![]() |
![]() ![]() |
![]() |
![]()
Post
#776
|
|
Douche ![]() ![]() ![]() ![]() Group: Banned Posts: 1,584 Joined: 2-March 11 Member No.: 23,135 ![]() |
Re 1/3: Actually, having the gun skills reduced is something that really should happen. The skills are not meaningfully different enough to warrant being separate skills. It's as if a Mage had to pick up a different skill not just for every school of magic, but for every spell he could cast. Turning "Firearms" from a Skillgroup into a Skill would be a great first step. Better if they just condensed them to some manageable number. I could see: Longarms (covering rifles, assault rifles, shotguns, SMGs) Sidearms (covering pistols, machine pistols) Heavy Weapons (covering machine guns, grenade launchers, rocket/missile launchers) Melee Weapons (covering edged weapons, clubs, etc) Unarmed Combat (Exotic) That way a true warrior would want to have ranks in everything, and would have to be about as specialized as a Face is in social skills, or a Mage is in magic skills, or a Decker is in decking skills. Basically, getting all the combat skills should be painful to a nonspecialist, enough to discourage them from branching out too far in it (just like taking all the magic skills or social skills would be painful for the samurai), but also not awkwardly prevent it by the sheer volume of skills. |
|
|
![]()
Post
#777
|
|
Moving Target ![]() ![]() Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 ![]() |
But see, here is the difference... Edge expenditure shpouild NEVER guarantee Luck (and in SR4A, it does not). Unfortunately, becuase of Limits, that is exactly what it does in SR5, and it punishes you for it to boot (Because you HAVE to spend a resource to benefit from that capricious thing called Luck). But you are alright with using edge to guarantee that you are not unlucky (spending edge to negate the effects of one glitch or critical glitch)? Why is that OK then? |
|
|
![]()
Post
#778
|
|
Moving Target ![]() ![]() Group: Members Posts: 598 Joined: 12-October 05 Member No.: 7,835 ![]() |
|
|
|
![]()
Post
#779
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Re 1/3: Actually, having the gun skills reduced is something that really should happen. The skills are not meaningfully different enough to warrant being separate skills. It's as if a Mage had to pick up a different skill not just for every school of magic, but for every spell he could cast. Turning "Firearms" from a Skillgroup into a Skill would be a great first step. Combining Gunnery and Heavy Weapons would be another good choice. As would be turning the Close Combat skill group into a Close Combat skill. While the different weapons do have their niche, they aren't different enough to warrant picking up a whole separate skill for them. Re 2: It's almost like you're agreeing with me here. I agree skills aren't totally worthless, in fact you'd be hard pressed to find any place I've said that. The problem exists with cheap attributes and overpriced skills, as you said. I would, for example, love attributes that only give half their bonus to dice pools, and have skills go back to having cost based on attribute again, and become uncapped and the driving force in dicepools (ie if you have attribute 4, getting a skill rating up to 4 is really cheap. From 5-8 is a little more expensive. 9-12 a little more, and so on). Like having skill 1-3 in a bunch of random stuff shouldn't be character optimization suicide, it should be the sort of thing that is expected. Either way this has little bearing on the discussion of whether or not agility is a superstat, and if it is if a valid solution to that was excluding it from limits. 1/3 I wish there was consolidation but there just isn't and from the sprawl ganger in preview 3 we can see its not consolidated in 5e. And each of the ranged combat skills do cover a different area, so slapping them under ranged combat is a bit much. 2. I do agree with you to some degree but I think it is being overstated. My point is you can't say people only take 3 skills so it only saves you on 3 skills if the reason they only take 3 skills is the broken costs. Part of what makes a stat a super stat is how much it saves your. This isn't a class system where things are just handed to you as you level up. You have to buy things so cost savings are in fact part of the determination in what makes something over powered. And yes agility is a super stat. Agility covers physical combat, a large part of stealth and some side tricks. I think charisma is also a super stat in that it covers all social attributes. I don't find logic to be as much of one despite its long skill list since it mostly boils down to the decking stat. Yeah it also covers being a mechanic and what not but the big difference is every character who isn't a decker can freely ignore almost everything in logic. Very few characters can ignore agility or charisma to the same degree. I realize part of this is game style, but outside of mages pretty much everyone shoots, everyone sneaks, everyone probably want to palm things because it is the hide the gun on me skill, everyone talks to people, everyone tries to negotiate with their contacts, to get information out of their contacts, to con people