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Skills at 99%

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Duke Rollo Duke Rollo's picture
Skills at 99%
When I ran EP for some friends last year, it seemed pretty ridiculously easy to build a character (skills, cyberware, and gear) that could shoot a weapon with a 99% skill in it. "No panaltiies? Didn't roll that 1% fail? Cool. I hit." Did I miss something in the rules or is the game just that easy to break?
-Duke Rollo
Rada Ion Rada Ion's picture
Re: Skills at 99%
Well does no penalties mean in that situation there were no intervening circumstances or factors that would have incurred penalties for the character in question? That's just the nature of the particular combat scenario the players are in I think, not sure what you mean by no penalties. There are penalties in this combat system, but they do not always apply all the time. As far as the system being easy to break, we are talking about a technologically advanced human race that can implant bioware/cyberware/nanoware, digitally backup their ego and ego cast into a new body. If you have the money for implants and really good training and excellent weaponry why shouldn't you be able to get a effective 99% for a roll? I'm not sure that is breaking the system. I think that is the system. Is it unrealistic for most characters to have that training? Maybe. Is it unrealistic for Firewall agents to be that effective and that lethal in combat? Probably not. If you don't envision your game running that way you can house rule training or just make the player's characters yourself, that's always an option too. If you have players that are doing this all the time with their PCs then they are kind of being Munchkins, but this game system is designed to accommodate that kind of play IMO.
Smokeskin Smokeskin's picture
Re: Skills at 99%
Don't forget the target's Fray roll. In fact, this probably makes it easier to hit in real life than in EP. Elite shooters wouldn't even miss 1 in 100 shots under conditions that don't give penalties, and they do it in flats. Also - who cares if you always hit? You expect to play in a duelling gun slinger campaign?
Yerameyahu Yerameyahu's picture
Re: Skills at 99%
Indeed: you're playing the wrong game. :) And, of course, anyone *else* can do the same thing.
WussyDan WussyDan's picture
Re: Skills at 99%
Well, yes, it is that easy. Smartlink, Homing, Specialization, high morph bonus, not all that much in actual skill points. If it's really an issue with your players, maybe have them look at what different skill ratings are supposed to represent. If they're trying to make realistic characters, having a Kinetic/Beam/whatever weapons score of 99% basically means they're the best shot in the solar system, and they should really have a reason for that. Maybe it's just me, but I try to make and encourage other characters that are coherent and make sense. If your character is primarily a research scientist, but has Kinetic Weapons at 99%, why is that? I'm not against that character being able to shoot a gun, but the best I'd give them before morph bonuses and gear might be 40, which is supposed to represent basic professional training. "Marksman" is even listed at 60% in the example section in the core book. As a GM, if they can't come up with a reasonable "in character" justification for something that out of sync, I'd nix it, to be perfectly honest, YMMV of course. But that doesn't feel right to me unless you're running Eclipse Phase: The Anime Series. Alternatively, if you want to mess with them, have them lose their gear and resleeve. Actual training is important for a reason. Also, yes, negative modifiers should come into play in almost any situation. Wind, range, smoke, movement, electro-magnetic/radioactive interference, whatever.
Quote:
Smokeskin: "Don't forget the target's Fray roll. In fact, this probably makes it easier to hit in real life than in EP. Elite shooters wouldn't even miss 1 in 100 shots under conditions that don't give penalties, and they do it in flats. Also - who cares if you always hit? You expect to play in a duelling gun slinger campaign?"
I do want to ask you about Fray, Smoke. IIRC, against gunfire you roll half your Fray, and even if you succeed and succeed with a high MoF, an opponent's Weapon skill is likely to be higher than yours, and the highest number still wins, correct? Fray is just about useless against gunfire, unless I've forgotten or missed something. Even if your Fray is 99, against gunfire it's only 49, and thus even a semi-competent shooter with decent equipment has a pretty good shot of hitting you. I'm not sure if Fray really helps with OP's point here.
Yerameyahu Yerameyahu's picture
Re: Skills at 99%
It's just a factor, the difference between shooting a wall and a person. No, it's not that great against ranged attacks, and it's also harder to max out. It *does* mean that you're not looking at a 99% success rate.
