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emo samurai
post Jan 22 2007, 08:58 AM
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For example, their Improved Skill power. For .5 power points, they can get +1 to a combat skill of their choice. For .2 (thanks for the correction, yoippari) essence, a samurai can get muscle toner to boost their Agility, making all their combat skills more effective. They both have hard caps no matter what they do, +3 bonus if skills and attributes are maxed. That is not fraggin fair at all.

In my game, the Improved Skill power will give you an auto-hit. One dice out of every roll using that skill will be a success. The power will be limited to skill level. I believe this to be fair.

As for Improved Attribute, it will cost .5 PP no matter what. This is stolen from Serbitar.

Increased Reflexes will cost 1 PP per level.

As for all the gimmick powers from Street Magic, I am making them cost half what they do. 1 PP for living focus? WTF?

How do I balance this out? I halve all essence costs. All of them.
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yoippari
post Jan 22 2007, 09:05 AM
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The extra .3pp (muscle toner is .2) from improve skill is free from nuyen and magical healing though. A adept can get muscle toner too and with toner 3 only cost .6 essence which allows them some more ware before they hit the 1 essence mark. Later they can initiate/buy magic like normal.
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emo samurai
post Jan 22 2007, 09:10 AM
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But that doesn't change the fact that a pure adept is not the least bit viable compared to a street sam. Even in the long term, a street sam can upgrade all his cyber and put in all the shit he wants. And it doesn't change the fact that the muscle toner does a LOT more than improved ability for less than half the magic point cost. And that -1 dice for healing matters jack shit.

Plus, the way I play it, nuyen's easier to come by than karma. Even in a normal, non stupidly-powerful game, you'll get maybe 2500 nuyen to one karma, and that 2500 nuyen is going to buy a LOT more than that one karma.
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Grinder
post Jan 22 2007, 09:21 AM
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An adept has nearly unlimited possibilites, as there is no "maximum magic rating", while a sammie can only use his 6 points of essence. And as soon as he gets into beta- or even deltaware he needs a lot of money.

That said, I don't like your idea of auto-hits.
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Serbitar
post Jan 22 2007, 09:27 AM
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I think the auto hit idea is very interesting, when implemented well. Will think about it.
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Thanee
post Jan 22 2007, 09:31 AM
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Well, Adepts get one thing that Street Sams do not... they are less obvious (cyberware scanners and all that).

Also, of course, they can raise their Agility and get the extra dice on top. It's just somewhat expensive to get there for them.

That said, I agree, that Adepts are not really that great... I always wondered why people thought they were overpowered.

I think your changes are over the top, though, but I guess that works for you. :)

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Crusher Bob
post Jan 22 2007, 09:33 AM
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Currently the hacker adept and the social adept are pretty much unbeatable.

The combat adepts main power advantage seems to be combat sense; they can drive thier passive defenses up a bit easier. A sam maxes out at reaction 9. A sample adept with magic 5 could get the wired 2 adept power, 4 points of combat sense, and start with 11 dice of passive defense. An adept maxed for passive defense would have 15+ dice (combat sense 6, reaction 9) which is probably doable with 100 karma.

The combat adepts lose out on agility boosts. (combat sense is about the ssame as a reaction increase) and the adept IP increases are sorta suck, but not terribly bad.

Hmm, can you squeeze in synaptic 3, with at least magic 1 left over without gimping a starting adept?
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ShadowDragon
post Jan 22 2007, 09:35 AM
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With those changes, why would I play a street sam? Especially the autohits - that is beyond broken.
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Ophis
post Jan 22 2007, 09:38 AM
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*does the happy dance of not being alone*

Glad to see I'm not the only one.

The alterations I use.

Improved attribute is 0.5 per level as per Emo and Serbiter
Increased Reflexes is 1.5 per level (equals how I run wireds).
Astral sight costs 0.5 for Mystic adepts
I would probably drop Living Focus down to 0.5
I allow Armour piercing to work on any melee attack for the adept (as unarmed is not the only fruit).

*checks list(twice)* Yep thats the lot. Most adepts get a point of cyber BIO anyhue.
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Thanee
post Jan 22 2007, 09:40 AM
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QUOTE (Crusher Bob @ Jan 22 2007, 10:33 AM)
Hmm, can you squeeze in synaptic 3, with at least magic 1 left over without gimping a starting adept?

Everything, that is available as both adept power and cyber-/bioware, which costs significantly less Essence as compared to the PP cost (esp. Muscle Toner, Synaptic Accelerator) is an improvement for the Adept, when it is used instead of the appropriate Power.

