in effect. The thing I don't like about this concept is that every time someone brings it up they also seem to ignore any evidence against it. I have explicitly stated, even on multiple occasions, that an optimizer can be a good roleplayer. I have also stated that I can and will create very powerful characters if I choose to do so. I do not make my characters weak just to be different, in fact, I suspect some of them could trump highly optimized charact ers on the job. Your eyes have either passed over all such remarks of you have chosen to ignore them. The Stormwind Fallacy is not a fact, it is an opinion. I can quote different theories and declare them to be factual but you are still allowed to reject them. Furthermore, you seem to be assuming that I don't understand how to optimize and that I should broaden my awareness, again, I have already stated that I am capable of it and did it in my earlier years. I also think it's a fairly simple thing to do for anyone who takes a little time to learn the methods and players do it in all rpgs.
Either you don't know what a fallacy is, or you don't know what the stormwind fallacy (https://www.reddit.com/r/dndnext/comments/2i9aqg/the_stormwind_fallacy_repost/) is saying. It is not an opinion, nor can there be any evidence against it because it is a logical fallacy. You would have to disprove it, which would mean in this case to create a causal link between its negated statements.
Title: Re: Power Gaming
Post by: Shadowjack on <01-14-16/0717:58>
@Marcus: I have already made several statements contrary to your declaration that the Stormwind Fallacy is in effect. The thing I don't like about this concept is that every time someone brings it up they also seem to ignore any evidence against it. I have explicitly stated, even on multiple occasions, that an optimizer can be a good roleplayer. I have also stated that I can and will create very powerful characters if I choose to do so. I do not make my characters weak just to be different, in fact, I suspect some of them could trump highly optimized charact ers on the job. Your eyes have either passed over all such remarks of you have chosen to ignore them. The Stormwind Fallacy is not a fact, it is an opinion. I can quote different theories and declare them to be factual but you are still allowed to reject them. Furthermore, you seem to be assuming that I don't understand how to optimize and that I should broaden my awareness, again, I have already stated that I am capable of it and did it in my earlier years. I also think it's a fairly simple thing to do for anyone who takes a little time to learn the methods and players do it in all rpgs.
Either you don't know what a fallacy is, or you don't know what the stormwind fallacy (https://www.reddit.com/r/dndnext/comments/2i9aqg/the_stormwind_fallacy_repost/) is saying. It is not an opinion, nor can there be any evidence against it because it is a logical fallacy. You would have to disprove it, which would mean in this case to create a causal link between its negated statements.

When I said "evidence" I was referring to the fact that I stated that optimizers can roleplay well. Why bring up the Stormwind Fallacy in the first place when I have, on many posts, said things that imply that I'm not doing what it claims? I'm not sure if you read the entire thread but Marcus seemed to bring it up based on his assumptions of my opnion on the skill of optimizers.I have seen many groups play and my statement was that the power gaming crowd tends to focus much less on roleplaying. That is based on experienced and as I said before, feel free to tune into all the Shadowrun Twitch streams and you will see people power gaming and talking out of character the entire time, there is very little "roleplaying" unless you consider piloting your pile of stats around the battlefield and rolling dice to be roleplaying, I however consider that to be game elements.

None of this would have sprung up had Marcus carefully read what I had written, I did not say that optimizers are incapable of roleplaying. In basketball, there is a common opinion that black players can jump much higher than white players. As a white person that played against many black players I found this to be very accurate, but every once in a while there was a black player who couldn't jump as high as me. That's how I look at "optimizers", they are usually much more focused on the game elements and pay little to no attention to the roleplaying side of the game. People can get angry at that assertion but it's not like I'm basing it off of nothing. This is how many groups start out in the hobby and very few tend to break out of that practice. This is definitely not exclusive to Shadowrun although it is much more prominent in Shadowrun. People see skills like Perform and Artisan and actually think they are worthless. Clearly the writers don't agree with that. Clearly the writers think that all equipment and spells have a place in the game. All of these things are tools for roleplaying, it's not a competition and the GM can jack up the challenge of the game as much as he likes. My entire gripe with optimizers is that a lot of them advise people to dump things that aren't powerful, and I think that's drek.
Title: Re: Power Gaming
Post by: Herr Brackhaus on <01-14-16/0722:07>
Either you don't know what a fallacy is, or you don't know what the stormwind fallacy (https://www.reddit.com/r/dndnext/comments/2i9aqg/the_stormwind_fallacy_repost/) is saying. It is not an opinion, nor can there be any evidence against it because it is a logical fallacy. You would have to disprove it, which would mean in this case to create a causal link between its negated statements.
Heh, made me chuckle. Somewhat ironically, this is a great example of a formal fallacy in and of itself. But keep trying; next you'll tell me Godwin's Law is an actual law.
Title: Re: Power Gaming
Post by: Shadowjack on <01-14-16/0730:53>
Either you don't know what a fallacy is, or you don't know what the stormwind fallacy (https://www.reddit.com/r/dndnext/comments/2i9aqg/the_stormwind_fallacy_repost/) is saying. It is not an opinion, nor can there be any evidence against it because it is a logical fallacy. You would have to disprove it, which would mean in this case to create a causal link between its negated statements.
Heh, made me chuckle. Somewhat ironically, this is a great example of a formal fallacy in and of itself. But keep trying; next you'll tell me Godwin's Law is an actual law.

Agreed. That's why I don't like the Stormwind Fallacy, powergamers bring it up out of desperation in every power gaming thread and gloss over details that should have indicated the original poster didn't even do what the "Fallacy" states. Trying to quote some idea and use it as irrefutable evidence is rediculous. It also makes no mention of how extreme the "optimization" is. I have stated that optimization can be important and that I do it to myself to a certain extent, but why bother acknowledging that when you can make baseless accusations? Playing a character with absolutely no thematic elements he should have is quite strange in my opinion (nice word, opinion).
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-14-16/0810:26>
bring it up out of desperation
My, someone's certainly projecting.
Title: Re: Power Gaming
Post by: Shadowjack on <01-14-16/0842:17>
bring it up out of desperation
My, someone's certainly projecting.

It does seem desperate to bring up the Stormwind Fallacy even after the person you're bring into question gave several disclaimers that should make the mention of it pointless. Power gamers bring it up all the time.
Title: Re: Power Gaming
Post by: Shadowjack on <01-14-16/0904:33>
In case anyone actually cares, this is the party of the Stormwind Fallacy that I don't agree with.
"The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa.

Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game."

Sacrificing a plethora of thematic elements in favor of raw power does infringe upon roleplaying. Roleplaying a guy who can do nothing but try to kill people is a very shallow concept. Not only is it shallow, it's pretty damn basic and many would say, boring. You can come up with any wacky backstory to explain how he is how he is but the character isn't going to be as interesting as he could be. Take the same guy, a complete monster in combat but he also has a deep interest in goblin rock and knows how to  perform classical jazz and ballet, he suddenly has a lot more depth. By refusing to even consider such options you are hurting your potential as a roleplayer.

