Topic: HQ for Cyberpunk and strength ratings of cyborgs
Started by: Der_Renegat
Started on: 11/26/2003
Board: HeroQuest
On 11/26/2003 at 8:19am, Der_Renegat wrote:
HQ for Cyberpunk and strength ratings of cyborgs
Hey!
I love the whole cyberpunk genre, especially in manga comics like Appleseed, Ghost in the Shell, Eden and Blame!
While its really easy to adapt most aspects of HQ i have problems assigning Strength and Mass abilities for cyborgs, androids and powerarmor. Has anybody here some suggestions for me, what numbers/masteries would seem to be appropiate?
Everybody knows what the first 4 masteries mean:
M=journeyman
M2=master
M3=hero
M4=beginning of godlike power (demigod like herkules maybe)
but beyond its getting difficult. Who has experiences with such people *lol*?
al the best
Christian
On 11/26/2003 at 7:16pm, Donald wrote:
Re: HQ for Cyberpunk and strength ratings of cyborgs
Der_Renegat wrote:
While its really easy to adapt most aspects of HQ i have problems assigning Strength and Mass abilities for cyborgs, androids and powerarmor. Has anybody here some suggestions for me, what numbers/masteries would seem to be appropiate?
Christian
Beyond that starting PCs can't interact in any meaningful way and even heros will struggle. I don't know much about the cyberpunk genre but you need to remember the mastery system is a logarithmic scale so the jump from 10w to 10w2 is much less than from 10w2 to 10w3.
For example a horse is large 5w while an elephant is large 18w so the only things with large in the w2 and w3 ranges are going to be ocean liners and starships. 10w5 is probably a planet and 10w6 a sun but this is getting more into SF than cyberpunk.
On 11/26/2003 at 9:48pm, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
For example a horse is large 5w while an elephant is large 18w
If those are anaxial's rosters numbers, its best to treat those as if they were written for a game almost, but not entirely, unlike either HW or HQ. This may well be literally true, as i think I remember hearing they were largely written to a pre-publication draft of HW.
The better way to treat stuff like this in HQ is to ask a version of the eternal geek question 'who would win in a fight between a star destroyer and the Enterprise?'
Or to be slightly more precise, 'how much effort would a narrator have to put into suspending the audience's disbelief if he wants to have the weaker beat the stronger?'
if the answer is:
could happen with no explanation needed: same level of mastery
needs some explanation such as clever tactics, numbers or luck to justify the win: one level of mastery difference
needs all of the above to win: two levels of mastery difference
no way to win: three or more levels
Then, assuming you have unmodified humans in your universe, use them as a baseline and ask 'who would win in a fight?'
So the 'arnold' model cyborg would have best ability around W3, as it was eventually brought down after an epic struggle by a group of normal humans with no more than a single level of mastery. A 'shiny metal pool' cyborg would be maybe W5, as it required a similar level of effort for a normal terminator to beat. And so on.
Cyborgs work well in HQ, precisely because their abilities are tied into their nature. What can cause more of a problem in sf games is equipment. Players are going to expect to be able to walk into a shop and purchase a blaster or gauss pistol or starship, which really isn't handled well by the default 'pay 1hp get a new ability at 12' rule.
soru
On 11/27/2003 at 12:16am, Der_Renegat wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Well, it always comes down to a HQ-philosophy discussion....
I understand that all the ratings are just meaningful for the story and that you dont need an absolute scale, like you use to have in simulationist games.
But if you think about cyberpunk, its quite possible to have a lot of very different characters (powerwise) in your story, from mundane to really, really powerful (think: "Battle Angel Alita" with all its mad cyborgmonsters). So here you have a kind of a scale, that relates to your story and thus you have to come up with numbers.
For example: you are in a cyborg bar: you have normal biological humans, humans with implants (NeurotransmitterM3), humans with bionic arms (bionic armsM3), a full cyborg (mass 10M, artificial arms 10M3, plated bodyM3) and a monster cyborg-3m high (Huge M5??).
Surely you can narrate everthing, a jumbo jet falling on your head means you are just dead, no roll needed.
The whole idea for this topic was inspired when i read that post about the heroic scale here in this forum, where somebody assigned ratings for middle earth characters. I found it quite revealing, how powerful certain characters are, because it explained a lot of story details for me, for instance seeing how powerful gandalf might really be.
And it showed, its possible.
I have deducted some more meaning of masteries (and they are all from the HQ rulesbook):
M-journeyman
M2-master/among the best in the community
M3-great master, hero/among the best in the region
M4-M5-demigod/among the best in the country
M6-M8-ruler/founder over/of elementary aspects of the world (saint, magical lord)
M8-M12-creator of a „universe“ (view of world or actual world)
soru said:
„What can cause more of a problem in sf games is equipment. Players are going to expect to be able to walk into a shop and purchase a blaster or gauss pistol or starship, which really isn't handled well by the default 'pay 1hp get a new ability at 12' rule.“
Actually ist 13, not 12. But never the less, what do you think is the problem ???
I would give all equipment a keyword with abilities and a rating.
If you want your campaign to be heroic everybody can make full use of the equipment ratings, whenever he picks it up. Or you handle it like a magical object in HQ, that maybe has a very high rating but you don´t know yet how to fully use it. So you buy a new ability and raise it seperately.
all the best
Christian
On 11/27/2003 at 11:46pm, Donald wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Der_Renegat wrote:
I have deducted some more meaning of masteries (and they are all from the HQ rulesbook):
M-journeyman
M2-master/among the best in the community
M3-great master, hero/among the best in the region
M4-M5-demigod/among the best in the country
M6-M8-ruler/founder over/of elementary aspects of the world (saint, magical lord)
M8-M12-creator of a „universe“ (view of world or actual world)
Christian
Where did you find the latter? page 19 goes up to 1w4 which represents best in the world. I remember seeing some higher levels somewhere but that was for gods and their equals such as true dragons and true giants. I can't recall any of them going above w7 or w8 and that was for their best ability which wasn't necessarily particularly useful.
I can well believe Anaxial's Roster isn't particularly accurate in detail but there is a mathmatical model behind the numbers and it doesn't support the great differences you indicate above. Harrak (a superhero, 1w4) killed a god and took his skin for a cloak so that would indicate a mastery difference. Equally the difference between major gods (like Yelm and Orlanth) and lesser ones (like Urox and Humakt) is not sufficent for them to be more than a couple of masteries apart.
Der_Renegat wrote:
soru said:
„What can cause more of a problem in sf games is equipment. Players are going to expect to be able to walk into a shop and purchase a blaster or gauss pistol or starship, which really isn't handled well by the default 'pay 1hp get a new ability at 12' rule.“
Actually ist 13, not 12. But never the less, what do you think is the problem ???
I would give all equipment a keyword with abilities and a rating.
Depends if the ability is part of a keyword, if not the default is 6 rather than 12 or 13.
As a narrator I wouldn't have a problem with a player buying a starship and trying to fly it with a pilot ability of 6 or even 13. After the first fumble I'd give them a decent chance to escape the crash that wrote it off. Then starship navigation fumbles would get them badly lost. Of course even failures could get them in trouble with port authorities, space cops or whatever. I don't think most players would take long to get the hint that they need to get their abilities up to at least a mastery before going off on their own.
On 11/28/2003 at 1:35am, Mac Logo wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Donald wrote:Der_Renegat wrote:
Where did you find the latter? page 19 goes up to 1w4 which represents best in the world. I remember seeing some higher levels somewhere but that was for gods and their equals such as true dragons and true giants. I can't recall any of them going above w7 or w8 and that was for their best ability which wasn't necessarily particularly useful.
It's in the Game Aids section under Sample Resistances, p274 I think. Greater Gods and such go up to 1w12.
Personally, I would not get to worrried what a mastery actually means. I look on it as a relative scale. Sometimes I think of it as linear, sometimes logarithmic and sometimes exponential. Whatever is right for the game at that point.
If I have a setting where characters are immortal, 3000 years old and not bound to be unchanging by some "cosmic compromise", well HQ is the rule system to go with, because it is open ended. It all depends what is mutable within the setting.
Glorantha is Myth, so heroquests change Glorantha. Not every setting has that feature. Some purport to emulate realistic settings. I think that SF would actually scale to the Enterprise/ISD being a pretty major god - either craft is capable of devastating an entire world.
Sorry, I'm wandering of topic, so I'll stop there.
Cheers,
Graeme
On 11/28/2003 at 11:12pm, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
As a narrator I wouldn't have a problem with a player buying a starship and trying to fly it with a pilot ability of 6 or even 13.