Synaptic 2 and another point of Essence worth of Muscle Toner, etc costs the Adept 2 Magic and grants abilities in the realms of 5-6 PP total. It does cost a lot of ¥ though. ;)

Bye
Thanee
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Xenith
post Jan 22 2007, 09:43 AM
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Sorry, but from what I've seen as GM, adepts rock straight out of the box when done correctly. At first adepts specialize. A throw adept = awesome (tossing about 6 - 9p projectiles TWICE in a round tends to do that). A sword adept = awesome (strength boost with improved ability and counterstrike... brings tears to my eyes).

Mystic adepts tend to be a little hard to play at first, but hey... having the Boosted Reflexes spell as well as a few other buffs and other utility spells makes up for it.

If your adepts suck, well, thats something you might want to think about. Its all about who plays them.
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Charon
post Jan 22 2007, 09:49 AM
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Meh.

So this week it's the physad's turn to suck when compared to the street sam?

I'm guessing that if we were to make lists of the "Physads are too weak!" crowd and the "Street Sam are underpowered!" mob you'd mostly end up with list of people who prefer playing Physads and Street Sam respectively but are disapointed that their PC of choice doesn't rock hard enough in their opinion when compared to the competition.

Either way, I'm not touching this one. There's a physads and a street sam in my campaign. They're both happy and that's that.
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NightmareX
post Jan 22 2007, 11:01 AM
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QUOTE (emo samurai)
How do I balance this out? I halve all essence costs. All of them.

How does that balance anything? All you've done is halved the cost for both cyber boys and adepts, giving them both more stuff to play with.

Adepts don't need any help - their borderline overpowerful as it is. If they aren't you're not min-maxing them to the utmost (I have a noterious min/maxer that loves to play adepts - his adepts easily outshine the rest of the team).

The autohits idea is ungood.
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Thanee
post Jan 22 2007, 11:46 AM
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QUOTE (NightmareX @ Jan 22 2007, 12:01 PM)
Adepts don't need any help - their borderline overpowerful as it is.  If they aren't you're not min-maxing them to the utmost (I have a noterious min/maxer that loves to play adepts - his adepts easily outshine the rest of the team).

I would like to see one such Adept (out of curiousity)... can you post the essentials for one maybe?

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Thanee
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NightmareX
post Jan 22 2007, 12:25 PM
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QUOTE (Thanee)
I would like to see one such Adept (out of curiousity)... can you post the essentials for one maybe?

Rico
Body Agility Reaction Strength
4 5 5 (7) 3
Charisma Intuition Logic Willpower
3 3 5 4
Magic: 7 Essence: 6.0 Edge: 3
Initiative: 8 (10) Passes: 1 (3)
Physical Damage Track: 10
Stun Damage Track: 10
Karma – Current: 2; Total Earned: 54
Street Cred: 5; Notoriety: 1; Public Awareness: 2
Racial Abilities/Qualities: Adept, Ambidextrous, Aptitude (pistols), Addiction (smoking – moderate), SINner (normal), Addiction (caffeine – mild), Hunted (Yakuza – level 2)
Skills: Pistols (automatics) 6/8 (+2), Unarmed Combat (Escrima) 2 (4), Clubs (Escrima) 2 (4), Infiltration 5 (7), Throwing Weapons 2, Long Arms 4, Dodge 3, Pilot Ground Craft 2, Athletics Skill Group 1, Con 4, Perception 3, First Aid 2, Etiquette (street) 1 (3), Automatics 2
Language Skills: English (native), Spanish 3
Knowledge Skills: Military Theory 5, Magic Theory 4, Police Procedures 3, Chemistry 3, Seattle Rumor Mill 2, Gang Id 4
Adept Powers: Improved Reflexes (level 2), Improved Pistols (level 2), Mystic Armor (level 2), Lowlight Vision, Flare Compensation, Improved Infiltration (level 2), Combat Sense (level 2)
Tradition: Warrior Path Adept, Grade 1 Initiate; Metamagics: Masking

=========

Not much to look at really, until you realize that with smartlinks he's rolling 15 dice to send heavy pistol ammo down range. The next most competant character in the team is a rigger, rolling 13 dice (Gunnery 4, Sensor 3, Control Rig 2, full VR 2, smartlink 2) to send ammo down range in a Steel Lynx. Everyone else is rolling about 10 dice in their top area, and the troll magician adept is rolling a whopping 7 dice.
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ixombie
post Jan 22 2007, 12:39 PM
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The pure adept is at a disadvantage to the Samurai when starting out. But this has always been the case. It's also always been the case, and still is, that Adepts have less limits on their potential advancement than sammies.