When did I ever say that optimizers suck at roleplaying 100% of the time?
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-14-16/0910:11>

Sacrificing a plethora of thematic elements in favor of raw power does infringe upon roleplaying. Roleplaying a guy who can do nothing but try to kill people is a very shallow concept. Not only is it shallow, it's pretty damn basic and many would say, boring. You can come up with any wacky backstory to explain how he is how he is but the character isn't going to be as interesting as he could be. Take the same guy, a complete monster in combat but he also has a deep interest in goblin rock and knows how to  perform classical jazz and ballet, he suddenly has a lot more depth. By refusing to even consider such options you are hurting your potential as a roleplayer.
This is all completely subjective and impossible to factually prove. As are the unnecessary digs about wacky backstory, shallowness, hurt potential, what kind of depth is valuable depth etc, all of which are also completely subjective, which lead to a reasonable inference that youre claiming to know better than others about how a character "should" be built and "should" be played.

Have your preferences, nobody cares about that, but you're well beyond stating just your own preferences.

It's backhanded implications like this that make me say your actual statements as written, where you profess to not be knocking an entire group of people for playing how they enjoy, have no credibility. Because you're continually talking out of both sides of your mouth.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-14-16/0916:23>
When did I ever say that optimizers suck at roleplaying 100% of the time?

Right here in the paragraph immediately before this sentence.

Sacrificing a plethora of thematic elements in favor of raw power does infringe upon roleplaying. Roleplaying a guy who can do nothing but try to kill people is a very shallow concept. Not only is it shallow, it's pretty damn basic and many would say, boring. You can come up with any wacky backstory to explain how he is how he is but the character isn't going to be as interesting as he could be. Take the same guy, a complete monster in combat but he also has a deep interest in goblin rock and knows how to  perform classical jazz and ballet, he suddenly has a lot more depth. By refusing to even consider such options you are hurting your potential as a roleplayer.

You're only proving that you're succumbing to the fallacy right now with this very paragraph.

Title: Re: Power Gaming
Post by: FST_Gemstar on <01-14-16/0927:41>
I think street sam are often the most optimized just to kill - but that is kind of their job. Thinking back to the  archetypal street sam, Molly in Neuromancer, she seemed pretty optimized to kill. She relied on Matrix support to get through some locked oors and stuff, but her skillset and resource allocation was mostly for killing and she could hold her own (if I remember, she basically solo'd a datasteel at a big bank). However, I don't think she was a boring character. She had some interesting Negative Qualities/history (in Shadowrun terms, former Banraku), and had knowledge skills. She inspired to be and became a badass, but she also was a full character.

Shadow - this is where we keep butting heads. I think everyone here feels like roleplaying in a roleplaying game is important and a big part of the fun. I appreciate your concern that comments that seem dismissive of character sheets because they are less optimal and that people are quick to point out optimal opportunities may be a turnoff. You want to make sure people have fun when they play. I just still disagree that you can't create "optimal" characters without sacrificing roleplaying  (and let's be real, being optimal to killing everything may be a big disadvantage in some campaigns/runs so it may not be optimal at all and ends up being a big roleplaying hook) . There are more to characters than their sheet AND you can create rich characters from drawing lot from all of the different parts of the character sheet shadowrun provides besides attributes and active skills (Priority Selection [ex. What is someone with A Resources running the shadows for when they can already afford a permanent low lifestyle], Qualities, Knowledge Skills, Gear, 'ware, etc.).
Title: Re: Power Gaming
Post by: Shadowjack on <01-14-16/0932:25>

Sacrificing a plethora of thematic elements in favor of raw power does infringe upon roleplaying. Roleplaying a guy who can do nothing but try to kill people is a very shallow concept. Not only is it shallow, it's pretty damn basic and many would say, boring. You can come up with any wacky backstory to explain how he is how he is but the character isn't going to be as interesting as he could be. Take the same guy, a complete monster in combat but he also has a deep interest in goblin rock and knows how to  perform classical jazz and ballet, he suddenly has a lot more depth. By refusing to even consider such options you are hurting your potential as a roleplayer.
This is all completely subjective and impossible to factually prove. As are the unnecessary digs about wacky backstory, shallowness, hurt potential, what kind of depth is valuable depth etc, all of which are also completely subjective, which lead to a reasonable inference that youre claiming to know better than others about how a character "should" be built and "should" be played.

Have your preferences, nobody cares about that, but you're well beyond stating just your own preferences.

It's backhanded implications like this that make me say your actual statements as written, where you profess to not be knocking an entire group of people for playing how they enjoy, have no credibility. Because you're continually talking out of both sides of your mouth.

It is subjective, yes, that's why I constantly say that these are opinions and I don't resort to quoting a controversial theory to debate in my stead. I never said anything was a fact, on the contrary you treat the Stormwind Fallacy as a fact, as do others here. I'm challenging the legitimacy of it. I think it is definitely shallow to build characters that don't do anything for fun other than kill people and have nothing anywhere on their character sheet that makes them appear to be more than a professional killing machine. Going all the way with optimizing is very restrictive to creativity. I don't even really see how that is debatable. A lot of the characters I'm talking about are one dimensional. They specialize in one role and can't do anything else, and they seem to have no hobbies, nor do they have a believable backstory imo. What ever happened to the ex rocker who fell from grace and took to the shadows? Do you really think he can be built without the Perform skill? How about the ghoul who was hunted and lost his home and everything he had, don't you think he should have the Survival skill or some knowledge pertaining to street life? Don't get too hung up on these examples. My point is that when you enter character creation with a bunch of restrictions (attack skills 6-7, perception 1, magic 6, never aspect, never take astral combat, always use ares predator as pistol choice, never pay for knowledge skills, never take perform or artisan, never have a 1 rating attribute, never make your dice pool too high, etc) you are effectively limiting what you can dream up. A lot of your selections are made by default.

If you can read that and not agree on any level then I think we may not be able to see eye to eye on this topic, unfortunately.

Gemstar, thanks for keeping a cool head. I think you can create optimal characters without sacrificing roleplaying elements but it would still be restrictive and I just don't see why people want to use restrictive thought processes. I think it's better to approach character creation with an open mind and make every decision based on what you think will be most fun, going in with a preset of rules can only take away from creativity. Additionally, more thematic elements = more interesting characters imo. I'm not suggesting that people need to invest a quarter of their resources into thematic elements, I'm saying that you should at least consider investing a little.

Just like you don't care how I play, I don't care how you play. However, I do care when you teach every new player to dump all thematic elements and become a power gamer, which is the purpose of this thread.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-14-16/1046:18>
I've heard of some people playing the "how can I rationalize or make a story for this build" game. On the one hand there is nothing wrong with wanting to play a certain type of character and crafting backstory around it. I do it all the time. The trick is similar to spotting obscenity. You know a bad character when you see it. Once that point has been reached, no amount of rationalizing matters anymore. As emotional creatures, we've already made our decision and are unlikely to change it.

