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Message no. 1
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: SR3 Wishlist - karma
Date: Thu, 30 Oct 1997 11:49:49 GMT
David Buehrer writes
> |
> | We've been experimenting with a slightly larger karma pool, but it lasts
> | over the entire run, not each scene. It definitely gives the more
> | experienced players the edge, but they are stingy about when and how they
> | use their dice.
>
> The characters in my game have karma pools of around 30 (and they
> earned it over the course of several years of playing). And it's
> driving me nuts.
I have found anything over about 10 starts becoming, 'bullets don't
hurt unless applied repeatedly'. It is very noticeable though that
the power effect of lots of karma is proportional to the players
abilities, there is a lot to the tactics of when to burn karma and
when to accept a small wound and save the rest do dodge while you run.
Having had a few occasions of 20+ karma characters in games though it
does rappidly become 'hey look i'm superman'.

> I've instituted a couple stop-gap house rules. For
> one, their KP only refreshes when things have calmed down and they
> can take a breather. I can structure my adventures to reduce the
> number of times their KP refreshes, but it's still tricky.
Um can i point out that 'refreshes with each new sceen' leaves the GM
to determine exactly what is meant by a sceen, it might be
'everything to do with breaking and entering that compound (ie 1 set
of pools to sneak over the fence, shoot up the guards crack the
computer and get out' or it might refresh half way through a
firefight because its a new sceen when 'the toxic shamen comes in to
do the job properly becasue his henchmen are getting wasted'.
If the players don't know how many firefights from now its going to
refresh they get a little more careful.

> The other
> is that KP can be spent on auto successes without burning, but can't
> buy re-rolls (this was to speed up game play).
>
Ouch.
I have been reducing the problem by having a reducing award rate,
instead of 1 per ten you get a point of ppol at accumulated good
karma totals of :
0,10,20,30,40,60,80,100,125,150,175,200,225,250,275,300,
333,336,400,433,466,500,550,600,750,700,750,800,850,900,
950,1000,1100,1200,1300,1400,1500.... etc.
5 karma pool is pretty quick but even NPC's on hundreds of karma
really cap out around 20 or so. I may have to slow things even more
but with the present 450+karma characters it reduces the problem fom
45 or so to a more manageable 18-20 or so, lots but a couple of
bursts of APDS and they are seriously burning it.

> Anyway, lengthening the ammount of time between refreshes isn't the
> answer. The refreshing of karma pool is what's causing the problem.
>
> Hmmm.. maybe losthalo was right (about using Good karma).
>
Another trick i have seen tried is offering 'karma pool to good karma
trade in's', the problem is the ration to offer, about 3good:1pool it
gets slightly tempting epecially at karma pools over 20, above about
5:1 and the magicains especially will trade in. However the effect on
good karma totals in the game could be a little nasty, as the
magicians who are karma sinks trade in pool faster than the sammies.

--
I have always played 1karma/reroll rather than the official 1,2,3,4
which has some effect but the problem with the offical costing is it
would make the often fine line between weapons the PC's sneeze at and
ones thay die from even narrower, and i have found this bad enough
already, use more goons and the MGL6's come out, use heavier guns and
they either go first or make 10+ rerolls on every soak to live.
Best of both worlds, lighter armour due to location and a few good
badguys is difficult to enforce all the time without really
streaching realism.

Mark
Message no. 2
From: HAUPT ULRICH FB08 <sandman@****.UNI-OLDENBURG.DE>
Subject: Re: SR3 Wishlist - karma
Date: Thu, 30 Oct 1997 16:49:46 MEZ-1MESZ
Mark Steedman writes :


> I have found anything over about 10 starts becoming, 'bullets don't
> hurt unless applied repeatedly'. It is very noticeable though that
> the power effect of lots of karma is proportional to the players
> abilities, there is a lot to the tactics of when to burn karma and
> when to accept a small wound and save the rest do dodge while you run.
> Having had a few occasions of 20+ karma characters in games though it
> does rappidly become 'hey look i'm superman'.

In my campaign I've got a house rule (which I think I have posted
about half a year ago). It has proven itself very well.