on runs etc. Sure the primary role in those skills might go to the street sam and face but pretty much everyone has to do those things in a run. Maybe not every run they are needed and sure very specific designs like the totally remote hacker don't need them, but I suspect in most games social and combat skills are valued by almost every character. Basically the game is resolved around skill tests. When usually the biggest factor in the skill pool is the attribute and attributes cover multiple skills they are already on the overpowered side of thigs. While the idea that if they cost more they would be fine is nice I don't think it woudl pan out in play since. you can get so far with a combination of cyber/bio and starting stats. Unless the costs were such that people left the gate with something like 2-3 times the rank in skills as the attributes like 6 agility and 12-18 pistols they would remain broekn under this system. And that would one be too many dice and two probably to big of a departure from shadowruns system. So yeah while people over state the savings of attributes by listing all the skills saved, overly narrowing the skill list and saying its not broken just a bit out of whack on costs is also overstating the issue. Now for the purpose of limits, while logic and charisma might fall under the super stat idea I think the main difference is when you are grouping things into mental, physical and social is that social and mental overlapped so there was less room to drop a stat and that charisma and logic were dump stated by a lot of people in play since they are a bit more narrow than agility. I’d of gone with 2 limits mental and physical and used every stat in the pools(I may have even thrown one mental into the physical pool and one physical into the mental to show that body and mind are somewhat intertwined.) |
|
|
![]()
Post
#780
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
But you are alright with using edge to guarantee that you are not unlucky (spending edge to negate the effects of one glitch or critical glitch)? Why is that OK then? A lot of people just take the glitch because as much fun as a awesome roll is a bad roll can be just as fun. In 4e I could choose to take a crap roll or choose to use edge to fix that. In 5e while I can do the same on crap rolls if I want a awesome roll I have to use edge. I am not sure why this is hard to get, being FORCED to use edge for awesome is seen as bad by some. Sure you have to use edge to negate a glitch but there is a big difference in the two. One system I roll and can accept the result or choose to fudge the result, the other system I roll I don't get the result I rolled and have to use edge to actually get my result. There is a big difference in the two. Me I am not a huge fan of limits but they may work and they don't seem very game breaking to me even if the math ends up being a bit off. But I get what people don't like about them I get what people like about them, and I don't find either side to be hypocrites in this compared to what they liked in 4e. |
|
|
![]()
Post
#781
|
|
Moving Target ![]() ![]() Group: Members Posts: 705 Joined: 3-April 11 Member No.: 26,658 ![]() |
Just going to shortcut your post
QUOTE I realize part of this is game style, but outside of mages pretty much everyone shoots, everyone sneaks, everyone probably want to palm things because it is the hide the gun on me skill This is pretty much what I was harping on about in my posts. The solution to this issue isn't "Try to make agility weaker by leaving it out in places where it makes sense", but to instead make it so either A) not everyone needs to shoot or B) It is possible to shoot as a secondary skill with a low agility and be useful in combat. Saying "everyone shoots a gun, and therefor everyone needs agility" isn't something that changes if you make physical limits based off not-agility. People who pick up agility just to shoot are still going to do that because the shooting limits aren't based on stats at all anyway! This doesn't fix the 'super stat' problem at all, and is instead just a copout excuse for bad design. QUOTE I don't find logic to be as much of one despite its long skill list since it mostly boils down to the decking stat. Yeah it also covers being a mechanic and what not but the big difference is every character who isn't a decker can freely ignore almost everything in logic. In SR5 though, decking is going to be a valid in combat way to deal with the enemy, just like casting a spell or shooting someone is. So that means that Logic is just as important of a combat stat as Shooting or Magic. And depending on how much the matrix rules get changed, you could very well end up with things like using Logic to shoot while remote controlling drones (ie what happens in SR4 now with the Logic replaces program optional rule) QUOTE Now for the purpose of limits, while logic and charisma might fall under the super stat idea I think the main difference is when you are grouping things into mental, physical and social is that social and mental overlapped so there was less room to drop a stat and that charisma and logic were dump stated by a lot of people in play since they are a bit more narrow than agility. I’d of gone with 2 limits mental and physical and used every stat in the pools This was one of the two suggestions I made at the beginning of this discussion That would have been something I was fine with. What I disagree with is Agility not factoring into checks where it really makes sense (and then Strength factoring in twice on those same checks), on the justification that Agility is a super stat, when Logic and Charisma both get factored in twice and are every bit as much, if not more, of a super stat in their respective fields. |
