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Message no. 1
From: K is the Symbol <Ereskanti@***.COM>
Subject: [SR3]MC's Incessent Ranting/Speed vs. Skill
Date: Wed, 12 Aug 1998 13:40:51 EDT
In a message dated 8/12/1998 10:49:14 AM US Eastern Standard Time,
DeckerL@******.COM writes:

> > The use of pool dice changed.
> >Yea, they only refresh at the beginning of the turn, but other than
> >that, no. It's a tactical decision. No rules need to be changed.
> Not to defend MC23 (he doesn't need it). We've all complained
> about the melee combat system. I think the biggest gripe is
> not that we don't agree with the changes, but that they didn't
> try and fix it. The pool dice refresh makes sense, and personally
> I go for skill over speed. Since speed in this case is reaction, not
> pure speed (as someone else commented). Skilled can become
> learned and become reaction, but even if you are incredibly fast
> but your skill level makes you wrong, you have problems.
> What I'm saying is even if you react 20 times, for my 1 action.
> If your skill level lets you do the wrong thing 20 times, and mine
> lets me due the right thing once, you loose. (The counterattack
> is the problem, but is realistic to me..so)
> Damn, I'm rambling. This is all IMHO, and I've only read SR3
> and not tested it yet..so ignore me at your leisure.

Lehlan, MC, everyone, may I suggest that all involved in the "Speed vs. Skill"
thread consider this please.

The game mechanics of combat, any game mechanics, are not going to be able to
mimic to a believable sense any real combat situation. They are meant to
replicate, or give a desired feel, to a game system. That is why so many
concepts that are found in Martial Arts (various forms) are simply not
recognizable. Listening (reading) what people put into this stuff is so
heavily tainted by all of your own personal bias/opinion, that it is no wonder
Mike and the others have left this stuff out of the SR3 book. It would get
heavily lost to any of the newer player potential.

Yes, it would get their attention (ah, cool, I can do a roundhouse kick that
does +1 damage level to the guy). But it also degrades the basic intent and
form of the game itself. Yes, it would add color. Yes, it could attract more
people. But then you would not be playing shadowrun in the eyes of the
designers and developers. You would be playing a combat simulations game.

Shadowrun has combat within it, and yes, it does keep people's attention. But
as Mike says..."we don't play the game for the rules, we play it for the
world." This is one major example of such.

He openly admitted at least once that I caught that the new combat system in
SR3 is designed to get more people involved, and to create a back-and-forth
dynamic, not a "I can slay you before you move dynamic".

That is probably what is getting to Tim (Drekhead) in some part. By ranting
and raving about speed MC, you are definitely putting yourself in the "Scene
Stealer" aspect as I once said. You want more realism to the game IYV (in
your view), but in so doing, you are actually removing what would, to the
greater gaming community, merely be a continuation of the group
enjoyment/involvement theme. By moving so blindingly, terrifyingly, fast,
especially in the SR2 rules, you were without a doubt having a character or
few characters that would do everything, while the rest of the group sat back
and got utterly bored, or worse still, frustrated.

Ranks right up there with Matrix Activities in my book actually....

So my suggestion would be to well and truly go beyond the perceived desire for
realism, and go for the better enjoyment of all involved. I think that is why
so many of the "TWWTGC" group actually seemed to enjoy the newer combat (not
all, just several of them), and those that didn't, at least comprehended that
the new system would get more people involved.

And be glad this ain't First Ed...you would be absolutely limited to 4
actions, regardless of how high everyone went on those dice rolls...

-K
Message no. 2
From: "Frank Pelletier (Trinity)" <jeanpell@****.QC.CA>
Subject: Re: [SR3]MC's Incessent Ranting/Speed vs. Skill
Date: Wed, 12 Aug 1998 16:16:29 -0400
K is the Symbol <Ereskanti@***.COM> once wrote,


(snipped)

>Lehlan, MC, everyone, may I suggest that all involved in the "Speed vs.
Skill"
>thread consider this please.
>
>The game mechanics of combat, any game mechanics, are not going to be
ableto
>mimic to a believable sense any real combat situation. They are meant to
>replicate, or give a desired feel, to a game system. (snipped)

But there's a point where I can say "I know this is a game system, but this
is ridiculous". This speed/skill debate is one. I don't want hit location
charts, nor do I want several martial arts with special advantages for each
of them. But I do want some realism, not only for me, but for my fellow
players. If common sense dictates something, then I guess that rules trying
to mimic those facts should at least mirror, even imperfectly, reality.

Case in point: This debate. From what I heard and seen, it seems that speed
gives you no advantage whatsoever when it comes to HtH combat. Okay. I
would understand it if Master Wong Fu (or whatever) would fight Newbie Sam.
Newbie Sam is fast as Hell, but doesn't have any skills. I guess Master
Wong Fu could probably kick his lousy butt. That's allright.

But from what I've seen, it seems that at equal skill, the faster character
has no advantages whatsoever. It's like Roy Jones fighting a slower version
of himself. Who would win, I ask you? The faster Roy Jones, of course.
But in SR3, that's not the case. Half the time, the slower Roy Jones would
win, for some obscure reason.