The first point in the pool is free (is a standard rule IMHO)

The second point costs 1 point of good karma
The third one costs 1+2 = 3 points of good karma
The forth one costs 1+2+3 = 6 points
The fifth one costs 1+2+3+4 = 10 points

Each new point costs 10 points, too. So you can get your first points
cheap. More than 4 points in the Karma Pool are expensive. So
players think twice if they push a skill/learn a new one or to get
"just one more point of karma". If a character has 11 dice from the
karma pool he has spent 100 points of good karma. He will be better
in general (all his skills) but the other characters are better in
what they have learned or they have learned more sills or spells!

In my campaign my players are reaching 200 points of good karma and
the combats are much faster now (nerver again: Oh, I just try once
more to dodge!). They would have a Karma pool of 20 (ohoh). But with
the new rule the largest Karma pool is 6 which is enough IMO! The
threat ratings of 3 or 4 are more realistic now. I don't have to
take threat monsters of 6 to keep the excitement high.

I'd like to see such kind of rule (without a large table!) in SR3

Sandman
Message no. 3
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: SR3 Wishlist - karma
Date: Thu, 30 Oct 1997 16:32:43 GMT
HAUPT ULRICH FB08 writes
>
This post wanders subject somewhat.

> In my campaign I've got a house rule (which I think I have posted
> about half a year ago). It has proven itself very well.
>
Yes i ahve seen it before.

> The first point in the pool is free (is a standard rule IMHO)
>
correct.

> The second point costs 1 point of good karma
> The third one costs 1+2 = 3 points of good karma
> The forth one costs 1+2+3 = 6 points
> The fifth one costs 1+2+3+4 = 10 points
>
presumably with rerolls at one per karma point, not increasing cost.

> Each new point costs 10 points, too. So you can get your first points
> cheap. More than 4 points in the Karma Pool are expensive. So
> players think twice if they push a skill/learn a new one or to get
> "just one more point of karma". If a character has 11 dice from the
> karma pool he has spent 100 points of good karma. He will be better
> in general (all his skills) but the other characters are better in
> what they have learned or they have learned more sills or spells!
>
> In my campaign my players are reaching 200 points of good karma and
> the combats are much faster now (never again: Oh, I just try once
> more to dodge!). They would have a Karma pool of 20 (ohoh).
or, 13 minus team donations on my system.

> But with
> the new rule the largest Karma pool is 6 which is enough IMO! The
> threat ratings of 3 or 4 are more realistic now. I don't have to
> take threat monsters of 6 to keep the excitement high.
>
a few more can be liveable, but i am getting closer and closer to
trying this next time i run a game, thanks recent experiences i must
get around to a printed set of house rules/clarifications to give
folks, such as.

1) no more than 1 elemental aiding sorcery on any given spell!
2) no telportation spells [well easily cast ones anyway], sorry even
if they can be built the use just for teleporting past the sentry
guns line of fire is a total wrecker to easy writing of challenging
runs.
3) No more delta clinics!
[ok so the only reason they could afford to visit was becaus esome
bright spark noted that if the terroists have shot all the ferrys
passengers and all the crew and the PC's have shot all the terrorists
then the ship is adrift on the high seas and salvage, groan......
yes i could have been really nasty but they had done it in a valid
manner]
4) PC's will acquire drek proportional to corporate holdings, no more
'Mr GM nice guy' because you acquired them through being clever fair
and square. Though this has been comming anyway steadily after some
PC's have been made offers, i buy you out for 10% of your corps value
or drek happens :)
5) Armour and reducing combat pools for lots of it, or maybe those
dodge rules where TN goes up with armour that just got posted here,
becasue PC tanks in form fit 3 , armour jackers and more are too
common (becasue they are sensible subtle and work) by standard SR2.

and lots more 'rules notes' i cannot remember right now.

> I'd like to see such kind of rule (without a large table!) in SR3
>
My apparantly large table splits down to
1/10 initially, ratio decreasing, 1/20, 1/25, 1/33, 1/50, 1/100 as
karma totals go up i just typed out all the numbers, and of course
99% of the time at least the stuff over 500 is irrelevant i thik even
in NPC's designed to be major badguys vs the whole party/very long
term 'good guys' (well relatively speaking) only one has gotten over
700, though about 4 or 5 folks built on 500+ have been about.

I still find the idea of 200 good karma or 100 and a pool of 10 is a
nasty ratio, maybe if the 'survival award' was upped to 2 points it
would offset a fraction of that or maybe karma points
cosing,1,2,3,4,5,6,7,8,9,10,11 etc to buy? 10 karma pool is still 55
points rather than 80 on you costings but expensive never the less.

comments.

Mark

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