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Weebomancer

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« Reply #15 on: <03-16-12/1859:01> »
Hmmm. I might just merge a few of these ideas and scrap my own. I'm liking playing the characters first for a bit and then "officially" starting the game actually...also this would let me have one on one sessions with said characters about their build ahead of time. So if someone does come out a little more powerful then others he will know before the real gaming begins and he won't plot gank through fairly high DP's in everything. Anyways the pieces I REALLY like are these.

Go on runs before the official campaign- *- At the end of all of this, I suggest being around 100-150 karma and 300-400,000Y.  (Tsuzua)


I also highly recommend opening up some of the standard character limitations (maybe allowing one skill at 6 and two at 5, or something similar and allowing more than one max attribute (two maybe three depending on if you include special attributes in there, more money acquired by BP/Karma). Otherwise I can foresee a certain amount of Jack of all trade syndrome developing as characters can't go further in the areas they actually want.  (Crash 00)

I give them (Cha+Int)*3 BP to spend only on Contacts (raggedhalo) This seems solid actually.

Sichr & Xzylvador Everything these two said makes some sense as well. And note that I AM testing this by making chars before running the game. The only reason I do this is because I earlier suggested they play some old characters for a high level game and they all didn't like the idea of "tainting" old characters with new adventures. Plus not everyone wanted to play something similar to an old character. For one player all he has done is play gunbunnies and the next character he is playing he wants to make a mage. Anyways the point being that if Karmagen comes out more balanced I will use it. But for now I like Xzylvador's idea of giving them the stuff straight up rather then giving them the stuff to buy it with.

Oh, and if you run this game on the site, I am SO interested! (Mirikon) Also this game is not on the forums it's a real game but I do intend to run it by my online group. We use maptools. Right now I could use a player who knows the rules by the book and not by interpretation in his own way (especially by using funny reading) so if your interested PM me. Also I'm a bit interested in this on site game thing since it's the first I've heard of it.

Crash_00

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« Reply #16 on: <03-17-12/1000:49> »
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Anyways the point being that if Karmagen comes out more balanced I will use it. But for now I like Xzylvador's idea of giving them the stuff straight up rather then giving them the stuff to buy it with.

Balance really depends on what you look for as "balance". If it's high dice pools cost considerably more than low dice pools, then Karma generation definitely comes out ahead in the balance area. However, many people look for balance in the sense that they think an average Troll strength (7) should be just as easy for the troll to attain as a human's average strength (3) is for the human to attain, in karmagen they aren't anywhere close (65 karma vs. 25 karma). Of course the later only holds up during character creation, because no matter which way you go, after creation a weakling troll will have to pay 65 karma to raise strength to a 7 and a weakling human will still only have to pay 25 karma to get to a 3. It is really noticeable in Trolls because their attributes are usually so high. (For quick reference, each BP attribute raise is worth roughly 20 karma (what it takes to raise a 3 to a 4). In karma gen, raising stats from 1-3 are cheaper than they would be in BP system and to four is the same. 5 is a 25% more, 6 is 50% more, 7 is 75% more, 8 is 100% more, 9 is 125% more and 10 is 150% more. Of course this adds up rather fast, so buying an attribute at 6 is four times the cost of a 3 (rather than 2.5 times the cost in BP). For a troll, buying an 9 body costs almost 3 times what a human getting a 3 would cost.)

Where Karmagen really shines is for characters that like to pick up side skills at low levels just to provide synergy for teamwork. A character that wants to pick up a couple points of demolitions in BP pays 4BP for each point (8 BP to get it at a 2, equivalent of 16 karma), but in karmagen it only costs 4 karma for the first point and 4 karma for the second point (literally half the cost). This is the biggest issue I guess, because in karma gen, a player knows that what he is paying for a skill/specialty/ability is what it will always cost him. There is no difference between creation and advancement costs. (Small List of things that change costs between BP and advancement: Attributes (especially high levels or hard caps), Foci Bonding, Skills, and Specialties)

Low level skills often fit into an area where most people building with BP say it's just not worth it, but having them helps flesh out a character and can add a very easy source of bonus dice (through teamwork rolls) to another character more devoted to the skill.

Starting characters with Karmagen (at the 750 level) generally aren't quite as powerful as BP characters. Most of the time, this is because they branch out more rather than worrying about karma efficiency (for instance, under the BP system I don't really see a point in buying skills unless they're at a 4 or higher because it's just not efficient and I never pick up specialties. The three point difference between having a 1 or 2 and defaulting is only one hit on average, and I'll just raise edge for those situations.)

If you do decide on Karma Gen, I recommend the German printed version that was updated for SR4A (the runner companion version uses the old SR4 costs). I also strongly recommend handing out knowledge skills like the BP system does rather than making players buy them (you tend to see far less frivolous knowledge skills if the players have to buy them).

