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<blockquote data-quote="JustinAlexander" data-source="post: 6021463" data-attributes="member: 6700092"><p>But the devil is in the details. The different handling of firing modes between the two systems is actually a good example of how EP streamlines the SR4 system down in almost every single aspect.</p><p></p><p>When you break down SR4's firing modes, for example, you discover that there are 11 different ways you can fire a firearm: Single shot, semi-automatic, narrow short burst, wide short burst, narrow long burst, wide long burst, narrow full burst, wide full burst, full-auto vs. 2 targets, full-auto vs. 3 targets, and full-auto suppressive fire. Some of these are simple actions and some of them are complex actions. Several of them require you to resolve multiple attack rolls with different modifiers for each attack roll.</p><p></p><p>In EP there are only 9 different ways you can fire a firearm and they're organized in a more intuitive way: Single shot, semi-automatic, burst fire (choose +1d10 DV / +10 modifier / 2 targets), full-auto (choose +3d10 DV / +30 modifier / 3 targets), and suppressive fire. All of these use the same type of action. Only a single attack roll is made.</p><p></p><p>This is a minor example, of course, but the entire system is like this at both macro- and micro-levels.</p><p></p><p></p><p></p><p>I'd have to strongly disagree here. The biggest problem with a dice pool system like SR4 is that it obfuscates probability. A percentile system completely eliminates that problem.</p><p></p><p></p><p></p><p>Whereas I hate bell-curve resolution mechanics because they make it difficult to apply universal modifiers and/or set target numbers.</p><p></p><p></p><p></p><p>Here you've maintained the 10% total chance of scoring a critical, but you've eliminated the effect in EP's system where the more skilled a character becomes the more likely they are to score a critical success instead of a critical failure.</p></blockquote><p></p>
[QUOTE="JustinAlexander, post: 6021463, member: 6700092"] But the devil is in the details. The different handling of firing modes between the two systems is actually a good example of how EP streamlines the SR4 system down in almost every single aspect. When you break down SR4's firing modes, for example, you discover that there are 11 different ways you can fire a firearm: Single shot, semi-automatic, narrow short burst, wide short burst, narrow long burst, wide long burst, narrow full burst, wide full burst, full-auto vs. 2 targets, full-auto vs. 3 targets, and full-auto suppressive fire. Some of these are simple actions and some of them are complex actions. Several of them require you to resolve multiple attack rolls with different modifiers for each attack roll. In EP there are only 9 different ways you can fire a firearm and they're organized in a more intuitive way: Single shot, semi-automatic, burst fire (choose +1d10 DV / +10 modifier / 2 targets), full-auto (choose +3d10 DV / +30 modifier / 3 targets), and suppressive fire. All of these use the same type of action. Only a single attack roll is made. This is a minor example, of course, but the entire system is like this at both macro- and micro-levels. I'd have to strongly disagree here. The biggest problem with a dice pool system like SR4 is that it obfuscates probability. A percentile system completely eliminates that problem. Whereas I hate bell-curve resolution mechanics because they make it difficult to apply universal modifiers and/or set target numbers. Here you've maintained the 10% total chance of scoring a critical, but you've eliminated the effect in EP's system where the more skilled a character becomes the more likely they are to score a critical success instead of a critical failure. [/QUOTE]
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