All the promises in the world of good roleplaying mean nothing. I know most of these people fail and are disruptive. At that point I'm just waiting for the moment to say, "I told you so." That is if I wasn't able to bypass that all and force a rebuild previous. I'd rather avoid playing with that guy than be the cynical dick after the fact.
Title: Re: Power Gaming
Post by: Shadowjack on <01-14-16/1136:09>
I've heard of some people playing the "how can I rationalize or make a story for this build" game. On the one hand there is nothing wrong with wanting to play a certain type of character and crafting backstory around it. I do it all the time. The trick is similar to spotting obscenity. You know a bad character when you see it. Once that point has been reached, no amount of rationalizing matters anymore. As emotional creatures, we've already made our decision and are unlikely to change it.

All the promises in the world of good roleplaying mean nothing. I know most of these people fail and are disruptive. At that point I'm just waiting for the moment to say, "I told you so." That is if I wasn't able to bypass that all and force a rebuild previous. I'd rather avoid playing with that guy than be the cynical dick after the fact.

I know what you mean. It's really annoying. I remember once I was playing pool against a friend and as I was lining up my shot he said "that shot is impossible". I said "Nah, it's very possible and I've made this shot dozens of times." He says "Nope, it can't be done". So I'm pretty distracted at this point, and not the best pool player either, I go back to lining up my difficult shot and miss. He says "I told you it was impossible." Lol.

I agree too that characters can be built  with their story coming before or after stat selection. I tend to implement both methods depending on my mood.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-14-16/1225:33>
Shadow -

Another hypothetical - Shadowrun rules allow for someone to take Attributes and Skills at D or E (or both E if using sum to 10). Let's say they don't take magic above C so added skills are nil or minimal (if adept or aspected mage).  It would be tough for this character to win any opposed test without some optimization, but it would leave the character with several low attributes and few skills to spread around. Is this a character that shouldn't be made in shadowrun?

I am still having trouble with your original thesis that some characters with specified skill allocation are not believable characters. Maybe there is a reason for this. The system certainly allows for character to start play with very few skills. Considering they are also shadowrunners, they are going to be optimized in some respect in order to get a job.  Having low attributes/skills that are specialized could be part of a rich roleplaying experience and back story.

I just disagree that building specifically limits creativity, both in game mechanics and in roleplaying. I don't think they are related. You can have a really uninteresting/unlikable/unbelievable un-specialized character too. I think some of my most creative characters are one that had a specific build in mind, and I had to be creative in putting it together within the rules system and think of a character background and personality for such a character.

Yes. I am guilty of now pushing characters to get odd Body and Willpower stats. This is a formulaic suggestion. However,  I stand that it is a reasonable suggestion to make to someone especially if they have stat at a level that ISN'T doing a lot for their character concept or may be out of character. For example, If your street sam has a Logic of 5, no logic linked skills, has nothing in his character background or personality that indicates she is supposed to be highly rational, it might be better/believable for the character to move some of that Logic to Body to get that extra damage box and soak.


Title: Re: Power Gaming
Post by: Marcus on <01-14-16/1312:13>
Oh my goodness what a mess. Lets clean this up.

Shadowjack, you're very prejudicial, and it is an issue, but more on that later.
The argument I have been making is counter to this:
However, I must insist that my view is not ignorant, it is based on many years of visiting this message board.

Your views are ignorant. You said nothing that disproves it and so many things that have. As you started with Stormwind's Fallacy, I'll begin with that as well.

First off, It's not opinion, it's logical definition, specifically a logical argument which states: "The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa."

Which brings us to this little gem:
I must also note that people toss around the Stormwind Fallacy as some kind of irrefutable fact but it is very far from it and many people, myself included, consider it to be completely false.


Which mean you're logically saying someone cannot both Optmize and Roleplay. That is what those words mean. That may not be your intention, but it is what you have said.

Which brings us to this:
I have explicitly stated, even on multiple occasions, that an optimizer can be a good roleplayer.
So you believe you can Optimze and Roleplay? Or in short you DO believe in Stormwind's Fallacy.

What this contradiction actually demonstrates is that you don't understand what the Stormwind's Fallacy is saying. Which is ignorance.

Moving right along.

  I did not say that optimizers are incapable of roleplaying. In basketball, there is a common opinion that black players can jump much higher than white players. As a white person that played against many black players I found this to be very accurate, but every once in a while there was a black player who couldn't jump as high as me. That's how I look at "optimizers", they are usually much more focused on the game elements and pay little to no attention to the roleplaying side of the game.

Wow, this called Stereotyping and it's very prejudicial. For the purposes of this argument what you just said was b/c white people can't jump, power gamer can't roleplay. LOL I don't even know how to take that seriously, it's hilariously ignorant.


Agreed. That's why I don't like the Stormwind Fallacy, powergamers bring it up out of desperation in every power gaming thread and gloss over details that should have indicated the original poster didn't even do what the "Fallacy" states. Trying to quote some idea and use it as irrefutable evidence is rediculous. It also makes no mention of how extreme the "optimization" is. I have stated that optimization can be important and that I do it to myself to a certain extent, but why bother acknowledging that when you can make baseless accusations? Playing a character with absolutely no thematic elements he should have is quite strange in my opinion (nice word, opinion).

It's logically impossible to play a character with no thematic elements, raw mechanic effectiveness is by itself a thematic element. But lets talk about the rest. If you feel my argument is in desperation rest assured it is not. I have gone 19 pages with you, and been personally attack by you. I have enjoyed the vast majority of this thread, as it has very clearly shown, our (being the Optimizing way) is the right way and I'll keep going for as many pages as it take to help you see it.

What I would suggest is to tell him that you like his character and give him encouraging feedback.

You have encouraged us to lie to new players, to tell them that things that will fail are good, and they should be excited to play them.

The fact is that not everyone wants to use the
1. I don't see the  point really, there are people that have been here for many years trolling and being abusive and they haven't been banned.

2.I said that because it's true. Every time these discussions pop up a power gamer makes an abusive post. I don't see why I'm not allowed to point that out.
You have told us not to rely on the mods, even this thread show that they are doing their job.

I could actually have gone on with this for a lot longer, I have another 10 pages to pull quotes from. But I think the point is pretty clear. Tragically Ignorant. All your ideas are not wrong, and over the course of the thread you have made some improvements. Which I think is very encouraging. But you need to understand the higher order consequences of what you are saying. By choosing a course of action you are also choosing the consequences of that action.

So once again I respectfully ask you to consider, please correct your ignorance. Accept that Role Playing and Systematic Master are separate but equal parts of gaming, that tearing down one does not build up the other. That story and mechanic have no intrinsic link, one represents the other but only in general sense. This will lead you to the best of both worlds a place that is much more accepting, where you can support your table, and still have a good time. It can help make gaming fun for everyone. One of the greatest proofs of game theory says, you do what is best for yourself and what is best for the group. 

