If the security roll succeeds then the margin of success works as a negative to the roll of the hacker. So logically, the hacker would not have a 50% chance to succeed.
If the security roll succeeds then the margin of success works as a negative to the roll of the hacker. So logically, the hacker would not have a 50% chance to succeed.
With your shield or on it.
Avatar courtesy John T.
^ this.
I don't see why the Karma system doesn't work here. It's what it was intended for.
The problem is imagined.
Problem: It's hard to beat an even intensity with an unmodified roll.
Solution: Here, have some Karma to spend on those rolls.
To me, using the currency method means you have to make some decisions on how much and when to use it. More interesting dynamic than just having the rolls be easier.
Ever see an even contest? They tend to go back and forth forever. Because it's hard for either side to surpass their own ability and thus the other guy's. Even contests should be hard. If you want to surpass your ability reliably, then you spend some Karma. Even contests should not be easy rolls.
Quis custodiet ipsos custodes?
Actually, it would go more like this:
A Typical Rank computer programmer wants to protect his computer with Typical Intensity software. To create the program, he must make a Yellow FEAT. If he succeeds the hacker, also a Typical lrogrammer, must make a Yellow FEAT to beat the program.
Assuming both characters have no access to Karma at the moment (they've spent it all, allocated it all towards advancement, etc), each character has an 80% chance of failure when, by common sense, they should have a 50% chance of success.
Karma is a band-aid on this real problem. I agree that if you want to spend Karma on the roll, you can cover up the problem. I'm saying you shouldn't have to. Most systems I have played or read, including HERO, recognize this. A roll against a difficulty about equal to the character's ability will succeed about 50% of the time (51% in DC Adventures). Any attempt to fix FASERIP should endeavor to do the same.
I think what I see here is a fundamental difference in gaming philosophies. Most gamers here seem to me to be fine with a system so long as they can correct for any flaws in the rules with other rules. I want the core rules to stand on their own without patches built in (like Karma) to make up for the core rules' weak points. I think this is why you see the problem as imagined and I see it as a true issue with the system.
All I'm proposing is, for those who want to fix the rules and want to avoid just patching the system, they should address the problem I have pointed out.
I see where you're coming from, but I consider Karma very much a core rule.
Quis custodiet ipsos custodes?
I think, in the campaign I played in, the GM must've been very stingy with Karma rewards. I remember we used to hoard the tiny bit we had, spending it only on the most critical rolls and rarely using it for advancement.
It can be a lot of book keeping, so it's possible the GM didn't like messing with it. I was in one game like that, too. Didn't even use Karma. The game works pretty well when the karma is freely flowing, though.
Quis custodiet ipsos custodes?
If you ran your game like a comic book, and weren't stingy with the Karma.....Karma worked really well. It's when folks started treating Karma like HERO XP, then it got a bit sticky .....
Still nostalgic for the old FASERIP though.....
~Rex
I can't ever remember anyone in our game ever performing one of those super-feats, where you spend like 100 Karma and could do something off-the-wall, like Human Torch's Nova burst or something. Nobody in our game ever did one of those (never had that much Karma to spare), which is a pity because it seemed like a pretty cool mechanic.
Anyone interested in a Marvel FASERIP game or a D.C. Heroes MEGS game on Hero Central?
-Kap
"People who like quotations love meaningless generalizations."--Graham Greene
Kind of a divergence, but the FASERIP version of Advanced Marvel Superheroes (including the UPB in its wonderfully busted awesomeness), is a significant influence on my "WISH" project...right down to the core idea of "Stunts", the various origins, and so forth.
WISH
The universal resolution is managed via the dice mechanics, borrowed from the most recent version of the Warhammer Fantasy Roleplaying game. The column shift concept is equivalent to adding / removing dice from dice pools prior to making a check. Spending Karma for better results is equivalent to spending Fortune points to add dice to dice pools.
The real awesomeness about FASERIP for me was the free form action; the resolution was so fast and loose. The Warhammer dice mechanic offers very similar interpretive and interactive results, and is equivalently fast and loose.
The real downside about FASERIP for me was how vague and undefined many of the abilities were; especially some of the more interesting Ultimate Powers Book abilities....you kind of just had to make it all up as you went. I've attempted to address that with Stunts that specifically state what they do, though they aren't absolutely flat either.
A complex system that works is invariably found to have evolved from a simple system that worked.
- John Gall
KillerShrike.com, wiki
Dang, you're prolific KS. I think you should rename your site "Killer Shrike's House of Ideas." Repped.
Quis custodiet ipsos custodes?
One fun FASERIP house rule I used was: +1 Special Karma Award for every description of a character's special effects in-game (a small bonus for enthusiasm and small enough to ignore if you have an off moment).
Personally, I like Pattern Ghost's idea of ditching the Advancement use for Karma - any competent GM can make sure every PC is appropriately adjusted during chargen, and the rules for acquiring new Power Stunts match source literature pretty well. IMHO, adding much to the FASERIP rules just spoils the simple elegance of it.
I am. Either one, actually.![]()
“History shows again and again how nature points up the folly of men”
I generally award extra Karma for good descriptions and heroic monologues and don't worry so much about saving for power improvements. I like the liberal use of Karma for do-or-die moments, and usually make sure the heroes at least get back what they spent if it was used in a dramatically appropriate way (much like Force Points in the 1st edition WEG Star Wars game).
(By the way, Torchwolf, which edition of MEGS do you have? In the event that we decide to play that, it'd be good to make sure we're all using the same rules. There was a big revision between 1st and 2nd. I think 3rd is just slightly different from 2nd. I have all three. I'm kind of leaning towards using FASERIP, but I could go either way. I was just reading through D.C. Heroes again and remembering how much I loved it.)
--Kap
Last edited by Kap; Feb 11th, '12 at 02:46 PM.
"People who like quotations love meaningless generalizations."--Graham Greene
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