• Re: [SR] Karma costs for raising skills

    From Graht@21:1/5 to gurth@xs4all.nl on Sat Sep 2 08:23:51 2023
    XPost: rec.games.frp.misc

    On Sat, Sep 2, 2023 at 5:46 AM Gurth <gurth@xs4all.nl> wrote:
    In my campaign, which uses essentially a mixture of SRII and SR3 rules plus
    a lot of house rules, something recently came up about raising skills using >karma. The thing is that concentrations and specializations (or, in SR3, just >specializations) very much work against you if you have them. Somehow, this >never came up over 30 years of playing this game, but now it bugs me and I’m >looking for a reasonable solution that sticks close to the original rules :)

    The BTB rule is that raising the general skill doesn’t raise >concentrations/specializations along with it — so if you have, say, Athletics >(Climbing) at 3 (5), then you need to spend 4 × 2 = 8 good karma to raise >that to 4 (5).

    However, if you start out with _just_ Athletics 3, and then take a Climbing >at 4 and raise it to 5, followed by raising the skill to Athletics (Climbing) >4 (5) as above, you will actually spend (4 + 5) × 1.5 + 4 × 2 = 21 karma >(since fractions are rounded down).

    All fine and dandy. BUT: if you start with Athletics 3, then you could have >the _whole_ skill at 5 for just 18 karma, saving you three points _and_ being >better allround than if you buy Climbing separately first.

    And this is where the problem is: the cost of raising the base skill is too cheap compared to the cost of increasing the specialization.

    A simple fix would be to increase the multiplier of raising the base skill,
    say from New Level x2 to New Level x3.

    --
    -David

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  • From Gurth@21:1/5 to All on Sat Sep 2 16:57:05 2023
    XPost: rec.games.frp.misc

    Op 2 sep. 2023, om 16:23 heeft Graht <graht1@gmail.com> het volgende geschreven:

    And this is where the problem is: the cost of raising the base skill
    is too cheap compared to the cost of increasing the specialization.

    That thought had occurred to me too :)

    A simple fix would be to increase the multiplier of raising the base skill, say from New Level x2 to New Level x3.

    I think I would probably go the other way round: reduce the costs of concentrations and specializations. This keeps characters able to increase their general skills at the rate that karma awards are geared to. Probably
    to concentrations at ×1 and specializations at ×.5, those numbers might work better. However, that gets into minor problems with things like language skills, which for some reason have always been cheaper to increase. Chuck
    that cost reduction, maybe, because it also feels strange that you can learn
    a language in less time than, say, driving a car.

    --
    Gurth@xs4all.nl - http://www.understairs.nl | www.plasticwarriors.org
    Dat is zoveel beter dan domweg gelukkig zijn
    Fearless Leader of shadowrn.understairs.nl * Triangle Virtuoso <-
    Incubated into the First Church of the Sqooshy Ball, 21-05-1998 <-

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  • From Gurth@21:1/5 to All on Sat Sep 2 13:45:33 2023
    XPost: rec.games.frp.misc

    In my campaign, which uses essentially a mixture of SRII and SR3 rules plus a lot of house rules, something recently came up about raising skills using karma. The thing is that concentrations and specializations (or, in SR3, just specializations) very much work against you if you have them. Somehow, this never came up over 30 years of playing this game, but now it bugs me and I’m looking for a reasonable solution that sticks close to the original rules :)

    The BTB rule is that raising the general skill doesn’t raise concentrations/specializations along with it — so if you have, say, Athletics (Climbing) at 3 (5), then you need to spend 4 × 2 = 8 good karma to raise
    that to 4 (5).

    However, if you start out with _just_ Athletics 3, and then take a Climbing
    at 4 and raise it to 5, followed by raising the skill to Athletics (Climbing)
    4 (5) as above, you will actually spend (4 + 5) × 1.5 + 4 × 2 = 21 karma
    (since fractions are rounded down).

    All fine and dandy. BUT: if you start with Athletics 3, then you could have
    the _whole_ skill at 5 for just 18 karma, saving you three points _and_ being better allround than if you buy Climbing separately first.

    That is to say, concentrations and/or specializations (depending on your edition of choice) seem to be a reasonably good choice when making a
    character, to get more effective at the things you can do out of the starting blocks. However, they're a very poor choice for a character spending good karma, because if you later increase the general skill, you’ve wasted everything you spent to get the concentration/specialization to the rating
    that the general skill is now.