|
|
![]()
Post
#782
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
This was one of the two suggestions I made at the beginning of this discussion That would have been something I was fine with. What I disagree with is Agility not factoring into checks where it really makes sense (and then Strength factoring in twice on those same checks), on the justification that Agility is a super stat, when Logic and Charisma both get factored in twice and are every bit as much, if not more, of a super stat in their respective fields. I have no problem with that. My issue was I think saying agility is just the shoot people stat is a bit of an overstatemnrt. I also think in 4e agility is the biggest super stat of the 3 and by a decent margin. 5E I will wait and see on some level because supposedly it will have less dice pool bonuses. charisma and logic had a lot of skills that had out of attribute bonus items which devalued the attributes and skills quite a bit. And I do think the skills in them come into play less often than agility based skills, again that may change in 5e but I kind of doubt it. Applying minor penalties to people through hacking is usually a lot less effective than just shooting them even for the decker. I understand the game balance idea they were coming from, but yeah it makes no sense that the limit does not factor in agility and I am not sure it really is balanced. x2 strength I'm okay with as it is a fairly worthless stat, though I'd of just added some skills to it myself and then used all 4 stats evenly. I know people love to say agility fits for close combat skills but it really comes down to how you define a stat. Agility could have focussed more on balance and hand eye coordination while strenght could have covered more speed and explosive energy based skills like close combat, running, jumping etc. And before eanyone goes on about the 80 year old granma running their dojo that is kind of perfect exmple of the old person using thier skill to overcome the young persons physical atributes. The problem is strength is only seen as the weight lifting stat and when you break a persons existence into 8 attributes those 8 things might be a bit broader than that. |
|
|
![]()
Post
#783
|
|
Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
|
|
|
![]()
Post
#784
|
|
Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
|
|
|
![]()
Post
#785
|
|
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 ![]() |
The problem with using only two limits, Physical and Mental, is that you lose some personality archetypes, like the dumb but friendly brawler or the brilliant but unlikeable hermetic.
The problem with including too many attributes in a calculation is that you get less variation among the results. |
|
|
![]()
Post
#786
|
|
Moving Target ![]() ![]() Group: Members Posts: 705 Joined: 3-April 11 Member No.: 26,658 ![]() |
Don't really see that happening, honestly. At least not beyond what is already possible in SR4A. *shrug* If it is not the case, then they've oversold us on their intended changes to the hacking minigame. And pissed a lot of people off with the always wireless thing for no reason at all. |
|
|
![]()
Post
#787
|
|
Moving Target ![]() ![]() Group: Members Posts: 705 Joined: 3-April 11 Member No.: 26,658 ![]() |
The problem with using only two limits, Physical and Mental, is that you lose some personality archetypes, like the dumb but friendly brawler or the brilliant but unlikeable hermetic. The problem with including too many attributes in a calculation is that you get less variation among the results. Yes, we all know limits are your baby Aaron. It doesn't make your system any better. Sorry. |
|
|
![]()
Post
#788
|
|
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 ![]() |
Yes, we all know limits are your baby Aaron. It doesn't make your system any better. Sorry. Hardly my baby. The credit really goes to whoever came up with the SR4 spellcasting system, with additional credit to whoever thought to extend that system to hacking. A bunch of us proposed a number of systems, and limits was the option that offered the most. My money was on a double dice pool system similar to the one in SR3, but It didn't have the same range, functionality, or usefulness as limits. Along those lines, calling it my system is kinda like calling this thread Seerow's thread. I'll take credit as a contributor, but it's hardly "my" system. What makes you think it is? |
|
|
![]()
Post
#789
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,598 Joined: 24-May 03 Member No.: 4,629 ![]() |
Okay, I'm here with an hour to kill, if anybody has a question. Obviously, NDA, wiggle room required, blah blah blah, but if there's anything I can say, I'm happy to.