As I said before think about it.
Title: Re: Power Gaming
Post by: All4BigGuns on <01-14-16/1321:36>
To be perfectly honest, taking either the Roleplaying aspect or the Game aspect to an extreme is a serious problem these days. They are both a part of the hobby's title for a reason, and thus they are both equally important.

With the former, this generally comes in when people complain about people wanting to actually make use of the mechanical social skills they spent character generation resources acquiring while just stating a general gist of what they want their character's 'argument' to entail and those who complain when the Fighter's player says "I hit make an attack on <blah>." instead of going into some in depth (and possibly convoluted) description of the attack.

The latter is more difficult because even a 'Roleplayer' (if they're wise) will try to get a dice pool or bonus that allows for a good margin of success. Taking this part too far would be trying to actually play theory-crafts like Pun-Pun or the Pornomancer.
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-14-16/1339:04>
Going back to previous arguments too:

Looking at the skill training time table (core 107) - they really don't seem believable nor match up with descriptions of in the skill rank description list.

It really only takes less than 100 days, and that's without an instructor, to get to a skill rating of 6. So someone training in mechanical engineering can learn it to skill 6 part time in less than a year. It's not a great simulation...
Title: Re: Power Gaming
Post by: Marcus on <01-14-16/1347:44>

It really only takes less than 100 days, and that's without an instructor, to get to a skill rating of 6. So someone training in mechanical engineering can learn it to skill 6 part time in less than a year. It's not a great simulation...

Your are very correct Gemstar, SR is not a very accurate simulation system. It's intended to be action oriented. It's more die hard, then band of brothers.

But that has many advantages as well. To me runners are Larger then Life, Heroes in dark days, facing overwhelming odds. But sticking to their Code. Compromising and forcing compromise where they can for the greater good of all people.

 
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-14-16/1358:37>
I agree. I have no expectation that my shadowrun character should be fleshed out and "alive" the way a real person would be. Movie character makes more sense - ranging from cartoonish action to intricately planned heist to epic fantasy to dark cyberpunk to buddy comedy to thriller/horror and more. Characters going to be engaged in an awesome setting where these tropes can really be played with.
Title: Re: Power Gaming
Post by: celondon on <01-14-16/1529:23>
Sacrificing a plethora of thematic elements in favor of raw power does infringe upon roleplaying. Roleplaying a guy who can do nothing but try to kill people is a very shallow concept. Not only is it shallow, it's pretty damn basic and many would say, boring. You can come up with any wacky backstory to explain how he is how he is but the character isn't going to be as interesting as he could be. Take the same guy, a complete monster in combat but he also has a deep interest in goblin rock and knows how to  perform classical jazz and ballet, he suddenly has a lot more depth. By refusing to even consider such options you are hurting your potential as a roleplayer.

See Jayne (http://www.imdb.com/character/ch0003807/)

Shallow merc gun nut with few other skills or redeeming qualities? Yet, at the same time a fun and fascinating character.

"I'll be in my bunk."
Title: Re: Power Gaming
Post by: All4BigGuns on <01-14-16/1530:42>
Sacrificing a plethora of thematic elements in favor of raw power does infringe upon roleplaying. Roleplaying a guy who can do nothing but try to kill people is a very shallow concept. Not only is it shallow, it's pretty damn basic and many would say, boring. You can come up with any wacky backstory to explain how he is how he is but the character isn't going to be as interesting as he could be. Take the same guy, a complete monster in combat but he also has a deep interest in goblin rock and knows how to  perform classical jazz and ballet, he suddenly has a lot more depth. By refusing to even consider such options you are hurting your potential as a roleplayer.

See Jayne

Shallow merc gun nut with few other skills or redeeming qualities? Yet, at the same time a fun and fascinating character.

"I'll be in my bunk."
 (http://www.imdb.com/character/ch0003807/)

Perfect example disproving his premise.
Title: Re: Power Gaming
Post by: falar on <01-14-16/1635:13>
To me runners are Larger then Life, Heroes in dark days, facing overwhelming odds. But sticking to their Code. Compromising and forcing compromise where they can for the greater good of all people.
... Wait. Shadowrunners are heroes? I always operated under the assumption that they were slightly different shades of grey in a world made of greys where there are no heroes and no villians. If anything, they tend towards amoral villians.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-14-16/1643:04>
The classical definition of hero, rather than the modern definition, is apt.

Even with the modern definitions you have anti heroes sticking it to The Man as best they can.
Title: Re: Power Gaming
Post by: Sendaz on <01-14-16/1649:15>
To me runners are Larger then Life, Heroes in dark days, facing overwhelming odds. But sticking to their Code. Compromising and forcing compromise where they can for the greater good of all people.
... Wait. Shadowrunners are heroes? I always operated under the assumption that they were slightly different shades of grey in a world made of greys where there are no heroes and no villians. If anything, they tend towards amoral villians.
Depends on the runner and campaign along with your point of view.

Someone sticking it to the Man by doing runs against unscrupulous corps will certainly be seen in a better light by some than another guy who takes any job, regardless the nature, solely for the paycheck.  But both exist and are perfectly feasible to play.



 
Title: Re: Power Gaming
Post by: Marcus on <01-14-16/1813:45>
To me runners are Larger then Life, Heroes in dark days, facing overwhelming odds. But sticking to their Code. Compromising and forcing compromise where they can for the greater good of all people.
... Wait. Shadowrunners are heroes? I always operated under the assumption that they were slightly different shades of grey in a world made of greys where there are no heroes and no villians. If anything, they tend towards amoral villians.

It's personal preference, but I don't play games to be the villain.

It's really a question you have to answer for yourself.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-14-16/2113:15>
Sacrificing a plethora of thematic elements in favor of raw power does infringe upon roleplaying. Roleplaying a guy who can do nothing but try to kill people is a very shallow concept. Not only is it shallow, it's pretty damn basic and many would say, boring. You can come up with any wacky backstory to explain how he is how he is but the character isn't going to be as interesting as he could be. Take the same guy, a complete monster in combat but he also has a deep interest in goblin rock and knows how to  perform classical jazz and ballet, he suddenly has a lot more depth. By refusing to even consider such options you are hurting your potential as a roleplayer.

See Jayne

Shallow merc gun nut with few other skills or redeeming qualities? Yet, at the same time a fun and fascinating character.

"I'll be in my bunk."
 (http://www.imdb.com/character/ch0003807/)

Perfect example disproving his premise.

Uhhh.. no? Jayne could play the guitar, had a family he cared about, etc. Seems like there is some depth there. Also, we only saw him for a single season/movie. Not the most time ever for character development.

We also don't see what thematic elements were sacrificed. We also know Jayne does more than try to kill people. By these loose definitions we could probably condemn every hero from a western.
Title: Re: Power Gaming
Post by: Glyph on <01-14-16/2226:35>
The guy with skills: E who can only kill people is only one of many ways to optimize.  There are combat mages, private investigators, underground reporters, eco-activists, burned-out company men, ex-pit fighters, and a lot more.  If your main (but not only) concern is optimization, there as still so, so many ways to do it.

