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Tymeaus Jalynsfe...
post Apr 26 2009, 02:52 AM
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QUOTE (Malachi @ Apr 24 2009, 02:11 PM) *
Good point. It's all about relative balance. I really think people on DS have a skewed view of what a character "needs to be" in order to be effective. This is the home of the most ridiculous, over-the-top builds possible. The perpetual "35 points of negative qualities" always makes me roll my eyes. I think the key idea is that the archetypes are built to a character concept, and are not intended to be "optimized" for the dicing mechanics.



With this I am in TOTAL Agreement...
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Tymeaus Jalynsfe...
post Apr 26 2009, 02:53 AM
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QUOTE (Tyro @ Apr 24 2009, 02:14 PM) *
Not to say that it's bad to be effective. But I'd much rather have a well-thought out, weak character that fits the power level of the party than a well-thought out pornomancer.




Bingo...
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Jaid
post Apr 26 2009, 05:32 AM
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QUOTE (Tymeaus Jalynsfein @ Apr 25 2009, 10:53 PM) *
Bingo...

the multi-quote function exists for a reason. i suggest you try it out.

and regardless of whether a rocker or a tribesmen make sense as a shadowrunner, they certainly don't make sense as a 400 BP shadowrunner who would work alongside a combat hacker or a drone rigger as an equal. certainly, you could have half a dozen gangers and call them a shadowrunning group, but they also would probably not be a 400 BP group (which, notwithstanding they're not the grand high emperors of the shadows, are generally going to be reasonably experienced runners). if they were to present 320 BP characters as examples of a low power campaign, then i could certainly see including those archetypes. in a low power level, you likely don't have a rigger so much as you have a go-ganger, your 'street samurai' could be anything from a bouncer to a ganger to a tribal warrior, your hacker is probably some kid who knows a thing or two about computers, your 'covert ops specialist' is actually a cat burglar, your 'face' is a drug-dealer, and so on. in such low-powered groups, these archetypes would fit.
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Glyph
post Apr 26 2009, 05:53 AM
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Generally, there are two types of "Dumpshock builds". The first type is generally an intellectual exercise, such as "How many dice can you get for social skills?" or "How many dice can you get for climbing?" or "How many armor and soak dice can you give a troll tank?" While some of these builds could actually be played, that is not their main purpose.

The second type of "Dumpshock build" is when someone posts a character for constructive criticism. Some of the advice given will wind up being min-maxing help, but usually more in the sense of building a workable character than building a munchkin. A street samurai might get told that IP-enhancements are pretty much a gimme for most combat roles, but might also get told that Charisma: 1 and no social skills is a bad idea, or that instead of three ranged skills, he might want to take first aid.


I don't think people have a problem with the archetypes being "underpowered" compared to a handmade character. None of them are optimal, but not all of them suck - some of them are quite usable. But others, while having useful skills, DO NOT fit what their supposed role is. The weapons specialist is decent at tinkering with weapons but sucks at using them. The smuggler is a decent rigger in the classic group's wheelwoman sense but lacks any real smuggling skills (unless you count driving real fast while people are shooting at her while there is contraband in her trunk). The troll bounty hunter sucks not only at bounty hunting, but just about everything else.
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ElFenrir
post Apr 26 2009, 08:01 AM
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I also agree-they are better fit for a 320ish point game for the most part. I also think that yeah, some of them STILL need some work to fit a theme. The Bounty Hunter is indeed the worst of the lot. The Weapons Specialist, again, would be better if they were called a ''Tinkerer'' (and actually, I LIKE the idea of someone who is awesome at tinkering with weapons but only average in using them. Dunno, it's a nice touch.) I'd still probably add a few odds and ends like some light cyber(eye mods, a reflex booster, and maybe even a cerebral booster to help the Armorer and Demolitions stuff out.


and Re: taking 35 points of negative qualities is a bad thing-I dunno, I think I know a lot of people who have around this IRL. On the flipside, we don't get nearly as many positive ones to balance them out. I could probably find quite a few flaws that I have. I just ask my players if they take them, that they fit.