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You don't need to constantly throw it out into people's faces like it's the best thing in the world since sliced bread.
I didn't throw it in anyone's face. I merely recommended it for what he's doing. Likewise, I never said it's the best thing, merely that it's better than the BP system and leaps and bounds better than mixing the BP system with karma for creation purposes. You can like what you want, but I still haven't seen anyone show anything that can't be built in karmagen at all. You've got roughly the same amount of resources to work with in both systems.

Sichr

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« Reply #17 on: <03-17-12/1400:06> »
Almost nothing to add. IMO karmagen is excelent because when I create my runners, I like to have them more versatile, having some side skills to be able to survive on my own without the team or to be able to participate at teamwork tests. What I really dont see as necessary are high dicepools. Because high dicepools tend to increase difficulty GM has to offer, and final effect is something like tactical powerplay game. More skills, even with lower dicepools, tend to make people using more things than firing a riffle, and also it allows better roleplay (IMO) because it simply allows character to "exploit" more options in any situation, sometimes even such options, that would never come to their mind if they have to default on necessary skills.
And if anyone says that Karmagen is worse, or makes worse outcome, I want to see that proved on the same concept created with both systems. Without such proof it seems like simple trolling.

All4BigGuns

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« Reply #18 on: <03-17-12/1419:28> »
Almost nothing to add. IMO karmagen is excelent because when I create my runners, I like to have them more versatile, having some side skills to be able to survive on my own without the team or to be able to participate at teamwork tests. What I really dont see as necessary are high dicepools. Because high dicepools tend to increase difficulty GM has to offer, and final effect is something like tactical powerplay game. More skills, even with lower dicepools, tend to make people using more things than firing a riffle, and also it allows better roleplay (IMO) because it simply allows character to "exploit" more options in any situation, sometimes even such options, that would never come to their mind if they have to default on necessary skills.
And if anyone says that Karmagen is worse, or makes worse outcome, I want to see that proved on the same concept created with both systems. Without such proof it seems like simple trolling.

Most of us who don't like it, don't like it because we aren't satisfied with what came out of it. It has nothing to do with dice pools because we expect them to be lower because of how the nature of it needlessly forces lower dice pools by punishing specialization. Some characters need specialization to come out right and some need generalization to come out right. Karma generation only really makes the latter feasible, while the standard (which I feel is the standard for a reason) makes both feasible. (Priority is nothing but a fraggin' joke.)

As to your 'proof' comment, the same could be said of those who spout these supposed figures of 'equivalency' between amounts of BP and amounts of karma. They look like numbers pulled out of butts to make karma generation look better to me.
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Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Sichr

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« Reply #19 on: <03-17-12/1432:32> »
seems like Im about to find out how Ignore list works...

All4BigGuns

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« Reply #20 on: <03-17-12/1440:36> »
Well, I think I've just pin pointed part of my hatred for karma generation. It has really been made worse by how people keep trying to say it's absolutely the best one in all situations. The point that I've seen people claiming that BP generation is only good for "min-max power game" also puts a bad taste in my mouth. All in all, it pretty much started out just from being unsatisfied with how characters turned out on the whole, but the constant harping and claims that it's better just made things worse. You gotta admit though, karma generation does punish people who want to build a specialist with the exponentially increasing costs for higher ratings (which higher ratings are what make a specialist what he is). I guess I just feel that a team of specialists is more fitting since if you can do everything, what do you need a team for?
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Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Crash_00

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« Reply #21 on: <03-17-12/1506:46> »
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You gotta admit though, karma generation does punish people who want to build a specialist with the exponentially increasing costs for higher ratings (which higher ratings are what make a specialist what he is). I guess I just feel that a team of specialists is more fitting since if you can do everything, what do you need a team for?
No, that's one side of the fence that you can view it from, but the other side is that Karma Generation rewards you for not overspecializing at creation. The real thing that I'd like to see is exactly how these character envisionments are coming out worse in karma generation.

A single skill point is worth the equivalent of 8 karma (4BP x 2). Meaning that a four in karma generation (costs 22 karma) is still cheaper than a four in BP (4 x 8 = 32 karma). Hell, 32 karma is what a 5 costs in karma generation. You can only have one skill at six or two at five during creation, which means that you are always going to be saving points in the skills area if you take the exact same skill at the same ratings (A BP 5 is worth 40 karma, a BP 6 is worth 48 karma).

The only area where costs are significantly higher in karma generation is when it comes to attributes, and then really only high ones, but it doesn't restrict you from starting with a ten in a stat at all, it just rewards you for not trying to max out all your stats.

All4BigGuns

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« Reply #22 on: <03-17-12/1516:02> »
A single skill point is worth the equivalent of 8 karma (4BP x 2). Meaning that a four in karma generation (costs 22 karma) is still cheaper than a four in BP (4 x 8 = 32 karma). Hell, 32 karma is what a 5 costs in karma generation. You can only have one skill at six or two at five during creation, which means that you are always going to be saving points in the skills area if you take the exact same skill at the same ratings (A BP 5 is worth 40 karma, a BP 6 is worth 48 karma).