But even the guy skills: E who spends most of his points on combat skills is neither unrealistic, nor does it have to be a shallow concept.  It's not unrealistic, because the world of Shadowrun has plenty of thugs, legbreakers, and muscle, and despite their numbers they are always in demand.  It doesn't have to be a shallow concept, because you can take the concept in many different directions.  You can angst about only being good at inflicting violence, you can embrace your inner monster, you can sink into sullen apathy, you can become paranoid, you can become overconfident - and you can grow and evolve into other roles over time.

And if you like roleplaying characters who fail - why, such a character opens up a world of failure for you!  A character hyper-focused on combat can fail at everything else!  He can struggle with the adware infesting his cheap commlink ("I don't even like troll-on-elf porn!  I only clicked on that one link because I was, um, curious.").  He can hang his head like a chastened schoolboy when the face has to take him by the hand, and do a bit of fast-talking, to get him into the club past the smirking bouncer who stopped him at the door.  He can kick an empty bottle down the hall with a clatter when he is trying to be sneaky, making the cat burglar wheel around and glare at him.  He can overpay his fixer to get a gun that is more or less like the one he had before, just with more bells and whistles ("But, but... it's 'The Razorboy's Ride-Along', dude!").  He can pine over the hot elf he is too intimidated to even approach.  The possibilities are endless!
Title: Re: Power Gaming
Post by: celondon on <01-14-16/2233:18>
Uhhh.. no? Jayne could play the guitar, had a family he cared about, etc. Seems like there is some depth there. Also, we only saw him for a single season/movie. Not the most time ever for character development.

We also don't see what thematic elements were sacrificed. We also know Jayne does more than try to kill people. By these loose definitions we could probably condemn every hero from a western.

That's pretty much my point. On the surface, he was a murder-hobo, but his knowledge skills, negative qualities and background pretty much give him depth and "character."
Title: Re: Power Gaming
Post by: FST_Gemstar on <01-14-16/2345:59>
(http://media.agonybooth.com/images/articles/Starship_Troopers_1997/starshiptroopers1997.0105.jpg)


Ace is a combat-focused character who plays the violin that definitely gives up utility for the violin. While his violin is good, it doesn't make him a better character, just one with a thing he does (play the violin). Spoiler: He does survive though.     ;)

I don't want to pile on, I just got reminded of this tonight though. Let's just do our best think of cool characters and play them out the best we can. And let's not forget sometimes character comes out in the play. We learn more about our characters after they are created due to their interaction with other PCs and the world. They can surprise us even after the sheet is finished, and it's for the good!



Title: Re: Power Gaming
Post by: Jayde Moon on <01-15-16/0145:33>
As long as we're doing pictures:

(http://media.boingboing.net/wp-content/uploads/2015/02/jack-burton.jpg)

This guy optimized his Throwing (Knife) skill at the cost of everything else.  Best character ever.
Title: Re: Power Gaming
Post by: Strange on <01-15-16/0316:09>
As long as we're doing pictures:

(http://media.boingboing.net/wp-content/uploads/2015/02/jack-burton.jpg)

This guy optimized his Throwing (Knife) skill at the cost of everything else.  Best character ever.

"It's all in the reflexes."  9/10 shadowrunners agree.
Title: Re: Power Gaming
Post by: Marcus on <01-15-16/0323:56>
Love it.
Title: Re: Power Gaming
Post by: Reaver on <01-15-16/0752:42>
As long as we're doing pictures:

(http://media.boingboing.net/wp-content/uploads/2015/02/jack-burton.jpg)

This guy optimized his Throwing (Knife) skill at the cost of everything else.  Best character ever.

And yet he misses 7/8 throws.....
(But does make the only that really matters)
Title: Re: Power Gaming
Post by: Rooks on <01-15-16/1221:50>
As long as we're doing pictures:

(http://media.boingboing.net/wp-content/uploads/2015/02/jack-burton.jpg)

This guy optimized his Throwing (Knife) skill at the cost of everything else.  Best character ever.

And yet he misses 7/8 throws.....
(But does make the only that really matters)
he was saving his edge
Title: Re: Power Gaming
Post by: Strange on <01-16-16/0041:59>
And he had help from Egg's potion of increase agility.

(http://www.outsidetheframe.co.uk/wp-content/uploads/2015/02/Big-Trouble-in-Little-China-Victor-Wong-Egg-Shen.jpg)
Title: Re: Power Gaming
Post by: El Diablo on <01-20-16/1127:52>
Make the GM cry, make the other players cry! I play the way I want :v Powergaming rules! There's no way you can come to a forum and tell me 'm playing wrong.

Joke aside, there are lots of powergaming goals. Some are to create the best murderhobo and some are to create an unkillable bastard. It's true, 'm afraid of creating characters and let 'em die. I know they can fail, they can break and give up. I wish to complete a story, an adventure, even if it's a breakdown or a sad ending. That's why I have emergency plans in most of my PCs: call it Edge or Hero Point (SR and PF). I am a powergamer? Yeah, you can say that. I don't want to make an useless character that must be carried EVERY time. Do I roleplay? Absolutely. So, what's the problem? I do powergame. If the GM is having issues to deal with my PC, GM may always ask me to tone it down or change character (as long as it's justified). Being a GM is not easy and we meet in a somewhat social encounter to have fun, to play. Being nice is easy.

Take it easy, buddies.
Title: Re: Power Gaming
Post by: Finstersang on <01-20-16/1937:25>
While I´m generally sceptical about blatant powergaming, there are certain character concepts where it doesn´t work against a good roleplaying but instead ehances it: Specifically, when it´s not just the player who´s "powergaming", but also the character as well.

The Gunslinger Adept who´s striving to be the deadliest assassin to ever be alive. The transhuman Streetsam who tries to become more machine than human. The decker that would sell the soul of his firstborn for a better deck and headware. Many typical Shadowrunner Archetypes are "Powergamers" by design.

So no, building a superhuman character is not standing against good roleplaying, it can actually enhance it, even and especially when there are also more down-to-earth-generalists in the group.

That being said, there are certain red flags where a GM should intervene. One is, obviously, excessive cheesing. Second is excessive min-maxing (that often doesn´t even make the PC that much stronger, just more generic and inflexible). Third is that dangerous tipping point where the whole group gets into an optimizing craze because some Hardcore PGs are more or less shaming them into building their characters as efficient as possible. When a mage with an academic background doesn´t have Arcana as a skill solely because "ZOMFG ARCANA IS ONLY NEEDED FOR INITIATION PUT THE POINTS IN SUMMONING & BINDING OR GTFO", then things have gotten a little out of hand.     
Title: Re: Power Gaming
Post by: The Wyrm Ouroboros on <01-21-16/2330:49>
Powergaming is for chargen, when 1 point as a Skill going from 0 to 1 means 2 karma ... or going from 5 to 6 means 30.  And if the GM is using that methodology, well, IMO that's fine; that's what you get, and you can use that with newbies and the like.

