KaeYoss said:
Timestop is a 9th-level spell, which means it can be used only by the most powerful arcanists, and even them won't be able to use it constantly. And it has restrictions, because you can't interact with other beings in a timestop.
And haste now only grants a bonus to attack and AC, and gives you another attack when using the full attack action.
And multiple actions are only gained in SR by the most cybered or magiced up individuals. The situation is very similar.
The difference is that you can build a 'fast' SR character while you virtually cannot do the same under D20 rules.
First, flavor is never bad design. Insulting people doesn't help, either.
Flavour in and of itself is not bad design.
Rules which are designed purely to produce flavour, specifically by banning something, ARE bad design. That's when the rules get in the way of the roleplay.
Also, it's not just flavour, it's balance. Clerics are powerful enough even without fireball. And why make a difference between "healer" and "warmage" If they have exactly the same spells?
Clerics are powerful over wizards by virtue of powers outside of their magic. Furthermore, they're only 'powerful' when compared with other spellcasters because of the hard seperations between all spellcaster classes.
Suppose you removed all spellcasting from other classes and placed all of it within the wizard class. What effect would that REALLY have? (note that I'm ignoring the balance between magic and non-magic in this example).
What would the difference between a warmage and healer be in such a case? Simple - the spells each chooses to put in their spellbook and memorise each day. That's SR. That's why the argument was silly.
You're so wrong you're almost right again: Clerics are diverse to the extreme: The difference from alignment (which has an impact to spell selection), patron deity, domains, weapon selection, spell selection, way they use their spells and the way they're played make no two clerics exactly alike (except they choose the same stuff, of course, AND play alike). I haven't even mentioned PrC's and multiclassing in general.
There are archer clerics that use their spells to make their ranged attacks better and buff themselves up. There are healers that patch people up and cure them of all kind of ailments. There are protectors. There are warpriests (with lots of pyrotechnics), there are diviners, there are necromancers (using spells and negative energy to create, bolster, and repair their undead minions, maybe even becoming an undead themself).
And yet they all share the exact same spelllist. They are diverse without recourse to mechanics for forcing that diversity. Thanks for proving my point. To paraphrase felon "Why does an archer cleric's reportoire seem eerily similar to a stealth cleric's?"
In D&D, you don't have to stay dead.
Unless you can't find a sufficiently advanced wizard or cleric. I'd say the penalties for severe damage are worse in D&D than in SR, primarily due to the wider availability of first aid in SR, and the significantly lower occurence of instant-death situations in it (ie - instant incapacitation is more common in SR, but death isn't nearly so common).
Well, that ain't unlimited.
In D&D if you don't start with a high spellcasting stat, the same thing occurs - no spellcasting, IN ADDITION TO the 20% xp penalty mechanic for too many or too diverse classes.
I have to give you that advice as well, seeing your crass misjudgement of the cleric class.
See above. The complaint was that near-identical spell lists prevented a diversity of characters. I stand by my denial of that.
And the style of play has an impact on the gameworld how? If weapons don't kill with one shot, it ain't cyberpunk anymore?
This is telling me that you analysed my post in a paragraph-by-paragraph manner. Read what I wrote subsequently to that.
For me, that's not part of the SR world, it's part of the SR ruleset. (Beside the fact that even high-leveled characters in d20M must fear bullets, for a good hit could force them to do a fort save that could drop them. It doesn't occur every shot, but it shouldn't anyway)
Except it's entirely possible to get to the stage where they simply cannot fail that fortitude save. Or for a character to get to the point where their AC is sufficiently high that every shot becomes a 1/20 chance of a hit. Or...
It happens in d20. It's a particular style of play which is reinforced by the rules. CR 2 does not challenge a 20th level party, almost irrespective of the situation. d20 makes superheroes.
SR, outside of a very select few novels, isn't primarily a game of superheroes. It's rules reflect that.
Once again, that has nothing to do with the SR world.
Also, I don't like that sort of thing. Why should a rookie be almost as good as a veteran? I like it when a character with much more experience is more powerful then a newblood.
Because that IS part of the SR world. The heroes and world players are typically NOT superheroes, and the opponents they face are typically NOT supervillains.
As to playstyle, that's fine. If you like a high disparity between the newbloods and veterans in terms of power, d20 is for you. But d20 SR under such rules mean the game will bear only a passing resemblance to "classic" SR. It has guns, cyber and magic. That's pretty much about it.
Yea, and that's how I like it. Why should that greenhorn dogmeat be on par with the figthing legend?
Because the game isn't D&D. Because starting characters aren't rookies in SR. SR characters don't start their careers killing small animals and end up saving the world two years later. SR characters don't have to ask new members what level they are (and the system doesn't have to adjust character creation based on current power level to avoid those questions).
Why should they? Some guys that thing that they're not paid well enough to be shot on their job, some idiots either fresh from academy or who haven't had more than a handful of real gunfights should prevail against that tough dogs that banged on the gates of hell and lived to tell the tale?
Of course if you want every run to be "kick in the door, blow away security and loot the room", then that philosophy works when your characters are high level. But after a little while, you get to the stage where security can only hit on a 20, and you can only miss them on a 1. Where they shoot you repeatedly in the chest and you're uninjured, while you shoot them once and they go down.
Or you can go for the opposite, where the opponents are above you by a few levels of CR, and you're toast before you know it, while your bullets bounce off their foreheads.
Neither is any fun in D&D, and it's quite a narrow range where that doesn't happen.
That's due purely to a high level of power escalation.
No matter how powerful a PC is, there's always a better character on the world.