The point is, you and others claim this as fact without anything showing where you got the equivalent. That is what lends to the thought that the figure is pulled out of nowhere to make karma generation look better.

No, that's one side of the fence that you can view it from, but the other side is that Karma Generation rewards you for not overspecializing at creation. The real thing that I'd like to see is exactly how these character envisionments are coming out worse in karma generation.

Did I say worse in my last post on this point? No. I said I was unsatisfied.
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Sichr

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« Reply #23 on: <03-17-12/1519:50> »
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The point is, you and others claim this as fact without anything showing where you got the equivalent. That is what lends to the thought that the figure is pulled out of nowhere to make karma generation look better.
....

 ???

Crash_00

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« Reply #24 on: <03-17-12/1520:46> »
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The point is, you and others claim this as fact without anything showing where you got the equivalent. That is what lends to the thought that the figure is pulled out of nowhere to make karma generation look better.
Have you read the books? 2 karma per build point is the conversion that is used for buying damn near anything that is BP statted. It's also the guideline used for creation in Karma Generation.

I guess if you want to just ignore the information that's fine, but it doesn't mean it isn't there...right in front of you...in the book.

All4BigGuns

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« Reply #25 on: <03-17-12/1525:26> »
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The point is, you and others claim this as fact without anything showing where you got the equivalent. That is what lends to the thought that the figure is pulled out of nowhere to make karma generation look better.
Have you read the books? 2 karma per build point is the conversion that is used for buying damn near anything that is BP statted. It's also the guideline used for creation in Karma Generation.

I guess if you want to just ignore the information that's fine, but it doesn't mean it isn't there...right in front of you...in the book.

Well, since you didn't give a page number, I guess I'll just have to take your word for it and drop that part right there. Oh well. Either way, it doesn't change that BP generation lets you generalize or specialize as you wish without really punishing either one, whereas the other actively punishes specializing (not just over-specializing like you intimated).
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Crash_00

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« Reply #26 on: <03-17-12/1531:22> »
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Either way, it doesn't change that BP generation lets you generalize or specialize as you wish without really punishing either one, whereas the other actively punishes specializing (not just over-specializing like you intimated).

BP punishes generalizing by making low levels cost the same as high levels. Low levels are not as effective as high levels and should not cost the same amount. Therefore it's not efficient to generalize in the BP system. This is what causes people to talk about karma efficiency.

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Well, since you didn't give a page number, I guess I'll just have to take your word for it and drop that part right there. Oh well.
I apologize for assuming the table of contents for Karma Creation would be easy to look up. See build point conversion on pg. 42 of Runner's Companion.

Sichr

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« Reply #27 on: <03-17-12/1536:05> »
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The point is, you and others claim this as fact without anything showing where you got the equivalent. That is what lends to the thought that the figure is pulled out of nowhere to make karma generation look better.
Have you read the books? 2 karma per build point is the conversion that is used for buying damn near anything that is BP statted. It's also the guideline used for creation in Karma Generation.

I guess if you want to just ignore the information that's fine, but it doesn't mean it isn't there...right in front of you...in the book.

Well, since you didn't give a page number, I guess I'll just have to take your word for it and drop that part right there. Oh well. Either way, it doesn't change that BP generation lets you generalize or specialize as you wish without really punishing either one, whereas the other actively punishes specializing (not just over-specializing like you intimated).

All4BigGuns

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« Reply #28 on: <03-17-12/1536:23> »
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Either way, it doesn't change that BP generation lets you generalize or specialize as you wish without really punishing either one, whereas the other actively punishes specializing (not just over-specializing like you intimated).

BP punishes generalizing by making low levels cost the same as high levels. Low levels are not as effective as high levels and should not cost the same amount. Therefore it's not efficient to generalize in the BP system. This is what causes people to talk about karma efficiency.

Efficiency and using a conversion thrown in like that isn't the same thing as it punishing generalization. Quite honestly, seeing these talks about 'efficiency' do little more than make me roll my eyes. After all, would those talking about 'karma efficiency' be talking about 'xp efficiency' in a White Wolf game? (It's really the same thing)
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Crash_00

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« Reply #29 on: <03-17-12/1544:17> »
So the Build Point system's defense is effectively "Other games has design flaws too." Good to know. I can't speak on White Wolf as I have avoided that game like the plague (only ever cared for hunter but the difficulty increasing botch chances was ridiculous in the edition I played). If it's anything like BP where build costs are completely unrelated to advancement costs (and double or more in many cases) then it's probably the same thing yes.

That's the biggest issue though. It's not that there is a difference in costs, but that there is a major difference in cost (a one or two literally costs twice as much in the BP system for skills, though a 2 in an attribute costs twice as much also, as do specializations). After all, people don't complain about buying 4s and 6s as much (4 skill is 16 BP or 32 karma compared to 22 karma to raise it up, 6 is 24 BP or 48 karma compared to 44 to raise it up), but the lower numbers are the main issues.