Xagroth Xagroth's picture
Re: Skills at 99%
I'll quote CP202 core book: "what if armor makes you slower? You can't outrun bullets. But you can stop'em cold". This means: get armor and TAKE COVER! XD A biomorph can reach near 20 armor, if I'm right: bio implants can reach up to 3-4, the second skin can give you another 3-4, and you can get about 10 or 12 from heavy armor, and you would be wearing "rule-wise" only one layer of armor (however, I don't have the rulebook here so I might be mistaken). Anf of course a Reaper comes with 16/16 armor, upgradeable to 32/32. That means plasma or antitank weapons only. Also, you forgot a small, yet interesting fire mode: full auto gives either a +30 to hit or a +3d10 to damage. Finally, you can teach them a lesson: check the infosec part about hacking, and make the enemy to lay an ambush starting with an infomorph hacking their implants, turning them off during the actual battle... 99% of hitting with your weapon? Yeah, but... you cannot use that weapon because your mesh implants are down, so your weapon's recognition system won't unlock XDDD
WussyDan WussyDan's picture
Re: Skills at 99%
Ambushes are definitely your friend (also your players'). In the short game I've played so far, I only had to roll Fray twice, both due to judicious use of social skills, but also ensuring that any time I had to engage in violence, it was on my terms, from a hidden position. To go back to the Fray discussion, I had forgotten that you can use Freerunning instead of Fray on a full defense. A full defense takes your whole action, but gives you +30 to your roll. On top of this, it's easier to boost Freerunning than it is to boost Fray. Any synth or character with a powered suit can install Pneumatic Limbs, for instance, which grants a further +20. So you can effectively get a roll 50 higher than your Fray (cut in half to 25, of course, for gunfire) and use that to hopefully get to cover, as noted above.
Re-Laborat Re-Laborat's picture
Re: Skills at 99%
Xagroth wrote:
A biomorph can reach near 20 armor, if I'm right
Consider the humble Novacrab.
Xagroth Xagroth's picture
Re: Skills at 99%
Re-Laborat wrote:
Xagroth wrote:
A biomorph can reach near 20 armor, if I'm right
Consider the humble Novacrab.
That's a Pod ^^. I was thinking, evil as I am, into a Remade with armor about 20/20 and a combined weapon of a shredder and an assault rifle (because the sniper rifle would be soooo overkill... xD). Add to that a small drone or two to keep tabs on the players, a nanohive to protect him from nanotech, and the lovely camouflage addon for the armor (or a chameleon cloack)... Well, the players would suffer greatly. As for the reason for the shredder... well, my first group of players had one shredder carried by a ghost-sleeved player. Playing the quick-start scenario (Gray Xu, the nanoswarm, that thing). A shredder in full auto against a group of enemies chargin through a cargo bay in a spaceship, fired in full auto... Well, three fell right away. And the fourth was agonizing... After that, all the NPC's kept a 2 meter distance between themselves XDDDDD
Yerameyahu Yerameyahu's picture
Re: Skills at 99%
You don't have to justify a shredder. :)
Xagroth Xagroth's picture
Re: Skills at 99%
Yerameyahu wrote:
You don't have to justify a shredder. :)
Not justifying it, just explaining... it was quite a shock the first time I saw it on use... I think EP creative team lacks a proper military theorist for this kind of stuff... usual squad tactics are something you cannot expect when anybody can pack something as deadly as a flamethrower packed in a weapon the size of a small shotgun... Not to mention nanoswarms... Why does it feels like the more time passes, the more we go back to the old greek hero vs hero stuff, leaving behind any kind of formation? XD
Rada Ion Rada Ion's picture
Re: Skills at 99%
Duke Rollo wrote:
When I ran EP for some friends last year, it seemed pretty ridiculously easy to build a character (skills, cyberware, and gear) that could shoot a weapon with a 99% skill in it. "No panaltiies? Didn't roll that 1% fail? Cool. I hit." Did I miss something in the rules or is the game just that easy to break?
The other comment i forgot to make was to not forget that if the payers can do it, so can the bad guys. So having a character with a 99% effective roll target number also means their enemies and foes quite possibly will have those capabilities if your game is some what balanced some of the times, or more often than not maybe.
Rada Ion Rada Ion's picture
Re: Skills at 99%
Duke Rollo wrote:
When I ran EP for some friends last year, it seemed pretty ridiculously easy to build a character (skills, cyberware, and gear) that could shoot a weapon with a 99% skill in it. "No panaltiies? Didn't roll that 1% fail? Cool. I hit." Did I miss something in the rules or is the game just that easy to break?
The other comment i forgot to make was to not forget that if the payers can do it, so can the bad guys. So having a character with a 99% effective roll target number also means their enemies and foes quite possibly will have those capabilities if your game is some what balanced some of the times, or more often than not maybe.
CodeBreaker CodeBreaker's picture
Re: Skills at 99%
Re-Laborat wrote:
Xagroth wrote:
A biomorph can reach near 20 armor, if I'm right
Consider the humble Novacrab.
Is still stuck with ~20 armour without picking up layering modifiers. The 11/11 armour it gets is from the Carapace implant, which counts as a layer. He is correct in that ~20 is the general maximum without being a cheesy motherfucker (Multiple riot shields, for example).