Re: Chargen, I can say that there's at least one character made with Resources E in the mix, which ... man. That was painful. I will state that I don't suggest it, but I wanted at least one in there as an example. Re: Cybered folks and social skills: Yeah, that rule's been around for ages but kind of got lost in the maze. Putting together one of the old "Charisma dumpstat, 0.05 Essence Street Sams" in SR5 is going to HURT. And, overall, you'll find that attributes got some rejiggering. There were some things that have bothered people for years and the general 'Dumpstat' issue was one. Strength is way more important, for instance, while Logic and Charisma are both more important now as well. You can still have them, and some archetypes are going to lean more towards one low attribute than another, but there's no autodump like there has been in the past. |
|
|
![]()
Post
#790
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Okay, I'm here with an hour to kill, if anybody has a question. Obviously, NDA, wiggle room required, blah blah blah, but if there's anything I can say, I'm happy to. Re: Chargen, I can say that there's at least one character made with Resources E in the mix, which ... man. That was painful. I will state that I don't suggest it, but I wanted at least one in there as an example. Re: Cybered folks and social skills: Yeah, that rule's been around for ages but kind of got lost in the maze. Putting together one of the old "Charisma dumpstat, 0.05 Essence Street Sams" in SR5 is going to HURT. And, overall, you'll find that attributes got some rejiggering. There were some things that have bothered people for years and the general 'Dumpstat' issue was one. Strength is way more important, for instance, while Logic and Charisma are both more important now as well. You can still have them, and some archetypes are going to lean more towards one low attribute than another, but there's no autodump like there has been in the past. Resources E seems easy to me. Attributes C and below seem to be shooting yourself in the foot though. |
|
|
![]()
Post
#791
|
|
Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
|
|
|
![]()
Post
#792
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,598 Joined: 24-May 03 Member No.: 4,629 ![]() |
Resources E seems easy to me. Attributes C and below seem to be shooting yourself in the foot though. Seems easy, but isn't. Oof. As for attributes, I'd have to check. I know I did at least a C in attributes, but I'm not sure if I went lower. I'm a skill guy personally, so going below B in skills was like pulling teeth. Absolute murder, since I tend to make characters that ... boy. I don't want to say "Are more realistic," since that opens a whole kettle of fish, but "Are well-rounded" might not be a bad choice of terminology. In essence, everyone should be able to handle their commlink, buy things they need, use the Shadows (if a Shadowrunner), and contribute in a scuffle in some capacity. It's easy to say "Let the Face buy everything, I just want to shoot stuff," but I like a little more diversity in the mix. A sheet that just had "Pistols 6, Infiltration 4, Ettiquette 2, done" would make me twitchy. (IMG:style_emoticons/default/smile.gif) That said, some of the archetypes of olde were functional with low attributes or minimal skills, so there's no reason to assume it can't be done... it's just painful in many ways. |
|
|
![]()
Post
#793
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Seems easy, but isn't. Oof. As for attributes, I'd have to check. I know I did at least a C in attributes, but I'm not sure if I went lower. I'm a skill guy personally, so going below B in skills was like pulling teeth. Absolute murder, since I tend to make characters that ... boy. I don't want to say "Are more realistic," since that opens a whole kettle of fish, but "Are well-rounded" might not be a bad choice of terminology. In essence, everyone should be able to handle their commlink, buy things they need, use the Shadows (if a Shadowrunner), and contribute in a scuffle in some capacity. It's easy to say "Let the Face buy everything, I just want to shoot stuff," but I like a little more diversity in the mix. A sheet that just had "Pistols 6, Infiltration 4, Ettiquette 2, done" would make me twitchy. (IMG:style_emoticons/default/smile.gif) That said, some of the archetypes of olde were functional with low attributes or minimal skills, so there's no reason to assume it can't be done... it's just painful in many ways. While I agree with your idea of how skills should be, with the math of attributes to skills I suspect that taking skills at a higher level of attributes is rarely a mechanically sound choice. In fact the few times it would be are in the cases where you don't plan on rounding out your character but instead of a very narrow design which can be covered with 1 soft capped stat. |