Also, I'd take a well-thought out, pleasant to be around Pornomancer over a 10 die pool drama queen who whines for attention at the table every five seconds and ruins fun for everyone anyday. However, I would mostly prefer to see a well-thought-out, competent and solid both mechanically and personality-wise character that makes sense for the game most of all.

Personally, I like our DS Sample Character archive. They all aren't terribly min-maxed but they were certainly solidly competent. While I myself do like to optimize a bit, I don't let it COMPLETELY dictate how a character is.

And there is NOTHING WRONG with some creative min-maxing for a character. As long as it doesn't turn into ''cheating munchkinism'', it's fine. People who run the shadows might well pick something to get good at.

(Also, on a more humorous note, think about the ''Real Life'' min-maxers out there. Tell me Stephen Hawking didn't max out his negative qualities to get those positive ones. (IMG:style_emoticons/default/wink.gif) (IMG:style_emoticons/default/biggrin.gif) )
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Tymeaus Jalynsfe...
post Apr 26 2009, 04:27 PM
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QUOTE (Jaid @ Apr 25 2009, 11:32 PM) *
the multi-quote function exists for a reason. i suggest you try it out.

and regardless of whether a rocker or a tribesmen make sense as a shadowrunner, they certainly don't make sense as a 400 BP shadowrunner who would work alongside a combat hacker or a drone rigger as an equal. certainly, you could have half a dozen gangers and call them a shadowrunning group, but they also would probably not be a 400 BP group (which, notwithstanding they're not the grand high emperors of the shadows, are generally going to be reasonably experienced runners). if they were to present 320 BP characters as examples of a low power campaign, then i could certainly see including those archetypes. in a low power level, you likely don't have a rigger so much as you have a go-ganger, your 'street samurai' could be anything from a bouncer to a ganger to a tribal warrior, your hacker is probably some kid who knows a thing or two about computers, your 'covert ops specialist' is actually a cat burglar, your 'face' is a drug-dealer, and so on. in such low-powered groups, these archetypes would fit.



To Each his own I guess...

I have always liked the idea of the rocker hanging with the competent street assassin... unfortunately, Shadowrun does not provide a good atmosphere to do so... but that does not mean that I am gonna give up trying though...

As far as Low-Powered vs. High Powered... I have seen some very high-powered characters that are still no good in a team... while the characters that are seen as incompetent (or low-powered) fit better in the team with their story and concept... it is a highly variable thing and changes from character to character, and from campaign to campaign...
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Draco18s
post Apr 26 2009, 06:19 PM
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QUOTE (Jaid @ Apr 26 2009, 12:32 AM) *
the multi-quote function exists for a reason. i suggest you try it out.


Actually, it doesn't. I've been unable to use it since as long as I can remember. Try it (I tried it when making this post, I only got your post quoted!).
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Cain
post Apr 26 2009, 06:49 PM
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QUOTE (Jaid @ Apr 25 2009, 10:32 PM) *
the multi-quote function exists for a reason. i suggest you try it out.



QUOTE (Draco18s @ Apr 26 2009, 11:19 AM) *
Actually, it doesn't. I've been unable to use it since as long as I can remember. Try it (I tried it when making this post, I only got your post quoted!).

Seems to work just fine for me.

Anyway, I agree with Glyph. Frank Trollman's analysis of the Smuggler in the sample character archive is a good one: the archetype just isn't good at smuggling. She's a decent wheelwoman, but still won't be outflying any T-bird pilots anytime soon. Many of the sample archetypes are like this.
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Draco18s
post Apr 26 2009, 06:55 PM
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QUOTE (Cain @ Apr 26 2009, 01:49 PM) *
Seems to work just fine for me.