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Gee4orce Gee4orce's picture
Re: Skills at 99%
If you look at the sample characters you'll see that the skill points have been spread out across a LOT of skills, including lots of obscure Interest skills ("Martian beers" anyone ?). The onus does seems to be on the players and GM to create *rounded* characters - it's definitely very easy to build characters that are very, very highly skilled in a few skills. The simplest approach is to house rule that there's a cap on the maximum skill level a starting character can have (although, you can still get plenty of bonuses from equipment). The rules are written with the assumption that you'll be applying some negative modifiers during action. Trying to shoot someone - don't forget about penalties for cover, movement, size, range, etc, etc. FWIW I prefer the approach Unknown Armies takes: that game is calibrated so that your skill level denotes your skill *under duress*. ie. skill ratings are quite low, but you generally don't apply many negative modifiers in-game. Your 'guns' skill is your skill when shooting guns at an opponent who's trying to avoid getting shot and probably shooting back at you too. When you're actually shooting targets, then that's the exceptional circumstance, and that's where you have bonuses, and different types of skill rolls. It's an interesting approach - and could probably be ported to EP without too much effort.
Gee4orce Gee4orce's picture
Re: Skills at 99%
dup
Smokeskin Smokeskin's picture
Re: Skills at 99%
Xagroth wrote:
Yerameyahu wrote:
You don't have to justify a shredder. :)
Not justifying it, just explaining... it was quite a shock the first time I saw it on use... I think EP creative team lacks a proper military theorist for this kind of stuff... usual squad tactics are something you cannot expect when anybody can pack something as deadly as a flamethrower packed in a weapon the size of a small shotgun... Not to mention nanoswarms... Why does it feels like the more time passes, the more we go back to the old greek hero vs hero stuff, leaving behind any kind of formation? XD
"Usual squad tactics" are of course defined by the environment and weaponry. What is usual today is not usual in EP. Personally, I think that stuff like t-ray emitters, microgravity and threat of decompression changes tactics a lot more than an area effect weapon.
Xagroth Xagroth's picture
Re: Skills at 99%
CodeBreaker wrote:
Re-Laborat wrote:
Xagroth wrote:
A biomorph can reach near 20 armor, if I'm right
Consider the humble Novacrab.
Is still stuck with ~20 armour without picking up layering modifiers. The 11/11 armour it gets is from the Carapace implant, which counts as a layer. He is correct in that ~20 is the general maximum without being a cheesy motherfucker (Multiple riot shields, for example).
Biomorph: light bioarmor implant (2/3) + second skin (1/3)= 3/6 armor without counting as a layer, or generating any negative effect. Add heavy armor with heavy helmet, and you get an extra 16/16, for a total, without penalties, of 19/22. Add a single riot shield for a 22/24. The best a synth can get is the Reaper's 32/32. Not bad for a fleshbag XD And for limits in starting skills, I never had to enforce that, almost everybody starts with a confy 60% (add to that the morph's bonuses, however), which incidentally produces quite interesting beta forks. Save AGIs, of course, those usually start with an 80% in all the four skills they have a discount in.
Smokeskin Smokeskin's picture
Re: Skills at 99%
Gee4orce wrote:
If you look at the sample characters you'll see that the skill points have been spread out across a LOT of skills, including lots of obscure Interest skills ("Martian beers" anyone ?). The onus does seems to be on the players and GM to create *rounded* characters
As it says under the Arts skill entry: This is a particularly useful skill in Eclipse Phase, especially in the post-scarcity economies where creativity and vision can be a key component to a character’s reputation. Much of the same goes for Interest skills imo. When ordering a round of drinks at a bar, Interest: Martian Beers can let you impress NPCs with an interesting story. In many circles, you'll be looked down on if you can't say anything noteworthy about what arts you perform. Social gatherings are to a large extent made up of such Interest and Art rolls, as are the initial icebreaking part of meetings. The more relevant the skill, the larger the bonus for your skill roll (Interest: Martian Beers is +30 at a sleezy bar while Art: Poetry is -30 -- a socialite gathering it could be opposite). You can also "talk shop" with Profession or Academics skills if the other party has a similar skill or a special interest in the field. Coming across as geeky, narrow minded, uneducated, boring or inappropriate will hamper your relations and affect future dealings with those NPCs.
The Doctor The Doctor's picture
Re: Skills at 99%
Duke Rollo wrote:
Did I miss something in the rules or is the game just that easy to break?
No, those are generally the power levels for Eclipse Phase: Big, bad, awesome, and up against the even bigger and even more bad. I once pitched EP to a prospective player thusly: "Do you remember the Major Kusanagi/Project 2501 hybrid at the end of [u]Ghost In the Shell[/u]? That is a starting character..."
