fectin wrote:Separate point: would it be better to look for 4-6 on penalty dice as well? I get the thematics, but looking for all instances of 4-6 is easier than looking for 4-6 and red or 1-3 and black (or whatever color your dice are).
That would have a certain ease - you count all the 4-6s and then do it again. But I still think it is easier if 1-3 is "bad" and 4-6 is "good" in all instances.
AMiB wrote:So Ki and Mercy can choose between going quiet and suffering their naturally smaller dicepools for not having augments, but can go loud when they really don't care who hears them breaching doors with two sticks of dynamite. Chun has to go loud all the time, just because he can't turn it off, and will tend to favor two sticks of dynamite as the solution to every problem. The offset to this is that Ki and Mercy get fewer superpowers, and some situations don't have a non-augment "go loud" option.
Sort of like augmentations themselves, people have options that are Covert, Subtle, and Blatant for many tasks. Having Stress penalizes your
subtle choices, so you don't do them. Chun is not going to attempt to walk by the guards with clipboard immunity, because his distinct noticeability makes that essentially impossible (or at least: saddles him with enough fault dice that it is a shitty plan). He could try to blast his way through (blatant), or he could try to creep by under the cover of darkness (covert).
The issue then is to have Subtle solutions available for most minigames so that unaugmented characters have a thing to do.
Endovior wrote:What you're missing is that fault dice are BOTH penalties and can cause dangerous things to happen. So not only does a big dangerous bomb pose big dangerous risks (ie: penalties) to the demolitionist, but it ALSO makes you likely to fail at whatever else it is you're doing, in the sense that a huge building-leveling explosion is often inconvenient.
Yeah. Also, I think the threshold reduction with extra penalty dice could be a normal mechanic. Like for autofire and stuff. You reduce the success threshold by 1 and get an extra penalty die (it could even be a worse exchange rate, like 2 points of reduced threshold and 3). So it's more likely that you'll succeed, and by the same amount as if you got more Bonus Dice - but it's also more likely that you'll have net faults. So it's more likely that you'll hit bystanders and stuff. Let loose with a machine gun or something and you could even get a success margin
and still have net faults - causing you to hit your target
and also hit bystanders in the area.
DrP wrote:All Healing tests, and tests done by others to treat your injuries.
That's very Shadowrun, but actually I think that fast healing should be encouraged. Healing slowly is something that happens to real people when they take a lot of combat drugs, and it's very genre appropriate, but it's boring as fuck at the table. In general, players should not be told that they can't play their characters for an extra few weeks.
DrP wrote:Some Resistance tests, when the effect you resist is identified as Transformation or Mind-Effecting.
And even go the other way too. Your Stress modifier should make other people snap out of your mind control tricks faster. Makes the mind hacker and the mind controller into a defensible medium-Stress build.
-Username17