After that, use the karma generation system; build strong characters with a specialty (close combat, decking, spellcasting) but who have real interests, can do some basic things despite stress, etc.  After character creation, spend your karma on things other than becoming ZOMG the best pistolero ever (which you won't, but have fun trying), because isn't it more fun to imagine your shadowrun team knocking down pins in a bowling alley once in a while - maybe part of a league!! - than it is always being at the same bar-cum-firing-range?  And yes, right now I AM imagining a Pistolero firing a silenced light pistol loaded with gel rounds from inside the bag he's reaching into in order to nudge the wobbling 7 pin down so the decker doesn't have to try for a 7-10 split. ...

... which is more fun than putting a splat on a paper target, isn't it?
Title: Re: Power Gaming
Post by: Marcus on <01-22-16/0117:25>
Oh hey Wyrm joined the party!

Now ya know the thread is for real.
Title: Re: Power Gaming
Post by: Talgrath on <01-22-16/0153:59>
I'm new to Shadowrun, but I sort of ran into this on the forums today.  I haven't GMed Shadowrun, but my experience in other games has lead me to this: it's all about who you play with.  Personally, I don't like "powergaming", if you want to call it that, I want characters with a range of stats and opinions, so I think it comes down to the GM laying down house rules to implement those ideas.  As always, just because the book says you can do it, doesn't mean the GM has to allow it.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-22-16/0228:10>
Powergaming is for chargen, when 1 point as a Skill going from 0 to 1 means 2 karma ... or going from 5 to 6 means 30.  And if the GM is using that methodology, well, IMO that's fine; that's what you get, and you can use that with newbies and the like.

After that, use the karma generation system; build strong characters with a specialty (close combat, decking, spellcasting) but who have real interests, can do some basic things despite stress, etc.  After character creation, spend your karma on things other than becoming ZOMG the best pistolero ever (which you won't, but have fun trying), because isn't it more fun to imagine your shadowrun team knocking down pins in a bowling alley once in a while - maybe part of a league!! - than it is always being at the same bar-cum-firing-range?  And yes, right now I AM imagining a Pistolero firing a silenced light pistol loaded with gel rounds from inside the bag he's reaching into in order to nudge the wobbling 7 pin down so the decker doesn't have to try for a 7-10 split. ...

... which is more fun than putting a splat on a paper target, isn't it?

Either use karma gen or steal ideas from NWOD 2nd. Raising anything is a flat amount of points not based on the rank. Adjust the amount of karma you give out. Let's you keep the simpler priority rules, gets rid of the reason some people Powergame, and simplifies character growth. What could be more perfect for a group of newbies?
Title: Re: Power Gaming
Post by: Glyph on <01-22-16/0247:05>
Point build doesn't eliminate power-gaming, but it does get rid of front-loading-for-karma-efficiency powergaming, and makes generalists a bit more viable by giving them the low end of exponentially rising costs.  High dice pools are still desirable, though, because the game is still engineered around variable dice pools.

Still, one  thing to keep in mind is that the default game is designed to create superhumans who do dangerous things for a living.  Sometimes the complaints about powergaming seem like complaining that the PCs in a superhero game can fly or are bullet-proof.
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-22-16/0340:09>
Point build doesn't eliminate power-gaming, but it does get rid of front-loading-for-karma-efficiency powergaming, and makes generalists a bit more viable by giving them the low end of exponentially rising costs.  High dice pools are still desirable, though, because the game is still engineered around variable dice pools.

Still, one  thing to keep in mind is that the default game is designed to create superhumans who do dangerous things for a living.  Sometimes the complaints about powergaming seem like complaining that the PCs in a superhero game can fly or are bullet-proof.

Umm, didn't see that anywhere in the book. Trolls might be super human in some ways, but the humans are pretty human. Shadowrun isn't even competence porn. Compare the average runner crew after a run to the leverage team. The runners are probably shot to shit with someone passed out and they still have to go deal with a Johnson who might double cross them.

The leverage crew gets the corp to give them the McGuffin by tricking them and exposes them in front of a news crew as corrupt a-holes at the same time. When the hitter (street Sam of leverage) goes into a fight death is almost never even a possibility. The runners are constantly under mortal threat by contrast. They could be gunned down like dogs at any time.

So no, I don't think the runners are super human.
Title: Re: Power Gaming
Post by: The Wyrm Ouroboros on <01-22-16/1030:53>
Leverage is a TV show; their leads don't ever KILL people, so of course death to a PC main character or primary supporting character isn't a real risk.  And the people and corporations they go after, compared to those in SR, are frickin' tree-hugging total pacifists.  Compared to your average Shadowrun, once they were made - and here's the thing, in Leverage they always get made - they would not have two or three guys going after Eliot with brass knuckles, they'd have a squad of 12 or 16 with suppressed SMGs and only if he's lucky and they want to question him would Eliot survive.  Leverage has the presumption that even the worst bullshitter on the team (Hardison - yes, Parker is better) is more believable than common frickin' sense.

'Superhuman' here is essentially defined as being 'more than human' - and if you have eyes that can see in the dark, or cyber that lets you hit right where you want with almost any normal shot, or magic that enables you to whistle up spirits and read a person's mind, you are superhuman.  Starting runners are more competent (R5-6 skills in their key abilities) than ordinary humans who do that thing for a living (3-4); they may not be superspies or military special operations, but after only a few months more of hard work (call it 10-12 runs), they may be.  After that, it's a question of 'among the best in the world'.

Does this mean that every character should be ultra-focused?  I don't think so; overlapping skill-sets is only to the good, and every PC should be able to do a few things relatively competently at a 3 or 4 - use a medkit (Biotech/First Aid), make a sale (Negotiation), show bloody proper courtesy (Etiquette), shoot a gun (some version of firearms), drive a getaway car (Car / Pilot Ground), use a computer (I ... don't even know what that is any more, but Data Search sort of stuff, not hacking).  Every character, however, has his area to shine - face, mage, rigger, decker, street sam - and in that area he should beat the others like a kid with a bunch of pots and pans.  That character should have gear (and implants) that helps the character do that thing incredibly well.

The problem - the 'power gaming' portion - comes in when your characters focus on 'their area' at the expense of the baselines.  When your rigger winds up going through all 1500 rounds in his drones' weapon mounts because he can't negotiate a simple gangland territory crossing, your street sam ignores his friends' bullet holes because he can't even use a medkit, or your mage has to surrender the entire team because he was so incompetent behind the wheel that he crashed into the gatepost on the way out of the compound.  Not everyone has to be instantly competent at all of those crossover skills mentioned above, but when your PCs are putting every last bit of karma and nuyen into 'their area' to the detriment of having any useful secondary/backup skill, then you have a problem.

