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one of the House rules in the Thread "6e Flaws and How to Fix’em"

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ZeroSum

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« Reply #45 on: <09-30-19/1049:16> »
3. Other?
Something along the lines of: set handling test threshold from the difficulty of the manoeuvre being attempted, on a scale of 1-4+. Change the SR6 Handling stat into a modifier on this threshold (maybe by doing (4-Handling); so a sportsbike gets -2 and a big lumbering van gets +2.) Roll against that. And calm the speed interval modifiers down a bit, as you also suggest.
Oh, I like that; that thought never came across my mind. Stealing it and editing my post to reflect it.

skalchemist

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« Reply #46 on: <09-30-19/1216:49> »
My preferred way to "handle Handling" is to consider Handling Tests things you do ONLY to avoid a crash, rather than to see if you crash.

The distinction being no test is necessary unless the crash is PRESUMED rather than merely possible.  Taking a turn at higher-than safe speeds? That's a handling test in prior editions, sure.  In this edition, just because you're Neo-Tokyo-drifting around the corner it doesn't mean you're PRESUMED to fail and therefore no crash test is invoked.  PRESUMABLY, what's going on  is either a race, chase, or attempt to impress observer(s).  In the first two cases the test is technically threshold-less anyway due to being opposed tests.  In the third, it's either an open test to just see how many hits you can score, or maybe again an opposed test against the joygirl's composure to not swoon at your prowess.  In none of these cases is a crash test necessary.

The cited handling thresholds are, by my reckoning, for those times when anyone would reasonably say "No, there's just no way you wouldn't crash." You get the chance to prove logic wrong.
EDIT: I like this rule of thumb: You're never rolling a handling test unless you glitch a piloting test, or you lose an opposed piloting test where the winner was deliberately trying to force you to crash.
I haven't read through the whole thread yet, so there may be problems with this, but at face value I really like this interpretation.

ZeroSum

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« Reply #47 on: <09-30-19/1431:09> »
Ah, so you're imagining  adding all the +DRs together then rather than evaluating against the single highest modifier.
Oh yeah, absolutely. FBA specifies that it comes with a helmet, so those would definitely be added. I would assume the same is true for regular armour and a helmet, or for any armour and a shield. By RAW this isn't actually the case now that I'm reading it again, because none of the helmets or shields specifically state that they add to overall armour... Something for the errata team, clearly.
Quoting myself here as I found a RAW answer to this question. I'm reading the book cover to cover, and realized I had not noticed this before:
Quote from: SR6 page 108
Most Defense Boosts from pieces of armor are not cumulative, though qualities, augmentations, and supplemental armor like helmets, shields, and pads can provide a little bump here and there.
So wearing an Armored Jacket (+4), along with a Helmet (+1) and a Shield (+2) would indeed give you a total Defense Rating of Body+7.

Since Full Body Armor is now legal, you could even get as high as Body+9 (FBA 5 + Helmet 2 + Shield 2); incidentally, this is similar to the anthro drone range of the Nissan Samurai/Oni, which range from Armor 6 to Armor 10 respectively.

PatrolDeer

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« Reply #48 on: <10-01-19/0833:57> »
Hey Yall

I like the conversation here. I do not have a way to fix things but I want to share something with you.

https://www.youtube.com/watch?v=L3cQFsX6gl4

Tactical driving. They use old, average cars to do cool stuff and of course a professional driver.
I payed special attention to the speed at which these stunts, or tricks or maneuvers have been performed. Also, the guy says a couple of really valid things regarding driving, control and so on.
When performing tricks, the driver slowed down. I have the feeling that acceleration is a point not very well explored in this conversation.

Imagine yourself on a bicycle doing a fast turn, you wanna slow down before the corner and than speed up again, otherwise you will flip. That is just gravity...

It also seems, that when decelerating, that is the right time to shoot out of vehicle, throw sticky bombs or whatever as the penalty drops for a short period of time. Just because the gear isn't explicitly stated, doesn't mean that I can't put off-road tires on my GMC Bulldog to have better handling.
Playing with vehicle stats might be a more subtle way that just dumping the whole driving mechanics, as mentioned by ZeroSum.

https://www.youtube.com/watch?v=8u-XIjXS98Q

Another video is old school evasive driving. Which is basically, planning the road ahead, learning the problematic choke points, ambush places, and other things. Legwork. This could be Rigger-Transporter bread and butter, just as the rally driver has his navigator. By doing so, certain tricky situations could have reduced threshold because the driver knows the road.
That advantage is achieved just by role-playing and immediately makes me feel like the king of the road.