Odd. Broswer? I use FF3.
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Dhaise
post Apr 26 2009, 07:51 PM
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Who wants to run with my Stephen Hawking Bounty Hunter?
He has a few quirks and issues, but since he was built using 400 bp's, he must be perfectly competent at doing his job,right?
I can guarentee he will not outshine the other characters by stepping on their toes or areas of specialty,so he's perfectly balanced,right?
He will do everything better then that Troll BH can, with the possible exceptions of 'get shot at', 'stand around uselessly', 'soak damage', and 'waltz'.
I know I'm going to hell
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Cain
post Apr 27 2009, 12:35 AM
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QUOTE (Draco18s @ Apr 26 2009, 11:55 AM) *
Odd. Broswer? I use FF3.

I use Firefox as well. Maybe you should take this to a mod?
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Malachi
post Apr 27 2009, 01:11 AM
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QUOTE (Glyph @ Apr 25 2009, 11:53 PM) *
The smuggler is a decent rigger in the classic group's wheelwoman sense but lacks any real smuggling skills (unless you count driving real fast while people are shooting at her while there is contraband in her trunk).

Hmmm... in SR4A the Smuggler archetype has: Dodge, Etiquette (Smugglers), Electronic Warfare, Gunnery, Mechanical Skill Group, Navigation, Negotiation (Bargaining), Perception, Pilot Aircraft, Pilot Ground Craft, Infiltration, and a low Pistols. She has knowledge skills in Border Patrol Tactics, Smuggler Safe Houses, and Smuggling Routes. I'm not sure what else a "smuggler" would really need. Con maybe? Disguise? Forgery? Sure, but you can't have everything off of character creation. She could probably use a smuggler contact or maybe a border patrol guard, but I'm curious what specific "smuggling" skills she's missing.

QUOTE (ElFenrir @ Apr 26 2009, 02:01 AM) *
and Re: taking 35 points of negative qualities is a bad thing-I dunno, I think I know a lot of people who have around this IRL. On the flipside, we don't get nearly as many positive ones to balance them out. I could probably find quite a few flaws that I have. I just ask my players if they take them, that they fit.

I don't mind it if it fits the character concept. What I find tiring/cliche is the fact that it seems like very build on DS needs to have "35 points of negative qualities" like its some sort of obligation for making an "optimized" build or something. When selecting qualities with just the BP gain as a mindset, the player often selects ones not that they think fit the character best, but ones that they don't think will come into play.

EDIT: Multi-quote befuddled me for a while. It works like this: click the multiquote button on EACH post that you would like to quote, then click the Add Reply button at the very bottom. Quick Reply won't work, and if you click "Quote Post" on any of them it will start a post quoting only the last one that you clicked.
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Glyph
post Apr 27 2009, 01:40 AM
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QUOTE (Malachi @ Apr 26 2009, 05:11 PM) *
Hmmm... in SR4A the Smuggler archetype has: Dodge, Etiquette (Smugglers), Electronic Warfare, Gunnery, Mechanical Skill Group, Navigation, Negotiation (Bargaining), Perception, Pilot Aircraft, Pilot Ground Craft, Infiltration, and a low Pistols. She has knowledge skills in Border Patrol Tactics, Smuggler Safe Houses, and Smuggling Routes. I'm not sure what else a "smuggler" would really need. Con maybe? Disguise? Forgery? Sure, but you can't have everything off of character creation. She could probably use a smuggler contact or maybe a border patrol guard, but I'm curious what specific "smuggling" skills she's missing.


From Frank Trollman's analysis:
QUOTE
The Smuggler archetype suffers from not being good at, well, smuggling, She can drive, she can fix a car, and she can fight. Can she bluff her way past a check point? Not really (2 dice for Con). Can she sleaze under observation through traffic? Not really (4 Dice for Shadowing). Can she hide contraband from investigating authorities? Again no (4 ice for Palming tests). Basically there's nothing she can do as far as smuggling goes except put a tool box on the accelerator and hope that the fuzz doesn't show. That's unfortunate. Hell, she has metal in her bones and she can't even personally walk through a checkpoint without having alarms go off.