    We thought we had a fix: if you have a concentration in a skill, spending the karma for raising the general skill will also raise concentrations etc., but also allow the choice of raising only the general skill by spending (new
    rating × .5) karma — that is, the difference between raising the general
    skill and raising a concentration. That _looks_ like it’s a good solution, until you run some numbers:

    * 3 (5) to 4 (6) is 4 × 2 = 8 karma
    * 3 (5) to 4 (5) is 4 × .5 = 2 karma
    * 3 (5) to 3 (6) is 6 × 1.5 = 9 karma

    IMHO, the problem there is the difference between the first and the last: by increasing the skill as a whole, you gain _more_ yet spend a point less
    karma. This gets a lot worse with higher relative ratings:

    * 3 (10) to 3 (11) is 10 × 1.5 = 15 karma
    * 3 (10) to 4 (11) is 4 × 2 = 8 karma …

    That doesn’t work, if you ask me. This way, it’s pretty much always cheaper
    to raise both at once than to raise just the specialization, and the greater the difference in ratings, the worse this gets.

    And all of this mess gets even worse if you have more than one concentration
    or specialization …


    I can’t think of a good way to fix any of this, other than to ignore it by sticking to the original rules. If so, my conclusion is that it’s always
    better after character creation to not bother with concentrations or specializations at all, but save your karma for a bit longer so you can raise the general skill instead.

    Thoughts and ideas would be very welcome :)

    --
    Gurth@xs4all.nl - http://www.understairs.nl | www.plasticwarriors.org
    Dat is zoveel beter dan domweg gelukkig zijn
    Fearless Leader of shadowrn.understairs.nl * Triangle Virtuoso <-
    Incubated into the First Church of the Sqooshy Ball, 21-05-1998 <-

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  • From Monique de Valois@21:1/5 to All on Sat Sep 2 15:41:40 2023
    XPost: rec.games.frp.misc

    You could introduce the SR4 method: specialisations are a flat +2 on the base skill, and rise automatically with them. Of course, that makes them quite
    cheap at higher skill levels, so you may want to consider the cost of
    acquiring a specialisation post-chargen, but it otherwise solves the problem.

    In article <33AA9EAD-49BD-41EE-B5F7-A8AF16540F3C@xs4all.nl>, gurth@xs4all.nl wrote:

    In my campaign, which uses essentially a mixture of SRII and SR3 rules plus a >lot of house rules, something recently came up about raising skills using >karma. The thing is that concentrations and specializations (or, in SR3, just >specializations) very much work against you if you have them. Somehow, this >never came up over 30 years of playing this game, but now it bugs me and I’m >looking for a reasonable solution that sticks close to the original rules :)

    The BTB rule is that raising the general skill doesn’t raise >concentrations/specializations along with it — so if you have, say, Athletics >(Climbing) at 3 (5), then you need to spend 4 × 2 = 8 good karma to raise >that to 4 (5).

    However, if you start out with _just_ Athletics 3, and then take a Climbing >at 4 and raise it to 5, followed by raising the skill to Athletics (Climbing) >4 (5) as above, you will actually spend (4 + 5) × 1.5 + 4 × 2 = 21 karma >(since fractions are rounded down).

    All fine and dandy. BUT: if you start with Athletics 3, then you could have >the _whole_ skill at 5 for just 18 karma, saving you three points _and_ being >better allround than if you buy Climbing separately first.

    That is to say, concentrations and/or specializations (depending on your >edition of choice) seem to be a reasonably good choice when making a >character, to get more effective at the things you can do out of the starting >blocks. However, they're a very poor choice for a character spending good >karma, because if you later increase the general skill, you’ve wasted >everything you spent to get the concentration/specialization to the rating >that the general skill is now.

    We thought we had a fix: if you have a concentration in a skill, spending the >karma for raising the general skill will also raise concentrations etc., but >also allow the choice of raising only the general skill by spending (new >rating × .5) karma — that is, the difference between raising the general >skill and raising a concentration. That _looks_ like it’s a good solution, >until you run some numbers:

    * 3 (5) to 4 (6) is 4 × 2 = 8 karma
    * 3 (5) to 4 (5) is 4 × .5 = 2 karma
    * 3 (5) to 3 (6) is 6 × 1.5 = 9 karma

    IMHO, the problem there is the difference between the first and the last: by >increasing the skill as a whole, you gain _more_ yet spend a point less >karma. This gets a lot worse with higher relative ratings:

    * 3 (10) to 3 (11) is 10 × 1.5 = 15 karma
    * 3 (10) to 4 (11) is 4 × 2 = 8 karma …

    That doesn’t work, if you ask me. This way, it’s pretty much always cheaper >to raise both at once than to raise just the specialization, and the greater >the difference in ratings, the worse this gets.

    And all of this mess gets even worse if you have more than one concentration >or specialization …


    I can’t think of a good way to fix any of this, other than to ignore it by >sticking to the original rules. If so, my conclusion is that it’s always >better after character creation to not bother with concentrations or >specializations at all, but save your karma for a bit longer so you can raise >the general skill instead.