Average speed limit in the city is what, 50 km/h, so double that for a chase in the traffic, we are at 100 km/h which is 90 meters per combat round. Suzuki Mirage gets -3 dice pool for it's speed interval of 30. Honda Spirit will face a -4 with its 20 speed interval.
100 km/h stunt getting -4 to dice pool with unmodified Honda Spirit seems reasonable to me. Especially for someone who's life are vehicles and driving, Riggers.

As for regular streetsam, trying to evade angry Yakuza, His reaction can be okay, his piloting is probably gonna be average. Probably slow down before doing a J turn, since driving is not the stuff you are getting payed for, or burn that edge... and go 200 km/h.


ZeroSum

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« Reply #49 on: <10-01-19/0952:53> »
Average speed limit in the city is what, 50 km/h, so double that for a chase in the traffic, we are at 100 km/h which is 90 meters per combat round. Suzuki Mirage gets -3 dice pool for it's speed interval of 30. Honda Spirit will face a -4 with its 20 speed interval.
100 km/h stunt getting -4 to dice pool with unmodified Honda Spirit seems reasonable to me. Especially for someone who's life are vehicles and driving, Riggers.
You make some good points, and I want to address some of those later on, but I wanted to tackle this one first. My issue with the dice pool modifiers for Riggers is that they can far exceed those of any other archetype, and are mathematically more likely to apply.

For example, firing from cover IV is a -2 dice pool penalty, same as Fatigued (per level). The Blinded and Deafened penalties are -3 per level (max -6), Frightened is -4, as are melee attacks from Prone. The defender in a Grapple suffers a -4 dice pool penalty for being restrained, noise can potentially go incredibly high but at some point your device will just disconnect from the matrix so the actual penalty is capped at (DR+Noise Reduction)-1.

Meanwhile, riggers can hit penalties as high as -16(!), with maximum penalty across the 50 vehicles in the core book is largely distributed into the following:
Max PenaltyCount
<32
3-48
4-615
6-811
>814

The maximum penalty is obviously just one part of the picture; while most archetypes will frequently deal with an Attack Rating penalty, dice pool penalties are less common and far less impactful. In addition, dice pool penalties are a double whammy for riggers because Handling tests are unopposed; if you are rolling opposed tests chances are both participants are affected, but when rolling for Handling you have to hit a fixed threshold that can go as high as 7(!). To put this into perspective, SR6 defines thresholds as follows:
ThresholdDescription
1Simple task, only slightly more difcult than walking and talking.
2More complex, but still in the range of normal experience.
3Normal starting point for Simple tests.
4More difcult, impressive enough to accomplish.
5Tricky, the sort of thing only accomplished by those who have worked on their skills.
6Elite-level accomplishment, something that few in the world could pull off with any degree of regularity.
7Standing out among the elite, demonstrating very rare ability.

The challenge here is that the rules are inconsistent where thresholds are concerned. Piloting a Dodge Scoot offroad [Handling 7] is apparently something only the elite of the elite should attempt, while a Mirage [Handling 2] on road is "in the range of normal experience". Spotting a neon sign is threshold 1, while finding a needle in a haystack is threshold 4 (the base (or higher) Handling for 15 of the 50 vehicles in the core book). Healing someone with 1 point of Essence in their body is a threshold 4 test with net hits going towards actual healing, while healing someone with 6 points of essence is an automatic success (5-6 = 1 guaranteed net hit, any hits rolled at to net hits).

So, all of that being said, I think your comments about the Mirage and the Honda Civic (err, I mean, Spirit) are fair. -3 and -4 at 100kmh seems... less problematic than -16. But, the issue is that the system does not scale well. The "easy" solution I've suggested (drop all handling thresholds and/or increase all speed intervals) is just that: "easy". It is by no means a balanced suggestion, it's just a way to implement a change to a system I think mathematically does not scale well when compared to the rest of the core ruleset.

The more obvious answer to this challenge is to sit down and review each and every vehicle, and examine if it needs to be modified or not. But quite honestly, I think that is WAY outside the scope of someone like us, and should be left to actual game designers.

I think all of your points about real world examples are fine, if you approach Shadowrun from a realism perspective. I think the challenge is that the setting itself clearly does not; a firearms expert can shoot a target from 500+ meters away (I think we can all agree that this would represent a difficult, but not impossible, shot for someone with even just a little training), and the only dice pool penalty they will take is... Actually, there is no dice pool penalty for range, the only thing that affects your attack is a reduction in Attack Rating.

