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CanRay
post Sep 26 2011, 04:08 AM
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QUOTE (Yerameyahu @ Sep 25 2011, 06:50 PM) *
I agree, and I said that in the bit you quoted. (IMG:style_emoticons/default/smile.gif) The books are notorious for being less minmaxy than real players.
Just proves that creativity and ingenuity tend not to be able to punch a clock. Real Deckers/Hackers tend to be the types that are as fickle as a Coyote Shaman.
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bobbaganoosh
post Sep 26 2011, 04:20 AM
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QUOTE (LostProxy @ Sep 25 2011, 09:52 AM) *
Wouldn't it max at 12 dice? I guess I could put a second agent on it and get a teamwork test to boost the pool.

You could also give the Agent the Adaptability autosoft, which can boost its dice pool by 3. Plus the teamwork from another agent gets it up to 21 dice, average 20.
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Seerow
post Sep 26 2011, 04:28 AM
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QUOTE (bobbaganoosh @ Sep 26 2011, 05:20 AM) *
You could also give the Agent the Adaptability autosoft, which can boost its dice pool by 3. Plus the teamwork from another agent gets it up to 21 dice, average 20.


Adaptability doesn't work that way. Adaptability is basically just bonus dice for when your GM decides the instructions you gave weren't specific enough for the agent to know what to do, so the GM rolls pilot+adaptability to see if the agent can figure out what it's supposed to do. Buying adaptability isn't just a flat +3 dice on all of your agent's normal tests.
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Yerameyahu
post Sep 26 2011, 04:30 AM
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Right. Still a good idea, because the GM should be enforcing that roll like crazy. (IMG:style_emoticons/default/biggrin.gif) An agent isn't a person.
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Tymeaus Jalynsfe...
post Sep 26 2011, 03:54 PM
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QUOTE (Mardrax @ Sep 25 2011, 06:12 PM) *
That's why the question isn't how high you can go, but more how high the system expects you to go, in order to work the way it should.


That has been addressed Ad Naseaum... No one appears to agree. Personlly, I think that there is already a great metric for that; the NPC Templates. *shrug*
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Socinus
post Sep 26 2011, 11:42 PM
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QUOTE (Yerameyahu @ Sep 25 2011, 03:03 PM) *
God forbid there be something a shadowrunner can't buy permanently. Don't you think stealing/black-market-buying *time* on one is cooler?

Fewer loose ends. If you can do things in-house, less of a chance of setting alarms off.
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Yerameyahu
post Sep 26 2011, 11:47 PM
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Psh. At that point, you're not a shadowrunner anymore.
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Seerow
post Sep 27 2011, 12:14 AM
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QUOTE (Yerameyahu @ Sep 27 2011, 12:47 AM) *
Psh. At that point, you're not a shadowrunner anymore.


You're not a shadowrunner because you don't do everything illegally?

So I guess a character with day job that is being used to pay for a high lifestyle isn't a shadowrunner, no matter what he does when he's off work?
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Yerameyahu
post Sep 27 2011, 12:52 AM
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No. Because you're 'doing things in-house'… with a special large-scale operation. You're not a shadowrunner if you have a drugs complex to make your drugs in-house, etc. I was half-teasing, but only half. If you're big-time enough for this stuff, you're not an agile independent operator.
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CanRay
post Sep 27 2011, 01:29 AM
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QUOTE (Yerameyahu @ Sep 26 2011, 06:47 PM) *
Psh. At that point, you're not a shadowrunner anymore.
QUOTE (Seerow @ Sep 26 2011, 07:14 PM) *
You're not a shadowrunner because you don't do everything illegally?
Hipster Shadowrunners?
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Kirk
post Sep 27 2011, 01:38 AM
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QUOTE (CanRay @ Sep 26 2011, 09:29 PM) *
Hipster Shadowrunners?

Contacts.
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