But what about the case where Tim Strong but Dim challenges the player that he can lift anything he owns? Using the 'spacecraft 6' rating as a defense against 'strong' wouldn't work very well.
It's one thing to use your 'guns' skill to hit somebody, another when you want to use your laser pistol to burn through a locked door, or a shaped charge to blow up a building. Sometimes you are using your skill augmented by gear, other times you are using the power of the gear directly.
For a SF game focusing on gear, it's probably a good idea to give equipment the same amount of emphasis as vanilla HQ gives to magic.
A spacecraft is probably best treated as a follower, either a patron (enterprise) or a sidekick (millenium falcon).
Equipment skills could be affinities, say scientific equipment 3w1 with 3 feats: spectral analyser, environmental sampler, hyperspace tracker. Operating a different piece of gear encountered in play would mean an improv penalty, but it would only take 1hp to add it as a feat at your full affinity rating.
Getting a piece of technology to operate according to spec is a 10 difficulty (technology being easier to use than magic). Opposed contests use the normal rules.
soru
On 11/28/2003 at 11:20pm, Donald wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Mac Logo wrote: It's in the Game Aids section under Sample Resistances, p274 I think. Greater Gods and such go up to 1w12.
Personally, I would not get to worrried what a mastery actually means. I look on it as a relative scale. Sometimes I think of it as linear, sometimes logarithmic and sometimes exponential. Whatever is right for the game at that point.
I like to understand the numbers so I can pick a number as required without having to look it up in the book.
I'm not sure that the resistences are quite comparable with the levels of mastery for characters. I suspect they include augments and community support bonuses which for the gods are going to amount to two or three masteries in themselves.
On 11/29/2003 at 12:06am, Mac Logo wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
soru wrote: For a SF game focusing on gear, it's probably a good idea to give equipment the same amount of emphasis as vanilla HQ gives to magic.
<snip>
Equipment skills could be affinities, say scientific equipment 3w1 with 3 feats: spectral analyser, environmental sampler, hyperspace tracker. Operating a different piece of gear encountered in play would mean an improv penalty, but it would only take 1hp to add it as a feat at your full affinity rating.
Which would make it sort of like a Keyword.
That I like. Reminiscent of the old Ringworld RPG in a way. General skills can improvise specialities, but you can raise specialities within a general category. Yes, it does sound like Ringworld. Cool. The only difference I see is that the Keywords are fixed at chargen in HQ and the equivalent in RW was derived from the classic BRP char stats.
Another genre an universe to play with and another reason to dig out the Ringworld RPG when I visit my folks over the holidays.
Thanks.
Graeme
On 11/29/2003 at 12:43am, Mac Logo wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Donald wrote:
I'm not sure that the resistences are quite comparable with the levels of mastery for characters. I suspect they include augments and community support bonuses which for the gods are going to amount to two or three masteries in themselves.
I'm very sure that they are utterly comparable. The Heroquesting chapter is actually explicit on this. there is a table on p200. If you feel like kicking a Great Spirit, an aspect of a Great God or Zzabur, their abilities are in the range of 10w8 to 10w12.
I don't particularly need to know how much community support a being of that stature has. They have lots and it's a major heroquest to change it - Mr. Edwards' little jaunt with Malia is a prime example - so I'd call it integral to their being without similar status intervention.
IMO The actual numbers mean little more than the Hero (or whatever) has seen that attack before and knows from vast experience that it can be countered by such and such a tactic. It's like playing chess vs a grand master. They can be on umpteen boards, thrashing each person on those boards and not really being challenged, despite every single one of their opponents being a very good player in their own right - certainly good enough to take me (and the folks that taught me) to the cleaners, .
Cheers
Graeme
On 11/30/2003 at 3:22pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Donald wrote: I like to understand the numbers so I can pick a number as required without having to look it up in the book.
Here's a fairly easy way to do it. Keep a rough estimate of your player's ability ratings in mind. Not every single one. Just look over their sheets and make a mental note, such as: "Hmm... They seem to have a number of abilities at 1w".
That's your starting point. After that, the rest is cake. If you reason that a task should be easy for them, set it at -5 to that rating. If you reason that a task is relatively foolproof, set it at -10 to that rating. Much less, and there's really no sense in rolling (at least for players, IME).
If you think a task should be tough, but not exceptionally hard, set it at the same rating or +3 to the rating. If you think the task should be difficult, give it a +5 to the rating. If you think the task should be really, really difficult, give it a +10. If you think the task should be just a hair short of impossible, give it a +20.
In this way, you can scale your challenges to the character's capabilities. For example, if the Hulk is trying to chuck a Mini across the street, what's the use in rolling? But if Agent Mulder is trying to do the same thing, it should probably be at +30 or so to your noted rating. I use this a lot. It works better than having to have a big list of numbers on hand to thumb through every time a player wants to do something.
On 12/1/2003 at 12:47am, Donald wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Scripty wrote:Donald wrote: I like to understand the numbers so I can pick a number as required without having to look it up in the book.
In this way, you can scale your challenges to the character's capabilities.
Yes, this is part of the process but I also like to understand the numbers in the context of the world as a whole so I don't make a task a lot more difficult for a party just because they have big numbers in appropriate skills. It may be a bit simulationist but I like my Glorantha to have an internal consistency.
On 12/1/2003 at 4:03pm, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
In this way, you can scale your challenges to the character's capabilities.
Personally, I find this backwards. You first work out what numbers would play an appropriate role in the story, and then work out what kind of being would plausibly have those numbers.
So, for example, if for the purposes of your story you need a NPC than can unquestionably and self-evidently resist any direct attack by a band of experienced and fully augmented heros, then maybe you need to use a god, saint or greater spirit. No problemo, use one, there are plenty out there. That does a lot less damage to suspension of disbelief than suddenly having a random lunar official be mysteriously unkillable.
soru
On 12/1/2003 at 8:45pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
soru wrote:
Personally, I find this backwards.
....
So, for example, if for the purposes of your story you need a NPC than can unquestionably and self-evidently resist any direct attack by a band of experienced and fully augmented heros, then maybe you need to use a god, saint or greater spirit. No problemo, use one, there are plenty out there. That does a lot less damage to suspension of disbelief than suddenly having a random lunar official be mysteriously unkillable.
soru
Mmmkay. It sounds like you don't get what I'm saying. The world has an internal consistency but I'm proposing that is metered by your characters and not some big list of numbers. By applying my suggestion, you're not going to be making Kobolds at Strong 10W to challenge a player with Strong 7W. That would be silly. No, but if you had a Giant NPC and (here's the important part) KNEW YOUR CHARACTERS' CAPABILITIES, then you could say...
hmmm.... That PC's pretty strong, but I think he'd have a tough time against a Giant... We'll make the Giant Strong 12W. Reasonable and consistent within your game world. Should the character advance to 5w2 strength, then he should be at a level where Giants don't challenge him anymore.
Nowhere did I say throw common sense to the wind.
I think what you guys are looking for is a big list of things and their ratings. That's in HeroQuest on pages 274 and 275. The size ratings on page 206 are helpful as well.
If you are familiar with these ratings or have them handy, there's no reason why you wouldn't find my suggestion helpful, unless blessed with a complete lack of common sense.
On 12/1/2003 at 9:21pm, Ron Edwards wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Hello,
Everyone, be nice to one another.
Best,
Ron
On 12/1/2003 at 9:51pm, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
That PC's pretty strong, but I think he'd have a tough time against a Giant... We'll make the Giant Strong 12W.
That 'whooshing' sound you hear is my suspension of disbelief leaving the room. Unless you mean a very very small giant or something, I just cant get my head around the idea of the local strongman, without any magic or heroquested abilities, beating a 3 meter tall, 1 ton giant at arm wrestling or weight lifting about a third of the time.
How would you narrate something like that in your game, if the dice rolled that way (e.g. 5 and 15)? As a fluke chance (a passing bird distracts the giant), as the player actually proving stronger, by simply flat out disallowing it, or something else?
soru
On 12/2/2003 at 8:08pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Mkay. So, I'm to take it that you can't see a preternatually strong 6' tall human taking on a 9' tall giant of average strength.
I'm thinking that your "suspension of disbelief" is rather finicky.
For examples of how even a normal man could take on a 9' tall giant, please reference:
David and Goliath
Conan (can't remember the story, but the picture's on the front of the book)
Sinbad
Theseus and the Minotaur
etc.
etc.
It seems to me that you're just being facetious here. It's obvious, to me, that you have some unfounded problems with the HeroQuest system. I'm not interested in making converts of disbelievers. Make up your own mind about the game.
