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SR 6 info

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Marcus

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« Reply #90 on: <05-10-19/1804:45> »
Well Banshee you may feel it's not relevant, but to me if you're thought process is that TM didn't work in 5e b/c players "felt like they didn't work"  vs recognition of the fact that TM was a failed Archetype for most of 5e. This is extremely relevant to how I see things going, any HR Professional or Industrial Engineer will tell you; Past behavior are strong indicators of future out comes.

I'm seriously looking for a reason to hope 6e isn't going to follow the TM example in 5e, the math thus far has me very concerned. You're free to dismiss me of course. I know gamers are always cranky about new editions, and I don't blame anyone for not wanting to engage about something they created; and I recognize NDA's  have you locked down. I been there, I'm an engineer I design stuff ever day and review and release are both painful processes.

I have supported SR and the devs for a long time on here, I'd be happy to do it again. I and probably many others want a reason to believe 6e is going to be better then 5e. A couple streamers, some podcasts, and the army of Catalyst demo team agents aren't going sway my opinion, I've argued with these jokers for years. Math, fact or a good argument can change my mind. So to you why is 6e better?  How is this an improvement over the edition that we have seen before? By all means skip the specifics but to your mind why is it better?

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Shinobi Killfist

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« Reply #91 on: <05-10-19/1817:20> »
The math is the big concern. Game math is important to get right. Large swaths of 5e didn’t get the math right. We will have to see if they got someone on the team who is solid at game math this edition.

As an aside on the math. I’m not sure why I’d want my game math to be deadlier than 5e. I kind of want the pcs to survive being shot at. In 5e without some serious min maxing missions enemies frequently one shot the pcs.

AnotherUser

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« Reply #92 on: <05-10-19/1931:07> »
So at most PC will have 2 attacks, further we don't actually know the initiative totally will even begin to look like.  So it's in no way 2nd repeated. As for farming edge we know you can't gain more then 2 points of edge per turn, so that's really not really relevant ether.  ...

Actually we do know how initiative will look like. `Not substantianally different` from where it is now.

And getting 2 attacks with grenades/shotguns/burst fire plus maneuvering and/or taking cover before anyone can react is pretty much to what we were accustomed in 2nd edition.

The idea that 2nd edition combat was totally fine and only started to suck when wired reflexes lvl 3 were involved is kind of weird. It sucked with lvl 2 ones just as well. Anything that degrades normal characters to mere cheerleaders sucks. The question of how much is rather academic, is it not?

Keep in mind that after your sam the hostile sam gets to go aswell. After that, the fight is probably already decided one way or the other. Before you even got a chance to take cover.

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for simplicity sake in keeping the rules streamlined we kept the mechanics in line with 5E in that they work much like magic system does
Not commenting on their competetiveness, but I got to say the fact that it was so symetrical to magic robbed both, technomancy and magic, of their status as something special.

`It´s another colour of magic, but in the matrix`, is a really bad pitch.
« Last Edit: <05-10-19/1936:57> by AnotherUser »

Shinobi Killfist

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« Reply #93 on: <05-10-19/1937:03> »
I never understood why it’s bad to be backup in a fight but every other role you can be a backup singer or not even a contributor and it’s a okay.

Dude spends all of his resources on fighting and everyone wants to be 90% of that for 1/10th the cost.

easl

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« Reply #94 on: <05-10-19/2004:17> »
Dude spends all of his resources on fighting and everyone wants to be 90% of that for 1/10th the cost.

That's kind of the problem with minimax-driven games in a nutshell; players want and expect that if they build their pc towards being expert at one narrow thing, they'll be much better at it than any of the others. Which seems fair. OTOH, combat is such a regular occurrence in most rpgs that the GM is then  faced with a choice: make the bad guys a challenge for the one pc and potentially gank everyone else, OR make the bad guys a challenge for the rest of the group and watch as they never really get to do anything because the one expert wipes the floor with them. So being the One True Combat Monster can have the side effect of making combat scenes unfun or problematic for everyone else.

What's the solution? Well there isn't one that's going to please everyone. A GM solution is to try and include scenes that let every PC shine at their own expertise.  Many games limit the amount of expertise in one thing you can acquire out of the gate (SR's "max 6 skill" is sort of that, but it's a weak control - many other games control it stronger). Magic-including games often allow mages to achieve combat expertise via magic; "two ways to one result".

SR is particularly vulnerable to the expertise issue because of how you can layer four different things: attributes + skills + ware + drugs. (or ...+magic + drugs). How do solve? Should we bother?  Dunno. But missions could probably set the standard for  more balanced PC's as a priority, if it wanted, by scenario design.

Shinobi Killfist

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« Reply #95 on: <05-10-19/2023:04> »
That was imo the nice thing about the multiple passes. Enemy difficulty didn’t have to be about tough enough for the sam. As a street sam would shine by going more. Not necessarily by each time his going being better. Back in 3e everyone could have a 6 in skill and a smartgun link. If he doesn’t go more he’s going to have to go much better. Which actually does make enemies scary if you are trying to make them a challenge for the sam.