|
|
![]()
Post
#794
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,598 Joined: 24-May 03 Member No.: 4,629 ![]() |
Off the top of my head, the old Corproate Wage Mage had a build that was Race A, Magic B, Resources C, Skills D, and Attributes E. Elf isn't as high of a priority these days, so I'd personally do it differently, but it's certainly possible. Burned-Out Mage (A long-term favorite of mine!) was Magic A, Resources B, Attributes C, SKills D, and Race E, again if memory serves (Skills and Attributes might be the opposite), so, "Fragile Mage with deep pockets" has always had a place.
I will say that going back to 1st edition to do some reading was more than just a trip down memory lane. Equipment lists were insanely small back then, for instance, and similar small flaws between art and archetype existed. (The Ork Mercenary's gear was, essentially, "Gun, armor, and a sword that he calls a knife", while the Shaman has a pistol on his hip in plain view, but doesn't carry one and, IIRC, isn't trained in them anyway.) Of course, 1st ed also has us going on a decking run with Fastjack in his pre-JackHammer days, and has a mage named Harlequin die from drain, so. (IMG:style_emoticons/default/biggrin.gif) |
|
|
![]()
Post
#795
|
|
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 ![]() |
If you're really looking to compare the effectiveness of attributes vs. that of skills, I can think of one experiment. Make a character with Attributes A and Skills E, and compare it to a similar character with Attributes E and Skills A.
And I'll say one good thing about Resources E: it really cuts down on character generation time. |
|
|
![]()
Post
#796
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,598 Joined: 24-May 03 Member No.: 4,629 ![]() |
While I agree with your idea of how skills should be, with the math of attributes to skills I suspect that taking skills at a higher level of attributes is rarely a mechanically sound choice. In fact the few times it would be are in the cases where you don't plan on rounding out your character but instead of a very narrow design which can be covered with 1 soft capped stat. There are cases that this is true and cases where it's false. Some characters need a more diverse skill array than others. A few attributes will be key, but, for instance, a covert operative needs sneaking skills, hacking skills, some kind of "Things went drekky, I need to fight my way out" emergency back-up skills, social skills, probably some vehicle skills ... you have to spread out. Stabby McGee can get by with a low Agility and dumping points into a single "Stab people" skill, but, again, I don't reccomend it. Mind you, I fully expect two or three regulars to pop up, say, "The archetypes are all too weak!", and the optimization wave will strike within a week of the book being released. That's kind of a given. (IMG:style_emoticons/default/smile.gif) |
|
|
![]()
Post
#797
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Off the top of my head, the old Corproate Wage Mage had a build that was Race A, Magic B, Resources C, Skills D, and Attributes E. Elf isn't as high of a priority these days, so I'd personally do it differently, but it's certainly possible. Burned-Out Mage (A long-term favorite of mine!) was Magic A, Resources B, Attributes C, SKills D, and Race E, again if memory serves (Skills and Attributes might be the opposite), so, "Fragile Mage with deep pockets" has always had a place. I will say that going back to 1st edition to do some reading was more than just a trip down memory lane. Equipment lists were insanely small back then, for instance, and similar small flaws between art and archetype existed. (The