I have given a fairly common sense and rational answer to your objection. It's at least on par with Elves in LotR's not aging and Superman flying in the air. If you don't buy it, that's fine but it is still a valid response and one that works for me and a number of other people.
If you don't think that a human with 1w strength should be able to take on a Giant of 12w strength, that's fine. You can run it that way in your setting. I have, however, seen 8 year old boys pull down 30 year old men in Aikido and have, myself, been thrown around by little old men who I could swear that I'd be able to kick their tails. My suspension of disbelief is a bit less stringent than yours, I suppose. GURPS may offer the level of "realism" that you seek. Personally, I prefer setting consistency over a subjective "realism". We are after all dealing with all sorts of fancies of the imagination...
On 12/2/2003 at 10:48pm, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
It's obvious, to me, that you have some unfounded problems with the HeroQuest system.
HQ is by far my favorite game system. But I don't think I would like it the way you apparently run it.
It it one of the strengths of the HQ rules that they are flexible enough that they can be used to run any kind of game, including ones where david beats goliath not by using a sling, or by being destined to rule, but by proving to be stronger to than him, where theseus doesn't beat the minotaur by out-fighting it, or by being the son of Poseidon, but by showing himself to be more bull-headed than it (without in some way magically having the head of a bull).
In my opinion, it would be a mistake to forget that the HQ rules can also be used to create stories that do have, say, as much plausibilty and coherency as an average hollywood movie.
Your opinion may, of course, vary. But please try to avoid giving the impression that your way is the only way to run HQ, or that there is some vast weight of narrativist theory backing up your ruling that giants aren't really all that strong.
soru
On 12/2/2003 at 10:56pm, Mike Holmes wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Uh, dude (Soru), you attacked his methodology, and he just defended it. He never once said that his method was superior to yours, nor that you had to accept it. He just said, well, what you're saying in the last post. That you can do it either way effectively.
Read it again.
Mike
On 12/3/2003 at 1:20am, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
soru wrote:
HQ is by far my favorite game system. But I don't think I would like it the way you apparently run it.
...
In my opinion, it would be a mistake to forget that the HQ rules can also be used to create stories that do have, say, as much plausibilty and coherency as an average hollywood movie.
Your opinion may, of course, vary. But please try to avoid giving the impression that your way is the only way to run HQ, or that there is some vast weight of narrativist theory backing up your ruling that giants aren't really all that strong.
soru
My way isn't the only way to play HeroQuest. I never presented it as such. I merely stated that this is a means that I use in order to not have to have a big chart of target numbers for everything from a Rhino to a tank. It requires that I know the character's capabilities and that I understand how much of a challenge a given situation or opponent ought to be, based on my knowledge of their character. Thus, a character with 8w2 strength will have very little problem lifting a mailbox and chucking it at an opponent. Assuming that what I was saying was that I would scale the mailbox to a 3w2 weight is a willful misreading of everything I have said thus far.
I was presenting this as an alternative to having a big list of resistances and modifiers, which seems to be what you and DerRenegat are fishing for. If you are familiar with the ratings listed in the book itself, I personally don't see a need for an expanded "Book of Resistances". You might. That's fine. Make one.
Otherwise, my approach is working quite well. Thanks for attacking my game. I'll try not to take it personally, but I do think you'd be just fine in one of my games. They have a good deal of internal consistency and my methodology allows me to improvise on the fly with minimal "Uh...umm" moments. Hence, where many GMs require a big list of adversaries and opponents and often have those "fish out of water" moments when players diverge from their planned entertainment, I don't. I have some things listed, but keeping in mind what I have said before I have been able to scale/improvise most everything.
This is not the only way to do this and I have never presented it as such. It works for me, however, and I have offered it to you as both an option and another way to approach internal consistency in your game. Primarily, it's pointing out that you can make your game consistent via the characters and not have to create a large simulation, which may or may not seem consistent to the players. I have had experiences in the past where large exploratory simulative scenarios have backfired in just this manner.
I don't appreciate the change of tone that you are initiating here. I was just trying to help.
On 12/3/2003 at 1:47pm, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Apologies for a bit of overuse of sarcasm and rhetoric.
I do think you'd be just fine in one of my games
I'm going to try to explain why I think I would have some degree of problem with playing in one of your games (though if you provided nice dips or something, no doubt I would probably still play). I think my perspective is quite a mainstream one, so this may or may not be of interest to you, depending on whether you want to support mainstream players in your games.
Getting inside the head of a fictional character, you definitely know how strong you yourself are, you will have some kind of idea (based on background knowledge, common sense and looking at them) how strong a particular opponent is, and will have a great deal of uncertainty over whether you can beat them or not.
Playing in one of your games (at least once you have figured out whats going on, which might take a few sessions), you would have no idea how strong you yourself were, no idea how strong your opponent was, but nevertheless you could confidently be certain that you could beat them (at least if the GM was giving off 'this is a challenge' vibes, as opposed to 'this is a plot device').
That's such a radical disconnect from the normal experience of playing a RPG, reading a book or watching a film that it seems like it is almost a deliberate attempt to alienate the player (I almost wrote Brechtian there, but decided better of it). I guess i could get into it as an academic exercise, but it doesn't sound like much fun.
That doesn't seem to be your intention, you just want to save a few seconds. But I think if you spent a few minutes establishing a campaign-specific scale in your head, you would be able to think 'I need something a bit bigger and scarier than the PCs - ok dark troll 12 W' as quickly as any other method.
Numbers first, then description - it's the HQ way. You don't say 'I have instant kill-all death magic, what rating is that?', you say 'I have instant kill-all death magic 13, maybe I should change the name of the ability'.
soru
On 12/3/2003 at 3:46pm, Der_Renegat wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
I was presenting this as an alternative to having a big list of resistances and modifiers, which seems to be what you and DerRenegat are fishing for. If you are familiar with the ratings listed in the book itself, I personally don't see a need for an expanded "Book of Resistances". You might. That's fine. Make one.
It seems i have big problems making myself clear. Maybe its the foreign language, or maybe i actually dont know myself what i really want.
Im not fishing for a big list of resistances, because i think like soru, you can assign any resistance on the fly if you understand the differences in ratingnumbers and what chances of success result from it.
My problem is really how to imagine things that are out of my everyday experience.
In the manga Eden there is a big combatrobot, with a weapon in his arm. A kind of hydraulic ram, he uses to crash armor of enemyrobots/androids. One use and an armored head is smashed into pieces.
So, how strong is that? I have no idea.
Maybe its true, maybe i dont need to have an idea, all i need is calculating the difference in numbers i need for him, to beat any opponent i want him to beat, that is in my relevant story.
Maybe my mistakes comes from the idea to design characters for a world and not for a story.
Maybe i still cant get used to the idea, that designing worlds for HQ works different than in other rpg´s.
all the best
Christian
On 12/3/2003 at 7:27pm, Mike Holmes wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Soru,
I think my perspective is quite a mainstream one, so this may or may not be of interest to you, depending on whether you want to support mainstream players in your games.This sounds a tad judgemental. There's a subtext of "crazy oddball narrativist" behind it. If you could refrain from making this a political thing it might make the discourse easier.
OTOH, Scripty saying that you wouldn't mind his game might be read as him saying that your rejection is non-sensical. So he might consider dropping that line of reasoning as well.
Still this comment:
Playing in one of your games (at least once you have figured out whats going on, which might take a few sessions), you would have no idea how strong you yourself were, no idea how strong your opponent was, but nevertheless you could confidently be certain that you could beat them (at least if the GM was giving off 'this is a challenge' vibes, as opposed to 'this is a plot device').This is an innaccurate description of Scripty's process. I'm not saying that you'd like his method, but let me explain why I think that players who play this way don't always feel the way that you do.
Nobody thinks that internal consistency should be thrown out. Nobody thinks that all conflicts should be built based solely on drama. You overstate the case when you imply these things about Scripty's methods.
When modeling something there are several axes and dials that one can choose from amongst. One of which is the Absolute/Relative axis. The Absolute method involves saying that all things have ratings that all relate to some basic background principle such that they can be compared on that scale. Which works just fine. The relative method says that it's sufficient to model off the basis of one of the factors being tested, and base the other factor off of that.
So, in the Abosolute model, we say that Character X has 5w Str, the giant has 10w2 (or whatever the setting and desciption says they should have), and then we compare the two. The idea being that this will produce reliable and internally consistent results.
The relative model says that as long as the results are reliable and internally consistent, we can skip measuring one of the things in question. So, instead of figuring out the strength of the giant, the GM considers the likely probablility of success, and then assigns the giant's strength based on that.