    Thoughts and ideas would be very welcome :)

    --
    Gurth@xs4all.nl - http://www.understairs.nl | www.plasticwarriors.org
    Dat is zoveel beter dan domweg gelukkig zijn
    Fearless Leader of shadowrn.understairs.nl * Triangle Virtuoso <-
    Incubated into the First Church of the Sqooshy Ball, 21-05-1998 <-


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  • From Gurth@21:1/5 to All on Sun Sep 3 10:20:40 2023
    XPost: rec.games.frp.misc

    Op 2 sep. 2023, om 21:41 heeft Monique de Valois
    <mink.shadowrunner@gmail.com> het volgende geschreven:

    You could introduce the SR4 method: specialisations are a flat +2 on the
    base skill, and rise automatically with them. Of course, that makes them quite cheap at higher skill levels, so you may want to consider the cost
    of acquiring a specialisation post-chargen, but it otherwise solves the problem.

    It would, but at the cost of the greater flexibility the the SR1/II/3 way gives. That SR4 removed a lot of options was one of the reasons why I’ve
    always kept using the earlier rules :)

    --
    Gurth@xs4all.nl - http://www.understairs.nl | www.plasticwarriors.org
    Dat is zoveel beter dan domweg gelukkig zijn
    Fearless Leader of shadowrn.understairs.nl * Triangle Virtuoso <-
    Incubated into the First Church of the Sqooshy Ball, 21-05-1998 <-

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  • From Ubiquitous@21:1/5 to gurth@xs4all.nl on Sat Sep 16 14:58:43 2023
    XPost: rec.games.frp.misc

    gurth@xs4all.nl wrote:

    In my campaign, which uses essentially a mixture of SRII and SR3 rules plus a >lot of house rules, something recently came up about raising skills using >karma. The thing is that concentrations and specializations (or, in SR3, just >specializations) very much work against you if you have them. Somehow, this >never came up over 30 years of playing this game, but now it bugs me and I’m >looking for a reasonable solution that sticks close to the original rules :)

    The BTB rule is that raising the general skill doesn’t raise >concentrations/specializations along with it — so if you have, say, Athletics >(Climbing) at 3 (5), then you need to spend 4 × 2 = 8 good karma to raise >that to 4 (5).

    However, if you start out with _just_ Athletics 3, and then take a Climbing >at 4 and raise it to 5, followed by raising the skill to Athletics (Climbing) >4 (5) as above, you will actually spend (4 + 5) × 1.5 + 4 × 2 = 21 karma >(since fractions are rounded down).

    All fine and dandy. BUT: if you start with Athletics 3, then you could have >the _whole_ skill at 5 for just 18 karma, saving you three points _and_ being >better allround than if you buy Climbing separately first.

    That is to say, concentrations and/or specializations (depending on your >edition of choice) seem to be a reasonably good choice when making a >character, to get more effective at the things you can do out of the starting >blocks. However, they're a very poor choice for a character spending good >karma, because if you later increase the general skill, you’ve wasted >everything you spent to get the concentration/specialization to the rating >that the general skill is now.

    We thought we had a fix: if you have a concentration in a skill, spending the >karma for raising the general skill will also raise concentrations etc., but >also allow the choice of raising only the general skill by spending (new >rating × .5) karma — that is, the difference between raising the general >skill and raising a concentration. That _looks_ like it’s a good solution, >until you run some numbers:

    * 3 (5) to 4 (6) is 4 × 2 = 8 karma
    * 3 (5) to 4 (5) is 4 × .5 = 2 karma
    * 3 (5) to 3 (6) is 6 × 1.5 = 9 karma

    IMHO, the problem there is the difference between the first and the last: by >increasing the skill as a whole, you gain _more_ yet spend a point less >karma. This gets a lot worse with higher relative ratings:

    * 3 (10) to 3 (11) is 10 × 1.5 = 15 karma
    * 3 (10) to 4 (11) is 4 × 2 = 8 karma …

    That doesn’t work, if you ask me. This way, it’s pretty much always cheaper >to raise both at once than to raise just the specialization, and the greater >the difference in ratings, the worse this gets.

    And all of this mess gets even worse if you have more than one concentration >or specialization …


    I can’t think of a good way to fix any of this, other than to ignore it by >sticking to the original rules. If so, my conclusion is that it’s always >better after character creation to not bother with concentrations or >specializations at all, but save your karma for a bit longer so you can raise >the general skill instead.

    Thoughts and ideas would be very welcome :)

    I always thought it wasn't worth starting with a concentration or specialization at chargen, but my players who were super min-maxers would
    make starting chars with Firearms(Pistol: Sliver pistol) 8 and it annoyed
    the hell out me.

    --
    Let's go Brandon!

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