Ork Mercenary's gear was, essentially, "Gun, armor, and a sword that he calls a knife", while the Shaman has a pistol on his hip in plain view, but doesn't carry one and, IIRC, isn't trained in them anyway.) Of course, 1st ed also has us going on a decking run with Fastjack in his pre-JackHammer days, and has a mage named Harlequin die from drain, so. (IMG:style_emoticons/default/biggrin.gif) SR 1-3 attributes could be E without much of a problem with how much attributes do now E would be really hard to pull off. You'd most likely be metahuman so that would pad things to some degree but a high stat being a 3 just isn't functional in a system of stat+skill. Its not as bad in the specific where a high skill is 3, but when its the general and covers all skills it will hold you down. A mage or decker might pull it off if all they do is magic and deck, but that is a really narrow archetype. |
|
|
![]()
Post
#798
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,598 Joined: 24-May 03 Member No.: 4,629 ![]() |
If you're really looking to compare the effectiveness of attributes vs. that of skills, I can think of one experiment. Make a character with Attributes A and Skills E, and compare it to a similar character with Attributes E and Skills A. And I'll say one good thing about Resources E: it really cuts down on character generation time. Skills E?! Lordy, Aaron, just take me back behind the garage and beat me with a bag full of doorknobs if you want to torture me, but ... Skills E? Brr. |
|
|
![]()
Post
#799
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,598 Joined: 24-May 03 Member No.: 4,629 ![]() |
SR 1-3 attributes could be E without much of a problem with how much attributes do now E would be really hard to pull off. You'd most likely be metahuman so that would pad things to some degree but a high stat being a 3 just isn't functional in a system of stat+skill. Its not as bad in the specific where a high skill is 3, but when its the general and covers all skills it will hold you down. A mage or decker might pull it off if all they do is magic and deck, but that is a really narrow archetype. Yeah, Attributes E works for a few characters, but it's painful. (The old Corporate WageMage was human, by the by. The ELven Mage was a different build from a later book. Mea culpa there.) Were I to make the ELven Mage, I'd probably go Race A, Skills B, Resources C, Race D, and Attributes E. A 4 in Willpower, Logic, and Charisma's not *amazing*, but it'd work. Poor thing'd be made of Kleenex ™ mind you, and about as fit as a college-Freshman Elf who was a magic-addict, but hey, we can't all be Johnny Action Hero, right? (IMG:style_emoticons/default/smile.gif) |
|
|
![]()
Post
#800
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 ![]() |
Yeah, Attributes E works for a few characters, but it's painful. (The old Corporate WageMage was human, by the by. The ELven Mage was a different build from a later book. Mea culpa there.) Were I to make the ELven Mage, I'd probably go Race A, Skills B, Resources C, Race D, and Attributes E. A 4 in Willpower, Logic, and Charisma's not *amazing*, but it'd work. Poor thing'd be made of Kleenex ™ mind you, and about as fit as a college-Freshman Elf who was a magic-addict, but hey, we can't all be Johnny Action Hero, right? (IMG:style_emoticons/default/smile.gif) I'd actually swap attributes and skills in that build. I'd probably get bigger dicepools with 20 in atrributes and only 18 in skills even though it meant I had a lot of skills at 1 or 2. Honestly E anything is really hard, for a metahuman mage I'd go E resources since you an get by with a armor jacket and a pack of smokes. So A magic, B atrributes C skills, D race E resources. Hard to say it depends on how close you are trying to get to remaking a old archetype or making a new one under gneric concept, elven mage. Honestly I'd be tempted to go B magic, to get A in attributes for a lot of mages and use the special attribute boost to get me back to 6 magic. Dropping 3 spells, 2 skill levels and 1 magic which can be made up from a different resource pool seeems worth it to me for those 4 attribute points. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 16th May 2025 - 01:07 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.