As an extreme example, the Barret Model 122 already comes with a smartgun and bipod, and if you add a scope with vision magnification to it, then go prone and use the Take Aim action when lining up your shot, you are actually getting a substantial AR AND dice pool bonus. To put it into numbers:
Attack Rating: bipod 3, smartgun 2, vision magnification 2 (M/F/E only), prone 2
Dice Pool: smartgun 1, take aim 1+ (no maximum listed)
This results in an AR of 23 at ranges of 500+ meters and a bonus instead of a penalty to their dice pool, and even if the target had an AV of 27 they wouldn't get Edge because of the imaging scope rules.

That's just one example; the book has several highly conditional effects that could be used by a clever GM to affect only certain members of the party, but if the rigger is with the team chances are they are affected by the same conditional effects in addition to those imposed by speed intervals.

So, once again, my issue with the rigger rules isn't that they are unrealistic; they aren't, not necessarily.

Pulling a hairpin turn in an armored van at 160kmh on the highway SHOULD be difficult, I don't think anyone is arguing that it should not.

But, and I cannot stress this strongly enough, the core rules in SR6 apply an undue amount of mathematical penalties and improbabilities of success on riggers through dice pool penalties and high thresholds when compared to every other archetype in the core ruleset.

The design goal of SR6 was to "streamline" and "make the rules move faster while still giving players lots of choices and tactics". I cannot with a clear conscience say that the rigger rules accomplished this.
« Last Edit: <10-01-19/0959:02> by ZeroSum »

Shinobi Killfist

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« Reply #50 on: <10-01-19/1031:04> »
I’ll not sure it hits the realism zone either. A professional driver let’s say specialized in stunts with a above average reaction would be tossing 10 dice. Even in good cars he’d be failing tests far too often. Thing is in things like the hairpin example I don’t think the assumption is they are actually making a turn at that speed but that at the start of the maneuver they are that speed they break do a hairpin turn and quickly accelerate back up to speed. I don’t think it would be physically possible to do it otherwise in most vehicles.

Anyone can make a hairpin turn it’s doing one and not losing a game mechanic noticeable amount of speed that is the trick. Maybe if failure didn’t mean crash test but loss of speed or something it would work better.

Something like test failed. Usually means you don’t succeed in the maneuver as intended and damn I. Preferred 5es abstraction for this. But basically the opposite intent would happen. Hairpin turn to try and catch up with enemy and you’d lose a range band. Hairpin turn to escape they get closer to you. Though those would be opposed test versions of this I think. A glitch would be where crash test kick in. Critical glitches might just be you crash or crash test at penalty dice.

Things that intuitively a failure would mean a crash like jumping a canyon would mean you aborted the stunt right before on a normal failure. A glitch crash test or you fail to abort the jump and plunge to your doom. Critical glitch I hope you have ejector seats.

Xenon

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« Reply #51 on: <10-01-19/1146:19> »
The Blinded and Deafened penalties are -3 per level (max -6)
To be fair, the max is now, unlike previous editions, that the action may not be performed at all.

In SR5 it used to be -1, -3, -6, -10
In SR6 it is -3, -6, Not possible at all

riggers can hit penalties as high as -16(!)
The SR6 solution seem to be that if negative modifier (due to speed or whatever) is more than 6 dice then it is no longer possible to even attempt the action at all...

ZeroSum

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« Reply #52 on: <10-01-19/1156:35> »
The Blinded and Deafened penalties are -3 per level (max -6)
To be fair, the max is now, unlike previous editions, that the action may not be performed at all.

In SR5 it used to be -1, -3, -6, -10
In SR6 it is -3, -6, Not possible at all
That is true for Blinded and Deafened, for actions involving sight and hearing, respectively.


riggers can hit penalties as high as -16(!)
The SR6 solution seem to be that if negative modifier (due to speed or whatever) is more than 6 dice then it is no longer possible to even attempt the action at all...
This is not implied anywhere in the written rules, though, and if your dice pool is 25 (GOAT level) you would still have 9 dice with which to roll at max penalty.

Only the Blinded and Deafened status effects at Level III implies an automatic failure; Confused on the other hand has no upper limit, and applies the net hits from an opposed test (spellcasting or creature power) as a negative dice pool modifier.

Mechanically speaking, there are not a lot of dice pool modifiers that reach -6; Extreme allergies do, and when exposed you take 1 unresisted physical DV every 30 seconds. That's how disproportionate the rigging rules are; this is kind of my point.