I guess it depends on what kind of smuggler you are talking about. If you are envisioning someone more like Cowboy from Hardwired, whose "smuggling" essentially consists of driving a vehicle from Point A to Point B through hostile terrain, then the archetype is fine (not dissing Hardwired, by the way - it rocks).
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Draco18s
post Apr 27 2009, 01:43 AM
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QUOTE (Malachi @ Apr 26 2009, 08:11 PM) *
EDIT: Multi-quote befuddled me for a while. It works like this: click the multiquote button on EACH post that you would like to quote, then click the Add Reply button at the very bottom. Quick Reply won't work, and if you click "Quote Post" on any of them it will start a post quoting only the last one that you clicked.


Oh. That makes sense. (IMG:style_emoticons/default/ohplease.gif)
One other forum that I've been on that had multi-quote had it change color (to red if it was included, back to brown if not) and you could click on "quote" on any post and the others would get dragged in. It's one of those HCI things. Feedback and Simplicity. The former because I knew which posts were included and which weren't, and the second because it didn't matter how I went about causing a reply (other than "quick," if you're quoting it isn't quick).
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toturi
post Apr 27 2009, 01:45 AM
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QUOTE (Malachi @ Apr 27 2009, 09:11 AM) *
I don't mind it if it fits the character concept. What I find tiring/cliche is the fact that it seems like very build on DS needs to have "35 points of negative qualities" like its some sort of obligation for making an "optimized" build or something. When selecting qualities with just the BP gain as a mindset, the player often selects ones not that they think fit the character best, but ones that they don't think will come into play.

No, I do not think the player selects the ones that they think will not come into play but the ones they think will have the least negative impact on the performance of the build, hence optimisation. 35 points of negative qualities is an integral part of optimisation since if you are skillful, you can minimise the negative effects of such qualities. In fact, for optimisation, it is useful to bear in mind the character concept is a near-Mary Sue. All of their strengths, none of their weaknesses - or at least as close as you can get.
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Draco18s
post Apr 27 2009, 01:53 AM
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QUOTE (toturi @ Apr 26 2009, 08:45 PM) *
In fact, for optimisation, it is useful to bear in mind the character concept is a near-Mary Sue. All of their strengths, none of their weaknesses - or at least as close as you can get.


What hacker/technomancer takes that negative quality that was...what's it called...oh, Simsense Vertigo. Or Gremlins. No hacker would take Gremlins.
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suppenhuhn
post Apr 27 2009, 02:10 AM
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QUOTE (Glyph @ Apr 27 2009, 03:40 AM) *
I guess it depends on what kind of smuggler you are talking about. If you are envisioning someone more like Cowboy from Hardwired, whose "smuggling" essentially consists of driving a vehicle from Point A to Point B through hostile terrain, then the archetype is fine (not dissing Hardwired, by the way - it rocks).

Agreed, besides how would palming help in hiding a crate of machine guns from the authorities?

QUOTE (toturi @ Apr 27 2009, 03:45 AM) *
No, I do not think the player selects the ones that they think will not come into play but the ones they think will have the least negative impact on the performance of the build, hence optimisation.

Which then shouldn't be worth any points imo.
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The Jake
post Apr 27 2009, 02:36 AM
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QUOTE (Draco18s @ Apr 26 2009, 06:55 PM) *
Odd. Broswer? I use FF3.


Same. Using FF3 and doesn't work for me either.

- J.
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Tymeaus Jalynsfe...
post Apr 27 2009, 02:37 AM
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QUOTE (Cain @ Apr 26 2009, 11:49 AM) *
Seems to work just fine for me.

Anyway, I agree with Glyph. Frank Trollman's analysis of the Smuggler in the sample character archive is a good one: the archetype just isn't good at smuggling. She's a decent wheelwoman, but still won't be outflying any T-bird pilots anytime soon. Many of the sample archetypes are like this.




First: Define Good...