Note that given the same inputs, setting, plausibility, etc, both methods should produce the exact same results for the strength of the giant. We've just gotten to the end via a different manner. In each case we've taken what was known about the world in general and from that we've decided on what the plausible Ability should be. The Absolute method says that the Giant is A, and the relative method says that the giant is Character Ability + Difference in Ability = Giant's Ability A. Same result.
Now, does it always work that way in practice? No, in practice there are advantages and disadvantages to each method. The Absolute method has the advantage that, once you've established a scale you can always refer to it in the future to determine a new Ability. There's less potential "error" due to judgement.
The Relative method has the advantage that you never have to check on a scale. You can say that if a Giant would have about a mastery (or two, or whatever) advantage over an opponent, that this is indeed how he is rated. In fact I'd argue that this is how the scales for the Absolute methods get created in the first place there not being objective scales for comparison - we don't know how much a Strong 17 can lift, for example. In point of fact, I think that you both are doing very similar things, just emphasizing different parts of the process.
I'd argue that what people don't like about the relative method is the potential appearance of subjectivity on the GM's part. And for some people this can be a breaker. But I think it comes down to trust quite a bit. That is, even using the Absolute method, you can tinker with ratings all you like.
Player: The giant is only a 10W, that's easy!
GM: Well, he's only about 8 feet tall, and kinda scrawny looking.
Doesn't matter which method you use, either way the GM can retroactively explain away any Ability that he creates. So establishing a feeling of objectivity in the world is a matter of either being objective, or making it look like you are. When using the relative method, if the GM doesn't say stuff like:
GM: Gee, I want to make this a tough encounter, I'll make the Giant a 4W2.
As long as the GM just says:
GM: The giant is a 4w2 Strong.
The players will not know the difference.
Now, to come clean as a potentially pervy narrativist, I'll admit that for some players dramatic assignment isn't problematic. I'm not going to speculate on how many, or if this is mainstream. But when it's done above board, IME, it's not an issue often. In any case, it's definitely a tool for GMs whose players don't mind.
But for those who like more objectivity - and truth be told, I'm actually in that group most of the time myself - either method still works if employed correctly.
My suggestion is to have your plausible scale ready for use. If you don't think that Hero Quest has one, make one up yourself. I think it's really not too difficult (and I think that for a world of fantasy, myth and adventure that the HQ scales work fairly well in any case). Anyhow, use that when it's easy to make comparisons to your scale. But, when you don't have it handy, or the ability in question doesn't apply easily to some scale, then just wing it. As long as you confidently state the number, then the player's perceptions will adjust to the number in question.
Because you're right, Soru, it is a Numbers first game. That means that you can just shout out a number, and assign a plausible description to it afterwards. Hell, on rare occasions I just let the numbers speak for themselves.
GM: Dudes, this guy pushes on the wall with a Strong 10w3.
Players: Holy Humakt's Underwear that's strong!
Anyhow, the use of these things is all about preference, and nobody is going to convince anyone else that their preference is messed up. But if both sides would take a moment, step back and consider the other side's positions, I think that one can see that these are all very good ways to play. And that we can all benefit from at least understanding the techniques of others, whether or not we decide to employ them in play.
Mike
On 12/3/2003 at 7:47pm, Mike Holmes wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Der_Renegat wrote:
In the manga Eden there is a big combatrobot, with a weapon in his arm. A kind of hydraulic ram, he uses to crash armor of enemyrobots/androids. One use and an armored head is smashed into pieces.
So, how strong is that? I have no idea.
Maybe its true, maybe i dont need to have an idea, all i need is calculating the difference in numbers i need for him, to beat any opponent i want him to beat, that is in my relevant story.
Maybe my mistakes comes from the idea to design characters for a world and not for a story.
Maybe i still cant get used to the idea, that designing worlds for HQ works different than in other rpg´s
You can get to that objective answer if you really want to. It's a matter of working up from principles. It's not easy, but here's how it goes.
An average joe is Strong 6 (he's also Weak 6, interestingly). Now, obviously that's not enough to smash an armored head. Well, a man with a 15 Strength is very strong. How do I get that? Well, a Troll is Large 15. So you'd have to be pretty strong to have an even chance of defeating it's size with your strength , oh, say, by knocking it over. Given the Large ratings, I'd say that your strongest realistic human would be about a 1w1 or so (yes, on the Gloranthan scale a human "master" of strength, 1w2, would be way stonger than any real human, something like the show Xena - if you don't like that, then make all the Large ratings much higher, say double at least.) Let's suppose that the armored head in question was pretty well armored, such that the guy with that strength would have only a very small chance of affecting it. Let's call that 1w3 Armor, then.
Now, how easily should the ram be able to crush the Armored head (we're assuming that the head is on an Average Joe not able to augment with anything, particularly, like Hard Headed). If we want it to be fairly certain, but with a tiny chance of success, then we go up another two masteries. So that would put the ram's helmet crushing at 1w5. Very impressive, as good as a minor Gloranthan Demigod.
This is the sort of thing that you have to do to develop your scale. Like I pointed out in the above post, creating the scale is a matter of figuring the odds and setting the marks relative to each other. Once you have that scale, however, then objective comparisons become more possible.
Anyhow, just work out a bunch of calculations like this, and eventually you'll have a chart of examples from which to rate things.
Mike
On 12/3/2003 at 8:32pm, Valamir wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Is there a quick and dirty way to assess the probabilities so that it becomes easy to say
"Your rating is X, I should have a tiny but non 0 chance of beating you, therefor my rating should be 1/n of X"
"Your rating is X, I should have a better than 50/50 but not automatic chance of beating you, therefor my rating should be N times X"
"Your rating is X, I should have a better than 50/50 but not automatic chance of beating you after I account for Y worth of augments therefor my base rating should be N times X less some function of Y"
I have a feeling there should be an easy rule of thumb along these lines, because HQ probabilities aren't really all that complicated, but the way masteries cancel and bump and so forth might make this harder.
On 12/3/2003 at 9:35pm, Mike Holmes wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
It's pretty complicated becuse of the masteries. In general I tend to think in terms of increments of difference:
Difference of X has how much impact on the higher side winning?
5: significant, but not very
10: pretty significant
15: Higher side will win most of the time.
20: Higher side will predominate
30: Higher side is almost assured of winning
40 (w2): Lower side barely has a chance to win in some circumstances
60 (w3): Low side has a 1:400 to tie, but can't win.
80 (w4): high side wins, period
Hero Points are, of course, not being considered here.
Mike
On 12/3/2003 at 10:20pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Thanks for your help clarifying some of my points in earlier posts, Mike. My statement that Soru would have no problem in my games wasn't meant to be a prod. It was just a statement that I think he and I would get along/function just fine in each other's games. It seems Soru is taking more of a partisan position in this discussion. That's fine. But I'm often finding myself having to defend (or retract) statements or points that I didn't make (and wouldn't make for that matter).
The crux of this issue can be traced back to my response to the following statement:
Donald wrote: I like to understand the numbers so I can pick a number as required without having to look it up in the book.
My response presented a "Relative" scale as an alternative for looking up every single contest rating during gameplay. No where did I say throw charts to the wind. In fact, a thorough familiarity with the charts on 274-5 (which I have referenced before in this discussion) is REQUIRED in order for this approach to work. In order to have consistency, it is imperative that a GM understand how this system scales. This is so that you won't have squirrels with Bite Opponent at 5w2. Just like in D&D you don't have a DC 30 to climb a flight of stairs UNLESS THERE IS A REALLY GOOD REASON RELATED TO THE STORY AT HAND.
I am under the impression that Soru doesn't understand what I am saying and how it works within a game context. It is evident to me that he, and even Mike, are leapfrogging this first step in my "Relative" scaling. I am seeing a discussion of Use Charts vs. Not Use Charts. Actually, the discussion should be framed as "Use Charts Exclusively" vs. "Get Familiar With Charts, Never Have to Look at Them Again" (unless you're completely stuck). I put forth that my suggestion to Donald receives far more widespread use than this thread would have people believe. I use it incessantly, though not exclusively. It works for me and it works for every group I have ever run since I first discovered WEG d6 Star Wars in 1990. So-called "Relative" scaling is highly functional, IME.
Because it is rather transparent in play. Simply put, players never "catch on". As long as you are consistent (and the tables in HeroQuest give you a basis for that consistency. Beyond that Bruce Ferrie's Supers tables give a further basis for consistency.) there's nothing for them to catch on to.