That's not asking for much, K. I'm not asking for specific martial arts
blows, or anything else. I think FASA should've thought about this. A
faster character should get some kind of advantage, even a minimal one.
This is not seeking "combat simulation in a game". This is just seeking a
little bit of realism.

>Yes, it would get their attention (ah, cool, I can do a roundhouse kick
that
>does +1 damage level to the guy). But it also degrades the basic intent
and
>form of the game itself. Yes, it would add color. Yes, it could attract
more
>people. But then you would not be playing shadowrun in the eyes of the
>designers and developers. You would be playing a combat simulations game.

(snipped)


But to keep those players happy, I need a decent set of rules designed to
reduce to a minimum the fuss about realism. Admitedly, FASA has done a
wonderful job with the game system. Except for melee. Ever since Day one
of the original BBB hardback, people have invented, perfected, alternative
melee rules. Much more than firearms, or magic modifications. Yet, Magic
and skills change, and melee stays the same.

>He openly admitted at least once that I caught that the new combat system
in
>SR3 is designed to get more people involved, and to create a back-and-forth
>dynamic, not a "I can slay you before you move dynamic".

It's not back-in-forth. Instead of speed dominating, now skill will do the
same. I agree that skill should play a bigger part in everything (and it
does, to a certain extent), but speed has been nullified in melee. It
should still account for something.

>That is probably what is getting to Tim (Drekhead) in some part. By
ranting
>and raving about speed MC, you are definitely putting yourself in the
"Scene
>Stealer" aspect as I once said. You want more realism to the game IYV (in
>your view), but in so doing, you are actually removing what would, to the
>greater gaming community, merely be a continuation of the group
>enjoyment/involvement theme.

Woah woah woah, K. You're not the Gaming Guru Messiah or something.
"Greater Gaming Community"? Gimme a break. You speak for yourself, and you
express your views with eloquence, but do not consider yourself sole
representative of the "True path to perfect RPGs". You're not. Nobody is.
Please consider that some people (myself) support what MC is talking about,
and I do not consider myself far from the "mainstream" gamer.

And there's always a way to add realism to a game, without removing its
enjoyment. Take Rolemaster, for example. Tons of rules, for everything
from melee to building castle fortifications to giving birth. But it's
still one of the best, if not, IMHO, THE best Fantasy RPG system available.

Realism and fun are not exclusive.

>So my suggestion would be to well and truly go beyond the perceived desire
for
>realism, and go for the better enjoyment of all involved. I think that is
why
>so many of the "TWWTGC" group actually seemed to enjoy the newer combat(not
>all, just several of them), and those that didn't, at least comprehended
that
>the new system would get more people involved.

What is that TWWTGC thingie anyways? Something I should worship? Should I
mold my gaming style to this?

Anyways,

Due to unfortunate circumstances, I will (probably) not be getting a SR3
Hardback, and I will have to wait for my softback to get here. I cannot
propose any modifications, nor can I debate this in full, the info I have
being mostly heresay from people who have the book. But I can still grasp
the basics, and from what I've heard, I don't like melee one bit. Compared
to the great way SR handles firearms, Melee seems like a hastily
put-together system. I've seen some of the proposed modifications, and one
(by David Brueher, IIRC) will probably be the one I use when I switch to
SR3.

Life would be boring if we followed laid-down rules without contesting them
until they're perfect. :)

Trinity
-------------------------------------------------------------
Frank Pelletier
Trinity@********.com, jeanpell@****.qc.ca
This message was brought to you by D'Angelo - "Brown Sugar"

"Happy Happy...Joy Joy" - Ren&Stimpy
Message no. 3
From: Robert Nesius <nesius@******.COM>
Subject: Re: [SR3]MC's Incessent Ranting/Speed vs. Skill
Date: Wed, 12 Aug 1998 13:51:13 -0700
K is the Symbol on -268443480 wrote:
> The game mechanics of combat, any game mechanics, are not going to be able to
> mimic to a believable sense any real combat situation. They are meant to
> replicate, or give a desired feel, to a game system. That is why so many
> concepts that are found in Martial Arts (various forms) are simply not
> recognizable. Listening (reading) what people put into this stuff is so
> heavily tainted by all of your own personal bias/opinion, that it is no wonder
> Mike and the others have left this stuff out of the SR3 book. It would get
> heavily lost to any of the newer player potential.
>
> Yes, it would get their attention (ah, cool, I can do a roundhouse kick that
> does +1 damage level to the guy). But it also degrades the basic intent and
> form of the game itself. Yes, it would add color. Yes, it could attract more
> people. But then you would not be playing shadowrun in the eyes of the
> designers and developers. You would be playing a combat simulations game.
>
> Shadowrun has combat within it, and yes, it does keep people's attention. But
> as Mike says..."we don't play the game for the rules, we play it for the
> world." This is one major example of such.
>

Hi Keith,
My take on this is a litte different. As far as I can tell, everything
you said above can be used as arguments against implementing a magic
system as well. But Magic has it's own big section in BABY, and has
it's own supplements. Ranged combat has it's own supplements (mostly
"gun books" and what not. Deckers and Riggers are the same way.
What does melee combat have? What do the guys who are officially "Muscle"
have to flesh out their characters?

-Rob

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