Second... due to the fact that a starting character cannot start the game with a T-Bird, it is an irrelevant comparison... she works just fine as a starting smuggler... Needs some seasoning, no doubt, but will work just fine...
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Malachi
post Apr 27 2009, 03:10 AM
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QUOTE (Glyph @ Apr 26 2009, 07:40 PM) *
I guess it depends on what kind of smuggler you are talking about. If you are envisioning someone more like Cowboy from Hardwired, whose "smuggling" essentially consists of driving a vehicle from Point A to Point B through hostile terrain, then the archetype is fine (not dissing Hardwired, by the way - it rocks).

Yeah, and with the Infiltration skill and the Knowledge skills she's more built to avoid/outrun the border patrols than try to "sleaze" past them.
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Tymeaus Jalynsfe...
post Apr 27 2009, 03:12 AM
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QUOTE (Malachi @ Apr 26 2009, 08:10 PM) *
Yeah, and with the Infiltration skill and the Knowledge skills she's more built to avoid/outrun the border patrols than try to "sleaze" past them.



Exactly the way I see it as well...
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Cain
post Apr 27 2009, 03:33 AM
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QUOTE (Tymeaus Jalynsfein @ Apr 26 2009, 07:37 PM) *
First: Define Good...

Second... due to the fact that a starting character cannot start the game with a T-Bird, it is an irrelevant comparison... she works just fine as a starting smuggler... Needs some seasoning, no doubt, but will work just fine...

You hate it when I define things in terms of dice pools, but 2 dice for Con certainly isn't it. As far as T-Birds go, that's what many of the border patrol guards fly, so she'll need to be able to outmaneuver them (she can't).

I've seen the starting smuggler in action up close and personal (someone was running one in the Missions games I was in) and while she could do several things, smuggling wasn't one of them. We relied on the rigger and the face to sneak contraband past border checkpoints, of which you could go through several in an hour (Denver, in case you were wondering).
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Tymeaus Jalynsfe...
post Apr 27 2009, 03:39 AM
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QUOTE (Cain @ Apr 26 2009, 08:33 PM) *
You hate it when I define things in terms of dice pools, but 2 dice for Con certainly isn't it. As far as T-Birds go, that's what many of the border patrol guards fly, so she'll need to be able to outmaneuver them (she can't).

I've seen the starting smuggler in action up close and personal (someone was running one in the Missions games I was in) and while she could do several things, smuggling wasn't one of them. We relied on the rigger and the face to sneak contraband past border checkpoints, of which you could go through several in an hour (Denver, in case you were wondering).



I am familiar with Denver...
But again, with the knowledges (Border patrrol tactics, smuggling routes) and Active skill set (Infiltration, Hacking (Surveillance), Navigation, and EW) of the character, she should not have to Con anyone (or it should be an uncommon occurrence), she should be able to avoid (Infiltration) the opposition... at least it should be an option anyway... She should play to her strengths, not her weaknesses...

And, it is not hard to outmaneuver a T-Bird in a Land Vehicle... the sheer speeds of a T-Bird make it a very inefficient vehicle for interdiction...
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Shinobi Killfist
post Apr 27 2009, 03:59 AM
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Yeah I think this smuggler isn't the type to go through border security, its the type that hopes they never bump into border security. Think drug smugglers trying to avoid the coast guard not coyote hiding someone in there seat while they legally cross the border.
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Cain
post Apr 27 2009, 04:15 AM
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QUOTE (Tymeaus Jalynsfein @ Apr 26 2009, 08:39 PM) *
I am familiar with Denver...
But again, with the knowledges (Border patrrol tactics, smuggling routes) and Active skill set (Infiltration, Hacking (Surveillance), Navigation, and EW) of the character, she should not have to Con anyone (or it should be an uncommon occurrence), she should be able to avoid (Infiltration) the opposition... at least it should be an option anyway... She should play to her strengths, not her weaknesses...

Her strengths, such as they are, is driving in the open and hoping she doesn't run into any serious opposition. That's fine and dandy, but what happens when you reach Point B? You need to get into places to smuggle, and she can't do that.

Also, her Infiltration and Stealth skill set (in 4.0) is nonexistent. Her only hope is to outfly/outdrive any opposition she encounters, and that's just not going to be something you can rely on.
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