HeroQuest tells you that a Weaponthane's fighting skill is between 17 and 19. That's exactly where they'll be using this ability. Now, if a player comes across a Wugglemudget and wants to kill it, what rating do we give the Wugglemudget? Well, if the Wugglemudget is approximately as tough as a Weaponthane, then give it an 18. If a Weaponthane can drop it in a heartbeat, give it a 6. End of story. No need to stat out a Wugglemudget, whatever that is.
And I think Mike is correct in his assertion that this is the exact method by which such scales are built in many RPGs. It's only here I posit that some comparisons can be done on the fly, whereas others seem to strongly support that all such comparisons must be done in advance, which I recognize as a valid approach although it is not the one I would choose exclusively.
This "relative" approach has its drawbacks as Mike aptly points out. Mike also did a fair assessment of its strengths. But what he did not point out were the drawbacks of the "list" method in HeroQuest.
First, HeroQuest abilities are dynamic. A Kobold may only fight at 13. But a Kobold fighting in defense of its family or tribe may fight at 15 or even 18. Fluctuations in ability rating are a feature of HeroQuest. Scaling on the fly *can* take that into account to a degree, as long as you remain true to the charts listed in HeroQuest, such that a Kobold never gets a 5w2 Sword Fighting (without of course a very good and mythic reason). Using a list exclusively would not necessarily hinder this process, but a list causes two situations to occur which might detract from it. For one, a GM becomes dependent upon the list. Augments or other bonuses might not occur to them. For two, the group becomes dependent upon the list. Knowing that there is a list, and most likely viewing it, a group, IME, would be more likely to ask why this rock face is a 10W climb and why the last one was an 18. From this we advance to rules-lawyering. Big lists promote, if not enforce, homogeneity of resistances. This could be a boon for some groups and a bane for others. If a big list were produced, I would likely read it, make note of its results, but never reference it in play. I have yet to have a player complain and I have been doing this, as I said, since 1990 with a variety of different games.
Second, lists never cover everything, especially in HeroQuest-style games. Say my sidekick is a Wugglemudget. Well, what's his stats? How can you stat any new aspect of the setting without a direct basis for comparison? Lists cover lots of ground. But they also leave holes. Sometimes BIG ones. When running HeroQuest, I have yet to run even a single scene where I was able to take all the players' decisions and actions into account beforehand. Lists wouldn't either. To propose so is pretty tragic. Another factor is that often contests come up that, invariably, never arise again. For contests that will become staples of the setting, like a Villain's henchmen, I would make a judgment call on the ability and jot it down. It's there (for reference) for the sake of consistency. But for a contest involving a Butter Drinking tournament, do you really NEED a list of all the other contestants' skills? Wouldn't it suffice to say that a PC's Half-Orc's Iron Stomach ability at 2W is at least 5 points better than any human contestant, except the Mountain Dwarf with a similar rating at 19? Why do you need to have lists for spontaneous developments? It seems to me that lists, would work in this fashion to counteract creativity. How can you run a scene for which you have no numbers? Could a scene even be conceived spontaneously by this approach?
Where lists fail, there is always my approach and Soru is free to make use of it or toss it out as he sees fit. I think Soru is taking his case to an extreme here when he exaggerates the flaw of the "Relative" method because, from the beginning my two points of reference have always been THE CHARACTER'S ABILITIES and THE CHARTS IN HEROQUEST. These two points of reference have allowed me to easily triangulate any challenge or unknown rating even for settings as wide and varied as Cthulhupunk and Hyborea. Any failure in the system, as I see it, would require me to completely ignore one of the points of this triangle in a manner that I'm just not interested in doing. Trust isn't much of an issue (and this isn't a very trusting bunch that I run for). There is actually less debates on the numbers of the games than in other approaches that I have tried in the past. I think it's based on the approach. As Narrator, I'm there to make the players cool. From that standpoint, the players actually encounter FEWER impossible situations than if I was Simming them through an impartial gameworld. I suppose this "relative" approach could be turned on its head by a GM with a chip on his shoulder. But I don't play in those kinds of games. Nor do I run games in this fashion. It seems that Soru is convinced that I do, though I (for the life of me) can't point out exactly where he came away with that impression from what I have said thus far.
Valamir is correct that it is relatively simple, IME, to estimate values for HeroQuest. It's at least as easy as D&D3e and more consistent, IMO. As outlined in the Hero's Book, if an opponent has one mastery over you, he will win 75% of the time. If he has 2 masteries, he will win 95% of the time. Everything else fits rather neatly in between and outside of those values.
Mark Galeotti gave these guidelines, it appears, so that people COULD scale challenges for their heroes. I don't know why my suggestion is turning me into a pariah here. I don't see what I'm doing as all that aberrant, although it certainly would be to the group I played "Aftermath" with in California. Of course, we had to have scientific calculators for mass combat...
Thankfully, those days are behind me now.
(?)
On 12/4/2003 at 12:14am, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
I am seeing a discussion of Use Charts vs. Not Use Charts. Actually, the discussion should be framed as "Use Charts Exclusively" vs. "Get Familiar With Charts, Never Have to Look at Them Again" (unless you're completely stuck).
It seems at least one of us, and probably both of us, is misunderstanding the others positions. I would certainly never look any numbers up in a book during play.
for the record, here are some things that WOULDN'T bother me:
page 342 of AR Vol 3 says giants have a strength of 10W2.
4 weeks ago we met an ogre and his strength was higher than this giant.
a year ago we met a giant with a strength of only 10W, and now this other one is 18w2.
the tribal champion, Volgarth the strong, is pretty much as strong as a giant once he gets worked up.
I challenged a giant to a fight and beat him.
I challenged a giant to a tug of war. I rolled a 1, he rolled a 20, the giant tripped and I won.
To repeat, none of the above would bother me in the slightest.
The thing that throws me is not some detail of the world background, theoretical argument, or long-term consistency issue. Its a straightforward, in your face, on-screen, here and now thing.
I'm pretty strong, but not superhuman. I just beat a giant straight up in a tug of war, on a not especially good set of rolls, without even spending a hero point.
The numbers just said that hapenned, and I simply can't visualise it, so I can't narrate it. System breakdown.
Can you agree that this is some kind of problem, or are my concerns completely alien to you?
I've got a feeling there are two different coherent ways to plan things in HQ:
1. at this point, the player will be challenged to a tug of war by a giant with strength 5W3 (or whatever fixed number).
2. at this point, the player will be challenged to a tug of war by an opponent somewhat stronger than them.
If my grasp of you position is right (and this is based from some of your posts to other threads, so could be way out or obselete), you would write down in your notes:
3. at this point, the player will be challenged to a tug of war by a giant somewhat stronger than them.
I think that approach is incoherent, because it selects a description (giant) before you know the number (10W). Exactly the same issue as saying 'I chop his head off, and bid 5AP'.
soru
On 12/4/2003 at 4:17am, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
soru wrote: It seems at least one of us, and probably both of us, is misunderstanding the others positions. I would certainly never look any numbers up in a book during play.
I can agree that we are both misunderstanding each other here, especially if my last post was not an accurate representation of your position.
soru wrote: I'm pretty strong, but not superhuman. I just beat a giant straight up in a tug of war, on a not especially good set of rolls, without even spending a hero point.
I'm not reading you here. A sentence ago you said that you rolled a 1, the giant rolled a 20. That’s a pretty good roll in my book. You don’t really give clear numbers from what I can tell but, if I assume the giant is 10w2 and that you are a human with above average strength (13), I'm seeing you having a crit and the giant having a success. Either way, I don't see, based on your explanation, how you're arriving at your conclusion that this is a broken resolution mechanic.
soru wrote: The numbers just said that hapenned, and I simply can't visualise it, so I can't narrate it. System breakdown.
Can you agree that this is some kind of problem, or are my concerns completely alien to you?
Although I can't see what you're saying from the example given (based on numbers alone), I do understand your point. Please reference the Giant Tick thread on this forum. I do understand the mental cogs being thrown out of whack by a crazy or unexpected result. My advice, for what its worth, would be to take a step back and look at the contest and what is trying to be accomplished. In the result you narrate above, if you did achieve a Complete Victory over the Giant, the narration you provide is more than sufficient. The Giant slipped/tripped and fell on his face. It happens to the best of us (and me too). As a result, the Giant has to leave the community. He is humiliated, and most likely you've gained a significant adversary for the humiliation you've caused him. If the numbers reflect my own, given above, then it's very unlikely you beat him outright. The result dictates that the Giant would get a -10% result that would last about a week. This could mean that the Giant won the actual tug of war, but he had such a hard time with you that you bruised his confidence, or have caused those in the community to doubt him. If you're looking for a wound out of it, perhaps the giant sprained his back (and lost) or aggravated a hernia. To me, all of these would be satisfactory explanations of the situation which you describe. You might not agree. That's okay. I do understand what you're talking about when the candle of inspiration is briefly snuffed by a "difficult" die result, but I'm not so sure it's as much a problem with the resolution mechanics as it is my own attachment to the outcome of my choice. I know that sounds all Zen Buddhist, but that the best explanation for how I like to handle these situations. I certainly don't see this as a problem with resistances or how they are determined.
soru wrote: If my grasp of you position is right (and this is based from some of your posts to other threads, so could be way out or obselete), you would write down in your notes:
3. at this point, the player will be challenged to a tug of war by a giant somewhat stronger than them.
