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Message no. 1
From: Gary Carroll <gary@****.COM>
Subject: Re: Character creation and advancement...
Date: Thu, 29 Jun 1995 14:13:43 -0700
>On Thu, 29 Jun 1995, Gary Carroll wrote:
>>
>> __get your head out of **&*__
>Don't even start that. Don't even *think* it.
OK OK I just wanted to state the fact that stat's change. And
unlike certain game systems that don't allow it. I don't want
this game to start thinking that they should limit it! (:~>)

>> as you say it doesn't make sense for a character to raise
>> a his strength from a 1 to a 6 within a few months but it does
>> make sense that a person with a very good skill in firearms
>> * 6 * could all of a sudden be a GOD with the roomsweeper
>> and raise his stat to a * 12 *
>Marc Renouf wrote:
> No, it doesn't make any more sense for the skill to raise.
Which
>is exactly why I enforce limits as to how skills can progress. I have
>several players that have karma squirreled away for the time when
>they are actually allowed to raise a skill. In my game, it takes long
>periods of practice, study, or formal training to advance in your
skills,
>and especially to acquire new ones.

OK OK so I'm guessing your time line flows along at a slower pace
than mine... to be expected. For example in my game a character
took a month off after a run and hired a trainer / teacher for 10,000
that whole month he was train in the power of the mind *willpower*.
During that time the rest of the group... learned a new spell, acquired
some new tech, replaced his skin with ortho skin, and some even
went on a bodyguarding run...

> That's why putting higher priorities in skills is important.
>It's because it's such a karma suck and a pain-in-the-ass to raise them
>later. You're on the right track when you say that the priority system
>allows you to create a character to your tastes.

WOW we actually agree *COOL* :~)

>But if you don't put some logical, reasonable limitations on character
>advancement, you end up with a bunch of carbon-copy characters,

what's wrong with that - that happens all the time - Ohhh I want to
be as
pretty as Cindy Crawford or I want to be as buff as Arnold, or as
kick butt
as Bruce Lee...

>all with max stats, high skills, etc.

so they like to be well rounded... you have to do something with those
karma points... Until they try to do something different they are
going to
build similiar character to their original mold.

>The priority system reflects the
>fact that different people are better at different things. Some are
>more skilled, some are more physically or mentally robust. What
>*doesn't* make sense is the fact that it's not limited afterward. Why
>bother making a mechanism whereby you can reflect these
>differences, strengths, and weaknesses when it's all going to turn
>into the same thing 66 karma down the road?

Why bother playing if you can't make what you want?

>> Yes I completely agree that normal people can't raise strength
>> from say a 4 - 6 in less that 6 months but shadowrunners
>> are definately not normal. How many normal people attack
>> 6 foot tall wasps and survive or live through 4 or 5 bullet wounds.

> This argument is so lame. Shadowrunners are normal people. But
>their lifestyle is considerably more dangerous than others' and they
>have learned to cope. They are lucky, and the ones that remain alive
>long enough get good enough that they don't have to be quite so lucky
>anymore.

Ok so it was lame but it was also blunt. How many normal people (wage
slaves) do you know that get 2 or even 5 karma in say two weeks.
meeemmmmpppp try next to none - 6 - 8 karma a year maybe.
well let me see I ran for 2 hours *as hard as my adreanalin could
carry me*
for the last 5 days. I had to dive roll my way down an alley while
shooting
at people with smoke grenades and fireballs going off all around.
I had to
throw myself in front of a bullet to save that Corp peon and I had to
completely tax myself out trying to out maneuver that elf in hand
to hand.

* all tole in one week * - well from what I see I say he earned
that increase
in quickness.

><examples of reasons to increase stats>

> All very true. But you're not going to go from Forrest Gump to
>Stephen Hawking in a matter of weeks. It's just not gonna happen.

no but they told Forest Gump he wouldn't walk without braces too...

>Like I said, the few people I know who've done it with physical
>conditioning spent pretty much *all* of their time working out. And
>their stamina didn't increase appreciably. Just their bulk. Their
>flexibility actually decreased, so should their Quickness go down?

well this sounds like they didn't have the karma to raise their bulk
so they sacrificed some quickness. (*or didn't take the time with the
karma*)

<section taken out about jack-of-all-trades because we were never
going to agree on that one>

>> If we really wanted to make this game more fair as you stated
>> give the characters all the same # or abilities, skills, magic,
>> and money.

NOT...

> I like the way FASA has done it. It reflects the fact that not
>everyone has the same opportunities. Not everyone has the same
amount of
>money, the same potential attributes, the same potential skills.
You can
>mix it up and get a diversity that's unique.

Yes I agree - so set time limits and training requirements on
raising stats
*or special cases like the above example*
But everything should be obtainable. (maybe time consuming but
obtainable)

Thanks
Gary C.
Message no. 2
From: Mark Steedman <RSMS@******.EEE.RGU.AC.UK>
Subject: Re: Character creation and advancement...
Date: Fri, 30 Jun 1995 11:28:01 GMT
> From: Gary Carroll <gary@****.COM>

> >On Thu, 29 Jun 1995, Gary Carroll wrote:
> >>
> >> __get your head out of **&*__
> >Don't even start that. Don't even *think* it.
> OK OK I just wanted to state the fact that stat's change. And
> unlike certain game systems that don't allow it. I don't want
> this game to start thinking that they should limit it! (:~>)
>
but you can get all stats over 20 at THAT game, never mind how it
gets really silly.