Until you hit 20th level. Or whatever other arbitrary limit there is. In SR, there tends not to be "better" characters. Characters right at the top are still on the same playing field as characters that are just starting - a confrontation between the two isn't a foregone conclusion. Say that about 1st level characters versus (say) Elminster. In d20, the GM has to consciously avoid such power disparities, and there have been many claims that doing so is a strain on belief.
And why sould players never get the chance for their characters to become legends, or even renowned?
There's a difference between "reknowned legend" and "unstoppable force of nature". In SR, you can become a reknowned legend. You can't become an unstoppable force. In d20, there will come a point where the DM has to start making up high powered bad guys for the simple purpose of being competitive. In SR, that's not nearly so much of a problem.
I hate roleplaying games where the DM/GM/Storyteller/Meister can put the player characters against enemies that have powers they could never achieve, just because they are player characters.
You mean like a 20th level character in a 1st to 10th level game? It's far easier to do in D&D than in SR. In SR you have to outright break the rules to do something like that.
Which is totally irrelevant to the world of SR
Hardly. The rules dictate the actions of the NPC's as much as those of the PC's - hence a system with such a wide power spectrum as d20 promotes a world with a wide power spectrum.
They don't have to play it. d20 SR is for people who like the d20 philosophy more but like to play in the Shadowrun world.
I didn't disagree with that. However I feel the need to point out that there WILL be differences in playstyle due to the gamesystem. It's more than just design philosophy.
That's not true. Often enough, it's what saves the character.
Due only to some of the hard on/off rules of D&D. ie - either you have it or you don't. If you have it, you succeed. If you don't have it, you fail.
Yea. He's a fighter. If he wants to do something else, he can do that by multiclassing. But he won't be as good a fighter as he would be if he stuck to fighting.
The magnitude of that difference is what matters. In SR, "not as good at fighting" means "will lose a little more often". Past a certain break point in d20, "not as good at fighting" means "may as well not touch a gun".
And why should that be good? What's the point of being just a little better than someone else? Why should a non-specialist get 95% of the specialists potential? Who would ever play a specialist?
Because we're not talking about 95%, or a flat-probability d20 system. In SR, you're reducing the chance to fail, and increasing the chance to succeed and the margin by which you succeed. Failure or success are almost never certain, and EVERY die makes some difference.
Compare that with having a +4 in tumble or a +24 in tumble - one can never succeed in tumbling through an opponents square, and the other can never fail. In D&D that hard-line is encountered on a common basis. In SR, it's almost never there. It makes a serious difference to playstyle - maneuvers go from "Well, if I'm really lucky, I could..." to "I won't even try that".
No, I like it more diverse, like very few things at 100%, several things at about 70%, or many things at 50%.
Otherwise, we get characters that are, powerwise, almost alike. What's the point in that? Why have differences at all, if they're almost nonexistant?
Isn't that the point of "balance"? That most characters should be on an equal (more or less) playing field?
If that's not what you meant (and I think it wasn't):
D&D progresses very quickly from "I can do a few things most of the time, and other things rarely" to "I can never ever do these things, and do these things with 100% success".
He can put his skill points from fighter into sneaking, too. His dexterity score will probably as good as the rogues. So if he wants to be a good sneaker, he could be between 75% to 100% as good as the rogue. But only in sneaking, in other things he will be arount 50% as the full-time rogue
No. If he's got 75% of the ranks of the rogue, he's significantly worse than 75% as good as him.
ie - (just to maximise the impact here) 20th level rogue, std array, dex prime, all bonuses to dex(total 20). Max ranks in hide (23) - Bonus: +28.
10th level fighter, 10th level rogue, std array, dex prime, all bonuses to dex (total 20), 75% max ranks (17) total: +22
Against a creature with a +28 (say) to spot checks, the rogue succeeds roughly 50% (actually 47.5%) of the time. The fighter succeeds 25% (22.75%) of the time.
So, at 75% of the ranks, he's at 50% of effectiveness. If the creature gets any better at spotting, the fighter gets left futher behind.
Meanwhile at the low end, the thief gets to complete undetectability much quicker than the fighter does (thief at +8, fighter at +14).
Drop that to the fighter having 50% ranks, and you're in "why even bother" territory.
SR doesn't do that. 10 stealth IS better than 2 stealth, but it's not a guarantee, and it's expensive to obtain.
Not every monster has spot and listen, and even if he's spotted, he can survive longer than the full-time rogue, so he ain't mostly dead.
Again, I have to throw your remarkt of thinking things through before posting them back at you.
But if his stealth was actually necessary, then he's dead. Otherwise he'd just rush in sword swinging. With the actual effectiveness of the stealth skill he bought, he may as well.
So we have almost identical characters. Why bother at all?
See above. The fighter and the fighter-thief will perform very similarly in most situations.
They can be quite powerful if you do it right. Of course, you won't outsorce the full-time sorcerer and outfight the full-time fighter, but you could very well take on one of them, cause he lacks the versatitlity you have, and you can use his weaknesses (which you don't have, at least not to his extend) against him.
A 10/10 sorceror fighter? Versus a straight caster or a straight fighter? Not too likely. And if you're talking 10/10 sorceror/cleric, forget it.
With "down-to-earth specialists" you mean a guy which is only slightly above-average? I guess amongst the blind, the one-eyed is king....
Yup. Except he's not just one-eyed, he's one-eyed and has glaucoma. He's still the best at what he does, he's just not a superhero.
Does a wizard even touch a melee weapon (without tenser's) beyond 10th level? Or has he specialised to such a degree that his martial abilities have wasted away?