Not really. I generally have certain things written down. Major NPCs, some minor NPCs, traps, events. I especially find it helpful to have abstract adversaries like natural hazards or fear-inducing atmospheres somewhere handy.
What I use my "relative" scaling for is when a player creates an instance in a story where a "spontaneous" contest is called. Last game, we had our hacker try to hack into the security of the Mordredonix Corporation. I had not foreseen that. Judging by the size of the corporation (medium-sized) and gauging it against the ability of the hacker (a really good hacker with a 4w in the skill before augments), I judged that it should be a fairly easy hack, but not a cakewalk. I gave it a 1w. Because the system was also being stressed by other concerns (and hackers) at the time, I gave it a further negative modifier that dropped it to 19.
Later in the adventure, another player ran across a Sep'teth demon infiltrator from the Cabal (yes, the GURPS book). I had her completely statted. But, had the player tried something unanticipated on the demon, like trying to con it or gamble with it, I would've resorted to my "relative" method to gauge how easy or difficult the mark would be based upon the character's ability measured against the scaling of the setting/system.
soru wrote: I think that approach is incoherent, because it selects a description (giant) before you know the number (10W). Exactly the same issue as saying 'I chop his head off, and bid 5AP'.
soru
You're welcome to your opinion. I don't agree, however. I find this method infinitely flexible. I can address any number of player interests, decisions or intentions in nano-seconds. I don't have to second guess myself. The pace of the game remains steady and the players actually do appreciate the consistency that results. The goal, BTW, is maintaining some kind of consistency, not to create some arbitrary means of conjuring resistances. This is not the only way to play HeroQuest. Certainly, there are drawbacks, especially in the wrong hands. You point many of them out. It works for me, though, in the way I use it. I have known others who use similar techniques and it has worked for them too. So, I’m not crazy. I’m not a god of GMing either. But I’ve felt more during our conversation that I was trying to convince you I wasn’t cheating my players or completely off my rocker than I’ve felt that I’ve been self-aggrandizing.
And, regarding the 'I chop his head off, and bid 5AP' analogy, I'm kind of lost on that one too, honestly. Our group always states their intentions and then we determine the AP bids. A bid of 5 AP might chop the head off a wounded trollkin mook, but it would be insufficient for more skilled opponents. But, of course, our group would automatically recognize such a paltry bid as insufficient and disallow it. Again, I think your interest in criticizing my approach has assumed a lack of common sense or knowledge of the rules on my part. I assure you there is no such lack in either category and further ponder why I am held to defend myself in this manner.
Last I checked, HeroQuest says that you're supposed to state intentions and then negotiate a bid. Isn't this how this works? How does that equate to what you said before it? I can see how your statement about the giant could be incoherent in the wrong hands, but I don't see how it relates to what I'm talking about.
Am I not being clear?
On 12/4/2003 at 4:29pm, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
I'm not reading you here. A sentence ago you said that you rolled a 1, the giant rolled a 20. That’s a pretty good roll in my book. You don’t really give clear numbers from what I can tell but
The numbers were posted upthread, a starting pc with a high strength and a giant with less than a mastery advantage over them.
Thers a table somewhere on the hw-rules list that gives exact percentage chances, but I think those numbers give the giant something less than a 65% chance of winning, given that a full mastery is a 75% chance of a win.
So the human wins on a completely unexceptional roll, not an outrageous fluke.
soru
On 12/4/2003 at 5:23pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
soru wrote:
The numbers were posted upthread, a starting pc with a high strength and a giant with less than a mastery advantage over them.
Thers a table somewhere on the hw-rules list that gives exact percentage chances, but I think those numbers give the giant something less than a 65% chance of winning, given that a full mastery is a 75% chance of a win.
So the human wins on a completely unexceptional roll, not an outrageous fluke.
soru
I think we're bogging down in the details here. Yes, I saw your list of numbers prior to your example, but you did not specify in the example which numbers you were using. Was it the 10w2 Giant vs. the 13 Human or the 10w Giant against the 5w2 Human? I don't know. You didn't tell me. And in the example you stated, you said you rolled a 1 and the Giant rolled a 20. That's not an unexceptional roll. It's just not. I can't in good conscience agree with that example as an example of you beating a Giant with an unexceptional roll. Even in the most lenient of models (in the Giant's favor), it's still a really good roll. I'm sure you can come up with a better example, because I don't completely disagree with you (on aspects of this point). Besides, I gave a number of ways that the situation could be competently narrated to maintain a variety of consistencies within the given campaign. Not a single one required a normal human to flat-out beat a Giant in Tug-of-War. Please, work with me here. I'm trying to get an understanding of your point, but you keep pulling this back into an argument.
I tried to work with what you wrote and I think I was pretty flexible in drawing a correlation between your point and my own experience (i.e. the Giant Tick). Hence, I think I understand what you're talking about. But I still don't see it as a problem with the rules for contest resolution, nor do I see it as a problem with "relative" vs. "absolute" scaling. I see it as more of a disconnect with the role of narration. Sorry. Perhaps you have more experience in running/playing this game and have encountered situations that I have yet to come across, but what you are describing as a broken system has yet to break for my group (at least to the point you describe). And I have some pretty capable system monkeys and rules lawyers in my group.
And the caption regarding a mastery giving a 75% chance to win (at least in the Hero's Book) makes no specification that the mastery advantage has to be a "full" mastery. IME, the HeroQuest system does not function like a linear scale. For instance, the difference between a 5w and a 15 is greater than the difference between a 5 and a 15. Even though, mathwise, they are similar, they do not function the same in terms of game mechanics, IME. It's played out among my group that the character at 15 going against an opponent with a 5w is at a greater disadvantage. YMMV, but that's how my experience holds up.
On 12/4/2003 at 11:11pm, Mike Holmes wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Your math is right, Scripty, but the 75% statement is a generalization, not a specific figure.
What you're not getting is that Soru made two statements. He gave the example of the one and twenty result as one that he would accept in terms of beating a giant. Then, separately (and I had to read it twice to understand, too), he's saying that the examples above where the player has around a 25% chance to win or so, breaks his SOD.
So basically what we have here is Soru disagreeing with your choice of differentiation of power.
That is, in creating the contest, you did say that it would only be stronger, but not overwhelmingly so. Whereas he expects a giant to be overwhelmingly strong. His assumption (incorrect) is that you choose that level because you don't care about the strength of the giant, and only care to set up a 25% chance to win.
Which isn't true. Scripty just has his own view of what makes for the difference. It's just a matter of opinion. To an extent it has to do with how much "outside influence" you think the dice represent in the modeling. If everything was all "outside influence" you could just flip a coin. If there was no "outside influence" then you'd just say the giant wins because he has the higher score. The HQ scale is somewhere in between.
Now, we could set that arbtrarily except that the rules do show some actual values in ralation to each other. If we want to be consistent with those at all, then we have to make the differences similar.
So, a difference of 15 points in one conflict has to be equal to the relative odds shift of the difference of 15 points in another conflict. Still, that leaves a lot of wiggle room. Enough wiggle room that, occasionally, a GM is going to make a choice that seems odd to some player. And that's all I think has happened here. Scripty has leaned a little farther into the "outside influences" than Soru finds comfortable.
No harm, no foul.
Mike
On 12/5/2003 at 12:25pm, simon_hibbs wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
I don't think I can realy get my head round the difference between determining ability (or resistance) ratings from a universal scale, and determining it relative to a known value. Surely they're the same thing?
For example, hwo do you detemine a reference numeric scale, such as a strength scale? You do it by looking at the different things in the game that have strength scores (men, horses, elephants, giants, etc). You start with one of them (say a man) and assign it a numeric score, Then you take another (say a horse) and assign it a numeric core based on how you'd expect them to fare against each other. Then choose another and repeat the process. This is exactly the same process that is being proposed for the relativist method, it's just done in advance. Ultimately they're the same thing.