Marcus

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« Reply #96 on: <05-10-19/2208:18> »

Actually we do know how initiative will look like. `Not substantianally different` from where it is now.

See what interests me about that, is right off you know you're not dealing with a reliable narrator, and that's been an issue that's remained constant across this whole process. "Initiative is gonna be the same", accept that action economy is totally different, movement is totally different, free actions are gone, and you know ware and maybe magic those things that were the biggest modifiers of initiative well they are now totally different. We know that some things adds minor actions, but we don't know how those things change your actual initiative score, we don't know if they modify the character's reaction. We were told initiative is static, but then edge give initiative modifier as the first option, are those bonuses stacking? Do they persist between rounds? Do Elemental effect still modify initiative? Can you still "Borrow" actions for defense?  So saying we know what initiative will look like beyond starting at high number and going to zero, is a complete joke.

And getting 2 attacks with grenades/shotguns/burst fire plus maneuvering and/or taking cover before anyone can react is pretty much to what we were accustomed in 2nd edition.

The idea that 2nd edition combat was totally fine and only started to suck when wired reflexes lvl 3 were involved is kind of weird. It sucked with lvl 2 ones just as well. Anything that degrades normal characters to mere cheerleaders sucks. The question of how much is rather academic, is it not?

Keep in mind that after your sam the hostile sam gets to go aswell. After that, the fight is probably already decided one way or the other. Before you even got a chance to take cover.

As to the rest, I played 2nd and had lots of fun.  It just comes down to how your table went about character generation. It's not like everyone couldn't have the taken same level of initiative boost in 2nd. Sure rolls would vary, but folks would then be in the range most of the time. Some people made the choice not to that but that was their choice. If you don't like the results of your choices, make different choices.  It's not hard to make an agreement not to exceed specific amount of initiative boost.

« Last Edit: <05-11-19/0923:41> by Marcus »
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AnotherUser

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« Reply #97 on: <05-11-19/1955:46> »
See what interests me about that, is right off you know you're not dealing with a reliable narrator, and that's been an issue that's remained constant across this whole process. "Initiative is gonna be the same", accept that action economy is totally different, movement is totally different, free actions are gone, and you know ware and maybe magic those things that were the biggest modifiers of initiative well they are now totally different. We know that some things adds minor actions, but we don't know how those things change your actual initiative score, we don't know if they modify the character's reaction. We were told initiative is static, but then edge give initiative modifier as the first option, are those bonuses stacking? Do they persist between rounds? Do Elemental effect still modify initiative? Can you still "Borrow" actions for defense?  So saying we know what initiative will look like beyond starting at high number and going to zero, is a complete joke.
We were talking about how high ini numbers might possibly get to check our hypothesis. If you consider it too bold an assumption that wired reflexes lvl 1 will give you an additional dice and maybe +1 or +2, (like they did for decades) then you are free to do so. But it looked pretty much like it on the stream.

As to the rest, I played 2nd and had lots of fun.  It just comes down to how your table went about character generation. It's not like everyone couldn't have the taken same level of initiative boost in 2nd. Sure rolls would vary, but folks would then be in the range most of the time. Some people made the choice not to that but that was their choice. If you don't like the results of your choices, make different choices.  It's not hard to make an agreement not to exceed specific amount of initiative boost.
Funnily enough such agreements were in use back then.
As was the practice not to allow deckers as player characters. (For very similar reasons, actually.)
Does that mean decking was just fine, too?

`Broken is fine as long everyone is doing it or a homebrew workaround is thinkable...` is not really a selling point for a ruleset.

Marcus

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« Reply #98 on: <05-12-19/0017:54> »
See what interests me about that, is right off you know you're not dealing with a reliable narrator, and that's been an issue that's remained constant across this whole process. "Initiative is gonna be the same", accept that action economy is totally different, movement is totally different, free actions are gone, and you know ware and maybe magic those things that were the biggest modifiers of initiative well they are now totally different. We know that some things adds minor actions, but we don't know how those things change your actual initiative score, we don't know if they modify the character's reaction. We were told initiative is static, but then edge give initiative modifier as the first option, are those bonuses stacking? Do they persist between rounds? Do Elemental effect still modify initiative? Can you still "Borrow" actions for defense?  So saying we know what initiative will look like beyond starting at high number and going to zero, is a complete joke.
We were talking about how high ini numbers might possibly get to check our hypothesis. If you consider it too bold an assumption that wired reflexes lvl 1 will give you an additional dice and maybe +1 or +2, (like they did for decades) then you are free to do so. But it looked pretty much like it on the stream.
I'm not interested in making assumptions. I don't question that the system will go from some larger number to zero, and I suspect they will modify initiative values, but over all it's Action economy concerns me more. As to streams thus far the streams they don't strike me reliable source at all. We don't know CRB rules vs Quick Start rules, or whatever preview rules set they were given. Further then that, even if was the CRB, two people can read the same paragraph and come away with completely opposite opinions on what that paragraph said. I have seen dozens of times on this board. 