> >> as you say it doesn't make sense for a character to raise
> >> a his strength from a 1 to a 6 within a few months but it does
> >> make sense that a person with a very good skill in firearms
> >> * 6 * could all of a sudden be a GOD with the roomsweeper
> >> and raise his stat to a * 12 *
> >Marc Renouf wrote:
> > No, it doesn't make any more sense for the skill to raise.
> Which
> >is exactly why I enforce limits as to how skills can progress. I have
> >several players that have karma squirreled away for the time when
> >they are actually allowed to raise a skill. In my game, it takes long
> >periods of practice, study, or formal training to advance in your
> skills,
> >and especially to acquire new ones.
>
> OK OK so I'm guessing your time line flows along at a slower pace
> than mine... to be expected. For example in my game a character
> took a month off after a run and hired a trainer / teacher for 10,000
> that whole month he was train in the power of the mind *willpower*.
> During that time the rest of the group... learned a new spell, acquired
> some new tech, replaced his skin with ortho skin, and some even
> went on a bodyguarding run...
>
certainly the idea of someone going i've got 9 karma lets put that 1
attribute to 4 is NOT on in one go. How you restrict them is
something gm's will argue over for ever but a limit of 1 point per
adventure or 1 per good excuse would be reasonable, though if players
are sensible and spead thier karma between all the areas they want
(few to skills 1 or 2 atts maybe an initation grade e.t.c.) and most
do in practice no ruling to solve this should really be needed though
as the system stands you can 'technically' do some things that are
plain NOT realistic.

> > That's why putting higher priorities in skills is
important.
> >It's because it's such a karma suck and a pain-in-the-ass to raise them
> >later.
my reconing is that the skill web can eat even more karma than the
Grimoire if you want at least most of the skills you need at a
reasonable 4 or 5 , never mind the extream cost of skills over 6.
Specialisations are too limited, so you've got ares predator 15
firearms 6 but what when the guy wearing armour good enough to ignore
the pistol comes out in partial cover where you don't get 10+
successes and ignore what he needs to stage it down. A bit more
general skill (and equal it with combat pool) and the best weapon for
the situation is better (even for the munchkins usually).

> You're on the right track when you say that the priority system
> >allows you to create a character to your tastes.
>
> WOW we actually agree *COOL* :~)
>
It is very nice, difference between merc, former company man and
bodyguard, a bit of roleplaying and some equipment choices all are
based on smartgun link and wired reflexes, mundane human.

> >all with max stats, high skills, etc.
>
> so they like to be well rounded... you have to do something with those
> karma points... Until they try to do something different they are
> going to
> build similiar character to their original mold.
>
try building a 'jack of all trades' several hundred later the skill
webs still eating karma like candy.

> >The priority system reflects the
> >fact that different people are better at different things. Some are
> >more skilled, some are more physically or mentally robust. What
> >*doesn't* make sense is the fact that it's not limited afterward. Why
> >bother making a mechanism whereby you can reflect these
> >differences, strengths, and weaknesses when it's all going to turn
> >into the same thing 66 karma down the road?
>
> Why bother playing if you can't make what you want?
>
66 karma, best way to blow the system is locked +4 att spells and a
force 6 for every situation, mana single target, And area, both in
stun , both in power , both damaging manip, some fetished, exclusive
some not for flexibilty and 20 odd utilities such as levitate, oh and
the good old 2+2+2 mind rape! (mind probe fetish exclusive). ok the
full range is > 66 but you could buy plenty enough with startup and
66 karma.

> well let me see I ran for 2 hours *as hard as my adreanalin could
> carry me*
> for the last 5 days. I had to dive roll my way down an alley while
> shooting
> at people with smoke grenades and fireballs going off all around.
> I had to
> throw myself in front of a bullet to save that Corp peon and I had to
> completely tax myself out trying to out maneuver that elf in hand
> to hand.
>
> * all tole in one week * - well from what I see I say he earned
> that increase
> in quickness.
>
one increase fine. - that sounds like you annoyed someone.

>
> Thanks
> Gary C.
>

Mark
Message no. 3
From: Charles KcKenzie <kilroy@**.WISC.EDU>
Subject: Re: Character creation and advancement...
Date: Fri, 30 Jun 1995 20:37:33 -0500
If you're looking at the way that characters gain skills or attributes,
try looking at it from the very beginning. A character who starts with
40 skill points has somehow managed to pick them up in the course of his
life. According to the rules, they come from karma. Starting a
character with priority A skills and giving him 6 6s and a 4 for skills,
this translates to 6 * (1+4+6+8+10+12) + 19 = 265 karma. Not counting
attributes. He's somehow managed to pick up this Horde-O-Karma in the
20 some years that he's been alive. At this rate, it's not as if karma
is impossible to get, or that some high danger level has to be
involved. (How many people need to fight it out with a biker gang to
get a diploma?) I think there was something in first edition
that gave characters a point of karma per month or so for just keeping
their life together.

Taking this into account, it gets kind of discouraging to a player when
the GM puts limits on gaining skills. ("Woo-Hoo, I'm doing pretty well...
In the year I've been playing, I've boosted Firearms skill from 4 to 6 and
I even got to raise strength a point...")

Kilroy

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