• Re: [SR] Karma costs for raising skills

    From Ubiquitous@weberm@polaris.net to rec.games.frp.cyber,rec.games.frp.misc on Sat Sep 16 14:58:43 2023
    From Newsgroup: rec.games.frp.misc

    gurth@xs4all.nl wrote:

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

    The BTB rule is that raising the general skill doesnAt raise >concentrations/specializations along with it u so if you have, say, Athletics >(Climbing) at 3 (5), then you need to spend 4 + 2 = 8 good karma to raise >that to 4 (5).

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

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

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

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

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

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

    * 3 (10) to 3 (11) is 10 + 1.5 = 15 karma
    * 3 (10) to 4 (11) is 4 + 2 = 8 karma a

    That doesnAt work, if you ask me. This way, itAs pretty much always cheaper >to raise both at once than to raise just the specialization, and the greater >the difference in ratings, the worse this gets.

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


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

    Thoughts and ideas would be very welcome :)

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

    --
    Let's go Brandon!

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