As to the rest, I played 2nd and had lots of fun.  It just comes down to how your table went about character generation. It's not like everyone couldn't have the taken same level of initiative boost in 2nd. Sure rolls would vary, but folks would then be in the range most of the time. Some people made the choice not to that but that was their choice. If you don't like the results of your choices, make different choices.  It's not hard to make an agreement not to exceed specific amount of initiative boost.
Funnily enough such agreements were in use back then.
As was the practice not to allow deckers as player characters. (For very similar reasons, actually.)
Does that mean decking was just fine, too?

`Broken is fine as long everyone is doing it or a homebrew workaround is thinkable...` is not really a selling point for a ruleset.

Making agreements on limitation in character creation is not homebrew. It doesn't change the rules in anyway, it simply defines limits to characters systematic outcomes.

Next imply I said something I didn't always ticks me off.  I said I had fun playing 2nd SR and if you didn't have fun you should consider making different choices.

So to be clear I never 2nd SR was perfect. No system will ever be perfect. 2nd decker was an interesting subsystem and could be fun to play, yes it was basically a solo dungeon crawl and as such it could easily be disruptive to tables.  Does that mean that it was bad? No. It simply mean if you don't want to disrupt your table you need account for it ahead of time or you didn't make tables that would be disrupted by it. Again that isn't homebrew, it's simple recognizing facts and adjusting play style accordingly.

An etherology game in 5e effectively requires Astral projection. You don't get mad about a street sam not being able to project, you just don't allow characters that can't astrally project if you're running an Etherology game.

Further better choices could be almost infinite numbers of things. Including not playing 2nd if you just can't adapted your game style to account for the system's flaws.
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tenchi2a

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« Reply #99 on: <05-12-19/0431:31> »
According to the Line developer.
Initiative will be a roll like in 5th and you will have 1 major and 2 minor actions.
Initiative is rolled once, but can be changed by using some actions (-) or using edge (+)
The number of dice you have will give you that number of extra minor actions (maximum minor actions 5).
You can trade 4 minor actions for 1 major action.
So it looks like outside of high level Spells/Powers/Wire reflexes 2+/ Etc. most players will only get one action per turn not the two people are claiming.




Michael Chandra

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« Reply #100 on: <05-12-19/0437:23> »
I don't know who you're referring to with 'unlike what people claim'? Isn't the whole debate about that high initiative boosting people can do that, starting at 2 extra dice?

Also, interesting about the 5 Minors max. Could you tell where you got that from? That's a bit disappointing because it means the fifth Initiative die literally only adds Initiative and that sounds weird.
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Redwulfe

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« Reply #101 on: <05-12-19/1240:28> »
Also, interesting about the 5 Minors max. Could you tell where you got that from? That's a bit disappointing because it means the fifth Initiative die literally only adds Initiative and that sounds weird.

I had heard form an official source that we are capped at 5 minors as well but I can not recall which podcast or post I had heard it from, sorry not more helpful.

My question though was: do we know we will have access to 5 initiative dice? I was assuming since the minors are +1 per die that we would be capped at 4 dice to get us to the 5 minor actions.

On the rest of the thread on how many actions we are getting one thing, I thought of yesterday was that we still don't have enough info to know how many equivalent actions we will get. We know we get 1 major and 4 minors become a major but if readying a weapon which is normally a major becomes a minor we suddenly have a way to access a third major by downgrading them to minors. Just a thought.

All in all, I still think it is too early to really tell what action economy will fully look like until we get our hands on the full core rules. Anything past what we know is speculation and assumptive.
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Shinobi Killfist

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« Reply #102 on: <05-12-19/1255:02> »
I doubt that attacks will get downgraded to minors with the right thingy. But they may roll minors into majors like a charge attack or something.

Michael Chandra

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« Reply #103 on: <05-12-19/1350:46> »
We know we get 1 major and 4 minors become a major but if readying a weapon which is normally a major becomes a minor we suddenly have a way to access a third major by downgrading them to minors. Just a thought.
...huh? What do you mean a third Major? Where do you get that from?
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Shinobi Killfist

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« Reply #104 on: <05-12-19/1449:06> »
We know we get 1 major and 4 minors become a major but if readying a weapon which is normally a major becomes a minor we suddenly have a way to access a third major by downgrading them to minors. Just a thought.
...huh? What do you mean a third Major? Where do you get that from?

I interpreted it as this piece of gear turns this major into a minor. effectively giving you more majors. Fictional clearly not in the game example. Shooting is a major action. Shooting with a smart gun with its wireless turned on is a minor action