Tyrnis Tyrnis's picture
Re: Skills at 99%
What the Doctor said. There's certainly nothing wrong with scaling things back a bit -- just drop the number of CP players start with, as the core suggests, or just ask your players not to specialize quite so much. One key thing to keep in mind, though, is that Rez is awarded very slowly. Some games are intended more for weaker starting characters that level up/gain experience over time, becoming significantly stronger. Eclipse Phase assumes very competent starting characters, but also less change in that competence level over the course of a game (though you still can capture some of the feel of leveling through improvements to gear or resleeving, should you so desire.)
nezumi.hebereke nezumi.hebereke's picture
Re: Skills at 99%
To go back to the OP ... Yes, your characters can get 99% (or even 150%) 'chances of success' on basic tests. However, there are some caveats there; 1) That doesn't mean they are guaranteed success on these tasks. For instance, a programmer still requires time to succeed. Sometimes that time required is in the crazy amounts. Sometimes there are other requirements. The robot engineer requires uranium. No uranium? No go. Or he requires a material which doesn't exist whatsoever. 2) You're pretty weak everywhere else. Great, you can shoot a gun. Can you talk? Stealth? Pick a lock? You're a one-trick pony. Prepare to be extinct. 3) It works both ways. This is more of an out-of-game thing though. Establish with your players if they really want to crank up those skills to crazy levels, because now the NPCs will have them too.
Raven Darke Raven Darke's picture
Re: Skills at 99%
So you are Gunny Hathcock ...So what. My philosophy is PCs should be generalists. Specialists are available from Firewall (Rep check, anyone?) on a per mission basis. Think Mission Impossible. Core team of flexible agents, with specialized back up.
Xagroth Xagroth's picture
Re: Skills at 99%
Funny how nobody mentioned that a 99 is a botch always... Anyway, I don't let my players to buy specializations at character creation (easier with players who are new to the game ^^). And of course, you must remember that dying without a backup means going back to a previous state of the character's sheet, with much less experience points. Used and in reserve XD.
Tyrnis Tyrnis's picture
Re: Skills at 99%
A smart PC is going to be making regular backups, so loss of skills or rez via death isn't a huge issue, and only comes into play at all if the cortical stack is unrecoverable. The biggest issue with PC death is usually loss of the morph itself, particularly if the player spent a lot of points customizing it, which is a separate matter.
nezumi.hebereke nezumi.hebereke's picture
Re: Skills at 99%
Indeed. It's very easy to game the system to the point that the only way the GM can bring you back in line is by actively picking on just you, and if you've got to that point, things are basically trashed. IMO, the best way to handle it is to either talk to all the players and say 'hey, this is a role-playing group. You will not be penalized for role-playing. Don't feel like you need a 98% in your skill of choice', or 'hey, this is a crunch group. I'm going to throw crazy stuff at you. Survive.' As long as everyone is on the same page, it shouldn't be a huge issue.
Xagroth Xagroth's picture
Re: Skills at 99%
Well, I explained my players that they start with a basic backup service (for a month) unless they want to upgrade it. That means they get resleeved in an infomorph in case of death the way they were in their last backup, and backups are made when they egocast or ask for it (asking for it costs money/favor). They are playing in Valles-New Shanghai, and earned about 10.000 creds from their last job (the adventure Continuity... which ended in the total destruction of both the Kepler, the Istari and the infection thanks to a critical roll in Demolitions -for placing the charges optimally and hidden- followed by a 99 in the Demolitions roll to prep the detonators and set the time... by an AGI player who was already infected by the virus. Since it had been already about 3 hours or so in-game, and 5 of playing... well, BOOOM! XD (I let them be resleeved in the bodies of their choice back in Mars, anyway).
Dry Observer Dry Observer's picture
Re: Skills at 99%
I don't worry about shooting skills that much -- in practical terms, what would happen in the real world if two hostile gunmen carrying fully automatic weapons suddenly came face-to-face only a short distance apart, with no cover and neither one diving for cover? Basically, the person who shot first would almost certainly hit their target. Now imagine similar circumstances with augmentations, smartgun targeting, and improved-if-not-superhuman reflexes. As to other skills, one of the elements I feel is weakest in the game's rules is that exceptionally high skills do not seem to grant that much of an advantage. You fail less often, sure, but the success of the system's leading expert is usually no better than that of a mediocre professional, or even a lucky novice. I like the idea of playing characters with genuinely superhuman abilities, especially when their gifts are described as such. Particularly in a game where the emergence of posthuman beings from the "merely" transhuman masses is such an important theme.

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Xagroth Xagroth's picture
Re: Skills at 99%
Dry, they would either fire at the same time (and die both of them XD), or fall back running to get cover ^^