As for a character beating a giant in a tug of war, we just don't have enough context to know whether this is sensible or not. If you have been raising the character's strength every session for the last 20 sessions and he's now got a score of 5w2, then presumably he's already been tearing doors off walls and crushing golf balls with his bare hands anyway. Him beating a giant shouldn't be that much of a surprise - maybe unlikely but you know the guy's much stronger than the average joe. It's not out of the blue. Anyway maybe the giant was clumsy and just got caught off ballance.
I can see the text that tells me you guys are disagreeing, but I just can't see what the real root cause of the disagreement is yet.
Simon Hibbs
On 12/5/2003 at 1:47pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Mike Holmes wrote: What you're not getting is that Soru made two statements. He gave the example of the one and twenty result as one that he would accept in terms of beating a giant. Then, separately (and I had to read it twice to understand, too), he's saying that the examples above where the player has around a 25% chance to win or so, breaks his SOD.
So basically what we have here is Soru disagreeing with your choice of differentiation of power.
That is, in creating the contest, you did say that it would only be stronger, but not overwhelmingly so. Whereas he expects a giant to be overwhelmingly strong. His assumption (incorrect) is that you choose that level because you don't care about the strength of the giant, and only care to set up a 25% chance to win.
...
No harm, no foul.
Mike
Thanks for stepping in again, Mike. I don't think you've summarized my position as well as before, however. I read soru's example again and it makes more sense accompanied with your explanation. But his example comes with no numbers at all. So what is our basis for comparison here? Again (for the third time) what's the rating of the human and giant in this phantom contest? How do we know the giant has only a 25% chance of winning? And who really cares at this point? What started as a position of me not understanding soru's example and trying my hardest to work the numbers to achieve his results has turned into an argument where I'm working the numbers harder than soru would like. Does anyone else find it ironic that I was initially working the numbers for soru's example in order to give him the benefit of the doubt? How does a 13 Strength human beat a 10w2 Giant? I'm not seeing it as a possibility unless the human rolls a 1 and the Giant rolls a 20, and, even then, it's not a victory on par with soru's example. Now, if the Giant was of the 10w Strength variety, that's a different story, but that would also be a different Giant, wouldn't it? I think soru is taking an abstract concept of what he feels a Giant should be and isn't applying the numbers effectively to meet his expectations. A 10w Strength giant would only be as strong as an Olympic weight-lifter, IMO. I think soru is expecting it to be much stronger. So, why doesn't he use a 10w2 strength Giant to more accurately meet his expectations? I don't know and he doesn't provide much to help me meet him halfway.
Mike Holmes wrote: I don't think I can realy get my head round the difference between determining ability (or resistance) ratings from a universal scale, and determining it relative to a known value. Surely they're the same thing?
Thank you, Simon, for stating something that I have been hovering around since Post #2, or 3, maybe. What I do on the fly is what most (heck, EVERY) game designer does? These abstract values only have meaning in context. Where I am applying the context on the fly using my working knowledge of the charts in the book, soru is advocating that this approach is unfair.
I don't understand what's at issue here. Who hasn't, as DM/GM/Narrator, conjured up a DC, Resistance, or Difficulty on the fly? What I have given is an effective means where you can do that and make it consistent with both the game's setting AND your player's capabilities. What's the harm in that? Why am I defending myself for:
A) doing something that 99.9% of anyone who has ever GM'd has done
B) answering a guy's question with a method that works and that allows (A) to occur, as I've stated before, in a manner that is consistent with both the game's setting AND takes your player's capabilities into consideration
C) trying to work my head around a poorly worded example
D) giving another forum user the benefit of the doubt in trying to understand his position when it is so obvious that he is only interested in turning this into an "I'm right, you're wrong" argument. Please reference (A) yet again at this time to uncover why I would find this frustrating.
If you're a GM and YOU'VE NEVER COME UP WITH A DIFFICULTY ON THE FLY, more power to you. You're infinitely more prepared than I am. I prostrate myself at the feet of your GM-worthiness. But if you are one of the unwashed masses of GMs, such as myself, who are consistently surprised by your player's decisions and the directions players want to take a game session, then consider what I have posted. It works, in practice. That's it. That's all. I don't see why I should continue to have to defend myself against an unrelenting and unreasonable line of attacks.
It is only because of my past experience with the healthy discussion and debate on this forum that I even attempted to understand opposed positions or clarify my own. I find such attempts exercises in futility on rpg.net. Unfortunately, I find it no different on this particular thread.
I stand by what I have said because I feel it is a reasonable position. Prove to me it is unreasonable and I will retract it. I am done with defending myself.
On 12/5/2003 at 4:05pm, Mike Holmes wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Get off it Scripty. Soru's said repeatedly that he does do things on the fly. The difference between you two is minimal, and has to do with the fact that he wants more "proof" of the validity of the result than you seem to need.
Scripty: I don't want to always have to refer to a chart. So I make stuff up on the fly.
Soru: I don't want my suspension of disbelief ruined, so I make sure that the results are reasonable.
Note how neither of you are actually attacking anything that the other person is saying. You're both attacking what you see as implications - but which aren't there. It's getting old. We all get what each of you are saying.
Mike
On 12/5/2003 at 5:15pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Mike Holmes wrote: Get off it Scripty.
...
Note how neither of you are actually attacking anything that the other person is saying. You're both attacking what you see as implications - but which aren't there. It's getting old. We all get what each of you are saying.
Mike
I agree it is getting old. But I don't get the "Get off it Scripty" comment. I am not attacking Soru AT ALL. I am trying to understand his point and make my own clearer because I feel that Soru is misunderstanding me. For my troubles, I am constantly being put on the defensive. Your post brings this to light yet again.
I take your inability to see this as a fatigue on your part with this thread as a whole. I share that fatigue. But, because I do care about the tone of our correspondence. I am replying now. I look up to your work on Universalis and you have been instrumental in helping me understand HeroQuest. Thanks. Now, I don't think I'm being treated fairly here.
Please go back through the thread. Read it and show me where I'm off my rocker.
Donald asked for a way to come up with things on the fly in HeroQuest. I provided it.
Soru called my approach "backwards" and misrepresented my point.
I attempted to clarify, taking some offense to his tone and stated that a prerequisite for the approach to break down was a "complete lack of common sense."
Ron intervened and told us to chill.
Soru came back with sarcasm ("big whooshing sound") and the giant thing came up. Again, Soru is asking me to defend my position.
I once again attempt to clarify/defend my position and give him several literary examples that he could refer to. In response to his sarcasm, I comment that his suspension of disbelief seems rather finicky because, to me, it did. A world where there are talking/walking Howard the Ducks but a hero can't whoop a 9' tall giant??? I tried to tone it down as per Ron's request, but it was admittedly difficult in the face of such obstinance and sarcasm. I point out that I felt Soru was trying to be facetious. I also point out that it appeared to me that Soru's problem was not with my approach but, rather with the HeroQuest's resolution mechanics.
Soru then replied with his most civil post, to me, yet, even though he still managed to throw in that he didn't approve of how I ran HeroQuest (How could he possibly KNOW how I run HeroQuest?). He pointed out that mine was not the only way to do things. He and I both agree there.
You intervened to point out that I had never made the assertion that mine was the one true way. Nor would I.
Prior to reading your post, I responded to Soru. I tried, yet again, to maintain a civil tone, even though I was admittedly hot under the collar from Soru's couched insult to me. I addressed the change in tone that Soru was initiating and further pressing towards.
Soru then apologizes for his sarcasm and proceeds to point out explicitly why I'm running HeroQuest incorrectly. Even going so far as to define "the HQ way," which he falsely admonished me for earlier in the thread. He also charactizes my manner of improvising as a "radical disconnect from the normal experience of playing a RPG".
Thankfully, Mike, you got to this post before I did.
I came back again to further clarify my position. From statements on this thread, I was (and still am) convinced that Soru doesn't know what the heck I'm talking about.
And then comes the giant...
It wasn't a great example. The core substance of the entire example was as follows:
"I'm pretty strong, but not superhuman. I just beat a giant straight up in a tug of war, on a not especially good set of rolls, without even spending a hero point."
Following, Soru accuses HeroQuest of "System breakdown", affirming my statement earlier that his problems weren't with me or my methodology but with the game itself.
Soru then defines 2 "coherent" ways of planning for an HQ game. Again defining things in "right or wrong" terms for which he initially admonished me.
At this point, I'm just confused. My post reflects that as it is primarily a plea on my part to understand Soru's position. I include a brief synopsis of the only way I can figure that Soru's example above met his synopsis. I may have been wrong. But Soru has not given any numbers or further specifics on the example to clarify the matter. He mentions in a later post that the numbers were in the thread. Those were the numbers from which I attempted to reverse engineer his example, unsuccessfully it would seem, as I have gotten nothing but grief since attempting to understand his position.