And that's when you hit them with the 'the Vory guy will only negotiate with the Russian rigger' problem.  Make the difficulty their difficulty, and maybe they'll decide 'hey, spreading a few karma around to my other skills might be a good thing ...'
Title: Re: Power Gaming
Post by: Hobbes on <01-22-16/1132:29>
Powergaming is for chargen, when 1 point as a Skill going from 0 to 1 means 2 karma ... or going from 5 to 6 means 30.  And if the GM is using that methodology, well, IMO that's fine; that's what you get, and you can use that with newbies and the like.

After that, use the karma generation system; build strong characters with a specialty (close combat, decking, spellcasting) but who have real interests, can do some basic things despite stress, etc.  After character creation, spend your karma on things other than becoming ZOMG the best pistolero ever (which you won't, but have fun trying)


Yeah, the Karma math for Skill/Stat points at Chargen combined with (IMO) glacial character advancement encourages specialized builds even more at chargen.  But, that same math rewards diversification after chargen.

Narratively most runners remind me of people fresh out of school or the service.  Good 'nuff at these couple things, little underdeveloped "real world" skills.  But they quickly pick up the "real world" stuff.  Works for rookie runners too, fresh off the street (or fall from grace), shows some real talent but needs to learn the ropes kind of story. 
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-22-16/1352:33>
Leverage is a TV show; their leads don't ever KILL people, so of course death to a PC main character or primary supporting character isn't a real risk.  And the people and corporations they go after, compared to those in SR, are frickin' tree-hugging total pacifists.  Compared to your average Shadowrun, once they were made - and here's the thing, in Leverage they always get made - they would not have two or three guys going after Eliot with brass knuckles, they'd have a squad of 12 or 16 with suppressed SMGs and only if he's lucky and they want to question him would Eliot survive.  Leverage has the presumption that even the worst bullshitter on the team (Hardison - yes, Parker is better) is more believable than common frickin' sense.
ALL OF THIS.

It's just not correct to draw parallels to a narrative show, where the overall trend is that it's unlikely that protagonist characters will ever actually be permanently killed (Game of Thrones excepted of course).

And that's when you hit them with the 'the Vory guy will only negotiate with the Russian rigger' problem.  Make the difficulty their difficulty, and maybe they'll decide 'hey, spreading a few karma around to my other skills might be a good thing ...'
That's when the face starts playing Cyrano de Bergerac from the van  ;D
Title: Re: Power Gaming
Post by: Hobbes on <01-22-16/1420:51>

And that's when you hit them with the 'the Vory guy will only negotiate with the Russian rigger' problem.  Make the difficulty their difficulty, and maybe they'll decide 'hey, spreading a few karma around to my other skills might be a good thing ...'
That's when the face starts playing Cyrano de Bergerac from the van  ;D

Or at least the rigger gets some RP moments makes the introduction and counts as an assisted test.  Stealing one PC's spotlight moment and forcing it on another is a bit heavy handed.  And 99% of the time results in fail because even if the Rigger had made a minor investment in Negotiations they'll get blown away in an opposed test. 

You don't need to beat PCs over the head with a weakness to get them to see the value of a minor investment in other skills.  Just give enough opportunity to move the story along or assist the main specialist, they'll play along.  And you can't expect each PC to be able to cover every skill. 
Title: Re: Power Gaming
Post by: ZombieAcePilot on <01-22-16/1907:18>
Leverage is a TV show; their leads don't ever KILL people, so of course death to a PC main character or primary supporting character isn't a real risk.

The characters are never at risk of being taken out. I use taken out in a FATE or Cortex+ interpretation. This means they are never really at risk of being removed from the story. They don't lose in a way where they don't come back. Sure, the stakes may be different, but that doesn't remove them from the category of competent bad-asses. Even with burning edge to survive death, the characters in a shadowrun game are not assured of the same. Runners feel like they are constantly running to stay on step ahead of a doom that is on their heels.

When I think superhuman I think of comic book super heroes. Powers or not, they are a cut above. Batman is not threatened by some punk with a gun. You need a villain to challenge him. In shadowrun a nameless goon can off you. Even spending edge to live doesn't really fix the disparity of power. I don't count the ability to see in the dark as some kind of miraculous super power. If I did than our modern military would be full of superhumans. Technological aids for guns already exist and they are nothing earth shattering either. A modern red dot sight is staggeringly good. Still not superhuman.

As for the magic... welcome to magerun. Its the aspect of the system I like the least by far. I don't disagree with the rest of what you say. My vision of shadowrun is perhaps darker. I like the fact that you don't need a super villain to challenge the players. The faceless, innumerable, grunts are enough to put the screws to a runner team. Sure, corp security might be taken down quickly, but their bullets are just as lethal and there are always more of them waiting to harry the runners. The question isn't if you will lose, but in how long. You race against that invisible timer, trying to get out before you are surrounded and out of options. You can't fight a stand up battle against a corp. You can't punch with the megas. So you suckerpunch them and try to get away clean before the behemoth can get up and crush you.
Title: Re: Power Gaming
Post by: Talgrath on <01-22-16/2054:51>
Leverage is a TV show; their leads don't ever KILL people, so of course death to a PC main character or primary supporting character isn't a real risk.

The characters are never at risk of being taken out. I use taken out in a FATE or Cortex+ interpretation. This means they are never really at risk of being removed from the story. They don't lose in a way where they don't come back. Sure, the stakes may be different, but that doesn't remove them from the category of competent bad-asses. Even with burning edge to survive death, the characters in a shadowrun game are not assured of the same. Runners feel like they are constantly running to stay on step ahead of a doom that is on their heels.

When I think superhuman I think of comic book super heroes. Powers or not, they are a cut above. Batman is not threatened by some punk with a gun. You need a villain to challenge him. In shadowrun a nameless goon can off you. Even spending edge to live doesn't really fix the disparity of power. I don't count the ability to see in the dark as some kind of miraculous super power. If I did than our modern military would be full of superhumans. Technological aids for guns already exist and they are nothing earth shattering either. A modern red dot sight is staggeringly good. Still not superhuman.

As for the magic... welcome to magerun. Its the aspect of the system I like the least by far. I don't disagree with the rest of what you say. My vision of shadowrun is perhaps darker. I like the fact that you don't need a super villain to challenge the players. The faceless, innumerable, grunts are enough to put the screws to a runner team. Sure, corp security might be taken down quickly, but their bullets are just as lethal and there are always more of them waiting to harry the runners. The question isn't if you will lose, but in how long. You race against that invisible timer, trying to get out before you are surrounded and out of options. You can't fight a stand up battle against a corp. You can't punch with the megas. So you suckerpunch them and try to get away clean before the behemoth can get up and crush you.