Realizing it's a silly psuedo-debate, I try to get around the giant example. To me, it wasn't as important as understanding what Soru's point was. Which I thought I did, but he informed me I didn't.
Following, you intervene again. That's fine, except you attributed my problem to the amount of "outside influence" I'm willing to accept. What does that mean??? I have said repeatedly that my guestimations are based on a solid knowledge of the charts in the HeroQuest book. Where (and what) is this "outside influence?" ...and please excuse me if I feel further misunderstood. What you summarized and what I have said repeatedly on this thread are not one and the same. Sorry. I can attribute it, as I said, to thread fatigue. But you must somehow understand my frustration here.
Simon drops by to inform us all that this is a non-disagreement. Bravo! I 100% agree! Yet I am here trying to convince Soru and you that I'm not some alien. Thus far I have been:
a) had my approach called backwards
b) had it implied that I was a sucky GM
c) had it outright stated that my approach was not normal
d) had my approach flat-out called incoherent
All the while trying desperately to understand an opinion that conflicted with my own.
Finally, I give up in my last post. This is fruitless and pointless. It is obvious to me that Soru just wants to argue with me and is not interested in understanding my position in order to do so.
And you, Mike, come back with "Get off it Scripty."
I don't understand this at all. After trying to maintain a civil tone, trying to be helpful and understand someone who obviously does not share my opinion, I'm told to "Get off it"?
Granted my reaction might have been different had you said, "Let it go." Or come in with one of Ron's patented pleas for civility and sanity.
But where exactly did you come up with that tone? Do you honestly feel that I've been the one throwing insults and bashing people's styles of play here?
Mike,
I
really
don't
get it.
On 12/5/2003 at 8:12pm, Mike Holmes wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
You didn't attack Soru, you mischaracterized his argument badly. You were saying that he had implied that you should always look things up in charts. When he distinctly said that he doesn't always do that, nor is that what he's advocating. You say it's using a civil tone, but it sure seems to come off to me as having exactly the same tone that Soru used previously that annoyed you so much. You're both overstating the other guy's case to have something to attack.
I'm not going to go line by line - that's bad form. But you aren't being attacked any more so, if I were you, I'd quit acting like you are. Now, I've probably overstepped my authority with these suggestions, so I'm getting out of this debate now.
If you still have questions as to what I mean by "outside influcences" (and I meant influences in-game that weren't directly involved in the conflict, not metagame influences), please contact me about it in PM. I'll be glad to go on there. But not here.
Mike
On 12/5/2003 at 8:58pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
In the interest of killing this dead horse, I have PM'd you, Mike. I'm still at a loss. But see no further use in going on with this on the forum.
On 12/6/2003 at 5:31pm, soru wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Just for the record, Mike's pretty much on the ball about my position.
To answer scripty's question:
Again (for the third time) what's the rating of the human and giant in this phantom contest?
I quote him:
By applying my suggestion, you're not going to be making Kobolds at Strong 10W to challenge a player with Strong 7W. That would be silly. No, but if you had a Giant NPC and (here's the important part) KNEW YOUR CHARACTERS' CAPABILITIES, then you could say...
hmmm.... That PC's pretty strong, but I think he'd have a tough time against a Giant... We'll make the Giant Strong 12W.
I was under the impression you were defending the figures you yourself posted (i.e. starting pc 7W, giant 12W). If you agree with me that they are not the best ones to use, then can we end this discussion?
soru
On 12/7/2003 at 1:45pm, Scripty wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
soru wrote:
By applying my suggestion, you're not going to be making Kobolds at Strong 10W to challenge a player with Strong 7W. That would be silly. No, but if you had a Giant NPC and (here's the important part) KNEW YOUR CHARACTERS' CAPABILITIES, then you could say...
hmmm.... That PC's pretty strong, but I think he'd have a tough time against a Giant... We'll make the Giant Strong 12W.
I was under the impression you were defending the figures you yourself posted (i.e. starting pc 7W, giant 12W). If you agree with me that they are not the best ones to use, then can we end this discussion?
soru
Ah, now I understand. Sorry for the mix up. From that position, those certainly are not be the best numbers to use. If the game is one where giants are more like Andre the Giant than D&D style Giants (like Hyborea), those numbers might be more bearable. Based on the numbers I've seen in HeroQuest thus far (i.e. using the Size chart to determine how much a Giant could lift), I felt 12w was not too far out of the ballpark for a giant of the former nature. I was off by a wide margin. I don't have Anaxial's Roster, so I cannot comment on its contents.
From what you have said about the expectations of your setting, I will agree that those numbers would not be suitable. Compared to the giant listed in Anaxial's Roster, those numbers would also be absurdly low. If I had the benefit of a giant's stats, I would not have proposed those numbers in the first place. My guess would have been more in the arena of the stats to which I was familiar.
Thanks for clarifying your point. I did not see where you were drawing those stats from. I do now. My bad. I also apologize for my part in this discussion. I lost my cool. Mike was correct that my tone was a part of the problem.
Sorry about that.
I do consider this discussion over and have for a while now. If there is any room between our positions to disagree, I hope we can agree to throw it under the bridge and leave it. I would much rather focus on points where we agree such as your suggestions regarding the wounding mechanics on the Yahoo! boards (which Mike and I have been eagerly discussing and to which both Mike and myself have already replied) than nitpick over this issue any further.
Thanks again for clarifying your example. It's all I could have asked for, and I certainly concede your point. It was a bad example of my "method" on my part. Please substitute any other stat such as "Pick Locks 7w" against a "Lock of 12w" to get a closer understanding of how this has been (or could be) used. I really was only giving Donald a suggestion. You definitely pointed out the flaws in that suggestion. I thank you for that.
Sorry to waste so much of your time, and I'm sorry that I have not kept this discussion up to the standards of my other discussions on this forum. I could give a number of reasons why, but those would just be rationalizations. I truly am sorry.
On 12/8/2003 at 9:59pm, Mike Holmes wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Hey, Christian, if you're still reading, did we answer your question in there somewhere?
Mike
On 12/9/2003 at 12:19am, Der_Renegat wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Hey Mike !
hehe :-D
there is always so much more to learn...*smile*
and i did!
all the best
yours
Christian
On 12/9/2003 at 11:49am, Der_Renegat wrote:
RE: HQ for Cyberpunk and strength ratings of cyborgs
Let me give a little more detailed answer.
I got into HW about summer 2001 when i heard of the german edition.
I m dedicating a lot of time understanding this game and i very often experience difficulties, still after all this time owning it, thinking about it, writing adventures or reading dicussions at forums like this or the yahoo group.
Part of the difficulties come from my roleplaying background, with games that worked totally different than HQ.
Another part is that even with the new HQ edition some topics are still hard to understand.
And another problem i must admit i have, is understanding other people in all these forums, for me its about understanding a game and getting inspired and not so much about my ego or my personal view on a „world“. So sometimes i find it really tiring that 90% of a discussion is just rubbish. I m about information and if i read a thread thats 90% about personal debates i m often disappointed. But i guess thats what its like. I just try to ignore everything thats too personal.
So i opened three new threads, all related for me in certain questions and as a summary i got some very good new insights, yes!
About my initial question that made me create this thread: well, it did not turn up the way i expected, but in the end all my questions were answered (i guess...).
I guess my biggest misunderstanding was the whole rating and mastery thing. I m always looking for a deeper meaning, like five masteries make a demigod, but this is not really a rule but more of an aid, i think. The numbers are actually very relative, i guess ,depending on the story.
Another problem is probably how you imagine your gameworld. Everybody has another cyberpunk world, what you like and what you dislike. Also i dont think everybody has read the manga books im getting inspired from.
„Eden“ is very much in the near future and „Ghost in the shell“ even a bit further in the future, technologically speaking.
„Blame!“ is my overmanga, it blasts me everytime. But its really posthuman, technologically speaking.
„Battle Angel Alita“ is a mixture of both, more comic-like, with all those cyborgfreaks.
Most people will perhaps know the cyberpunk genre from rpg´s like „Shadowrun“ or „Cyberpunk“.
So in the end you have to design your world all by yourself (or use a published one).
I guess you dont have to be able to imagine everything or look for hidden powerlevels in the masteries, because all that you need to understand is how the numbers relate to each other and thus create powerlevels for your adventure. I knew that before, but also i forget about it a lot, maybe because other rpg´s worked differently.
all the best
Christian