This.  So much this.  The fact that Shadowrun is like this, where characters might often just barely crawl away, is part of what attracts me to the system.  The characters should feel like they barely squeaked away, even when they win.
Title: Re: Power Gaming
Post by: Rooks on <01-22-16/2109:43>
Nah warhammer smacks PCs so much harder
Title: Re: Power Gaming
Post by: Glyph on <01-22-16/2225:02>
To clarify, The Wyrm Ouroboros was pretty much dead on regarding what I meant by "superhuman".  Sure, magic, augmentations, and the matrix are ubiquitous, but the PCs are still the outliers from the norm.  Your average Joe doesn't hack onto corporate hosts, or have implants or magic that give him extraordinary abilities, or tote around milspec weaponry.  And yeah, they can still get smacked around - but they have to be tough to even attempt to make a living at what they do.
Title: Re: Power Gaming
Post by: The Wyrm Ouroboros on <01-23-16/0118:48>
My point is that your derision of elements of SR not being 'competence porn' and comparing it against Leverage is flawed at its most basic level.

The 'superhumanly skilled' people in Leverage are serviced by the story considerably much more than they are forced to service the story.  When realistically or logically what happens next is that Eliot is really in either the hospital or in the morgue due to a sucking chest wound, or Sophie is in County behind six sets of steel gates, or whatever, the writers get to say 'No, Hardison sees them coming and Eliot disarms them of their guns before they can get off a shot, then there's a fight scene for two minutes before Eliot's knocked them all out and walks away like the cool dude he is.'  The only time a character is in the hospital or in jail is when it will make - for a strictly limited time - for a better story.  The writers, in short, aren't playing a game with a randomization aspect; they're only telling a story.

Even starting characters in Shadowrun, however - presuming a 6 or two in their particular area - are extremely competent.  I don't think you're understanding the difference between 'security guard has a 3 and a laser sight' - the equivalent of a trained soldier - and 'street samurai has a 6, a smartgun link, and Wired-3'.  Just because you consider 'superhuman' to be 'superhero' level something-or-other - powers and gadgets and skills that put you well above the normal human - doesn't mean that's what 'superhuman' means.  Modern military guys see at night and have laser and red-dot sights, sure, but it's gizmos external to the body.  Give them basic clothes and a gun, and the street samurai - all wired up - will shoot them in the dark, because even naked he can see in the dark; this is what implants are about. And when your standard soldier has a R3 Automatics, a starting character who has a 6 is definitely a kick-ass difference.  'Superhuman' simply means 'greater than human'.  And sure, that can apply to SpecOps, whether that's the guys in the US, France, Britain, Australia, or Israel, when it comes to combat the are greater than human - because of intensive training to kick ass and do a DNA scan for names.

Even taking your interpretation (more or less) into consideration though - is 'superhuman' the equivalent of The Bride in Kill Bill?  Jack Reacher?  Ethan Hunt?  Then 'superhuman' is definitely within reach.  While it may take a hundred, or five hundred, a thousand or two thousand (or four or six) karma to get a character into 'superhuman' levels (call it a 9+ in three or more skills), and though it may be out of the reach of the starting character, even a basic Wired-3 street samurai can kill eight people in three seconds with a pistol.  Without breaking a sweat.  A seriously competent adept with a top-notch blade can kill even more, if they're within his 'area of mobility'.  I'd call that superhuman.  Yes, a nameless punk can drop you if he's got surprise and a big gun, a ton of luck, and you're sleeping; it's a lot less likely if it's a face-off, even with a starting character.  It doesn't make you not-superhuman just because you can be killed.

As for the modern tech, sure it helps a lot.  It's still nothing compared to a smartgun link, which will cock your gun, indicate to you precisely where you're pointing it (so long as it's in your visual area), allow you to fire your weapon with a mental impulse, and eject the clip the microsecond it's empty, while giving you continual updates on the condition of the weapon and the number of rounds left in the clip + chamber.  The only thing it won't do is load and clean the weapon.  Ain't nothin' modern that'll do that yet, that's for sure.

And magerun?  Sure, mages are powerful - for a limited time, because all that power comes at the cost of drain.  I cannot tell you how many times the non-magical-at-the-time Hawatari has eliminated an enemy mage - and at several junctures, the mage was a PC - without in her case breaking a sweat.  Because of planning, and all the rest.  In a stand-up fight, sure, magic is the trump card - but if you're going for stand-up fights in Shadowrun, you deserve all of the ass-kicking you're receiving.

The point, really, is that yeah, SR is a dangerous place, and yeah, you should be exceptionally competent in whatever your area is - but that being competent exclusively in that area is a bad thing, and for all intents and purposes powergaming.
Title: Re: Power Gaming
Post by: Whiskeyjack on <01-23-16/0913:15>
And magerun?  Sure, mages are powerful - for a limited time, because all that power comes at the cost of drain.  I cannot tell you how many times the non-magical-at-the-time Hawatari has eliminated an enemy mage - and at several junctures, the mage was a PC - without in her case breaking a sweat.  Because of planning, and all the rest.  In a stand-up fight, sure, magic is the trump card - but if you're going for stand-up fights in Shadowrun, you deserve all of the ass-kicking you're receiving.
I agree with your whole post aside from this, there are trivially easy ways to mitigate Drain that make it a relative non-issue. But you're right about fighting a mage - if you're going toe-to-toe with them, pistols at dawn, out in the open, they will probably shred you even if they don't know a single Combat spell. But why are you fighting them that way to begin with, when it's common in-setting knowledge that any mage might be able to make you eat your own gun if they see you, if not fry you like a chicken dinner (and even if a given mage actually can't do that, you should assume they can and will, just to be safe).
Title: Re: Power Gaming
Post by: Marcus on <01-23-16/0958:14>
SR is not one of the new style total narrative focused system like Fate. It predates that shift in the industry by decades. That's not a bad thing by any means, the traditional ways are still great ways. SR has always been about it's own meta story and by extension the parts of that story the PC adventures tell, of course that meta story has drifted in many directions, and has often shifted almost totally between editions. We have seen the IP change hands several times, and while we are in what I consider to be sort of classic throw back stage right now, I don't really think that it matters a whole lot in terms of how the game is getting played right this minute.

The technology vs magic balance is always hard point to sell. My opinion on this differs greatly from many of our regular posters, I think 5th magic as far as PC's are concerned is considerably weaker then it has been in past editions. Tech is at a high point, in terms of effect, Deckers are back and better then ever, they are certainly are well ahead of technos. Alchemy has disrupted the magic scene mechanically, it may yet turn out to be strong but even after the hard target changes alchemy remains pretty incoherent.  I don't think anyone is going to argue that SG is anything other then ether the weakest magic books or at-least among the weakest we have ever seen in SR.

No one is ever going to make the perfectly competent character, and even if you did, it would be hella boring to play. The flaw of the Stormwind's fallacy has never been with it's logic, it's always been with underlying assumption that b/c players have the option to role play they will. We all know one of the reason this keeps coming up is many do not. Why no one on the other-side has figured out how to present that argument in some reasonable format is beyond me. The reality remains it takes both skill at role playing and skill at the system to achieve everything you can in a given session.