But when you make a cybered combat adept, the distinctions in starting power largely disappear. You can take muscle toner, bone density, and synaptic accelerator without losing much magic. Then sink your power points into combat sense and improved ability. This will leave you just a point or two lower than a samurai in most attributes, but with a totally sick dodge pool. Dodge rules combat in SR4, and so does surprise since it prevents people from dodging. Adepts can get an extra +6 vs surprise and on defense tests that sammies can never get, as well as a +3 to dodge from improved ability. Going that route, you have the adept's unlimited advancement combined with the samurai's high stats and reflexes. When built that way, adepts really start to outshine mundane combat characters by virtue of being so incredibly difficult to hit.
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ThreeGee
post Jan 22 2007, 12:45 PM
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If they suck right now, lord knows what they did in editions 1 2 and 3...
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Rotbart van Dain...
post Jan 22 2007, 12:52 PM
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QUOTE (Serbitar)
I think the auto hit idea is very interesting, when implemented well.

Interesting is indeed the right word. Back to Adeptrun, I guess.

BTW - it's good that backgroundcount now limits Adepts, too.
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Thanee
post Jan 22 2007, 03:23 PM
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QUOTE (NightmareX)
Not much to look at really...

Enough to get an idea what you mean... thanks. :)

You don't have any min/maxed Samurais in your group, or do you? ;)

Bye
Thanee
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Serbitar
post Jan 22 2007, 03:36 PM
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I personally would like the following changes:

Improved Pysical Attribute: 0.5 per rating (still not that good)
Attribute Boost: up to 0.5, only rating 1
Improved Skill: OK (mostly)
All things that give +1 die for only one test get their effect doubled (give +2 dice plus other effects doubled), this includes: Great Leap, Falling, Wall Running, and much more (the stuff why you want to be an adept)
Kinesics: capped like Pheromones (because they effectively raise Charisma)
Traceless Walk: 0.5
Reflex Stuff: 1.5 per Rating
Living Focus: 0.5

And some others which I forgot. Look at my thread here for a detailed overview.
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James McMurray
post Jan 22 2007, 03:43 PM
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QUOTE (ThreeGee @ Jan 22 2007, 07:45 AM)
If they suck right now, lord knows what they did in editions 1 2 and 3...

If my ancient brain recalls correctly, SR1's adepts did get auto hits with their power. The rules wasn't removed from the next edition because of how fair and balanced it was.
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Kyoto Kid
post Jan 22 2007, 04:04 PM
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...So far I've played two Adepts: KK4.3 and Hurricane Hannah.

I personally have few issues and actually think in some ways they've been improved.

For one, Killing Hands is a one time expenditure and not stepped (since the L-M-S-D damage codes are no more)

Second, Critical Strike is cheap. for 1 PP you can add +4 to your unarmed DV. With a 5 Str that gives you a starting DV of 7 - on par with a sporting rifle.

(With the combination of the above an adept is a weapon focus).

Third. Improved ability can be used on specific skills within a skill group (check the Gunbunny Adept Sample Character)

Fourth, with the elimination of damage codes SR4 did away with the magic loss for Deadly Wounds.

The two downsides I see are:

The higher cost of rasing your magic above 6.

I agree, some of the new powers in Street Magic (like Wall Running) are too expensive.

BTW, I would be very hesitant to use the Auto Hits option. This is similar to the old Auto Successes power from SR1 which was dropped from later versions.
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Lantzer
post Jan 22 2007, 04:26 PM
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This is a silly discussion.

I thought everyone knew that the way to go for the powergamer was an adept with 'ware?

You get just a couple of really expensive pieces of 'ware that the sammies can't afford to get in their packages (and will unlikely ever afford to upgrade to), then spend the rest of your career upgrading along the magic path.

A true powergamer doesn't choose one route over the other - he uses the best from _both_. Actually, He goes with a cybered mystic adept if he's looking really long term.

EDIT: Just so folks know, This was semi-tongue in cheek. It's true, but I don't reccomend ditching a fun character to make the next adept death machine. I'm playing a sammie right now.
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Moon-Hawk
post Jan 22 2007, 05:03 PM
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QUOTE (emo samurai)
I believe this to be fair.

I bet you do. :P

Seriously, you've kept the same cost but tripled the bonus. Plus, if it's adding hits rather than dice it no longer applies to the dice cap, so by mixing it with things like reflex recorders you're adding even more dice.
In my game I have a mix of adepts and sammies. I guess if you're not getting anyone playing adepts then it might be a problem, but it's probably a problem with your 400 other house-rules rather than the core rules.

I know your games are AWESOME, and I'm not saying that there's anything wrong with that, but I am saying that in light of how many house rules you have and your play-style, it makes it pretty damn difficult for anyone to have a meaningful conversation about game balance with you.
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Rotbart van Dain...
post Jan 22 2007, 05:25 PM
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QUOTE (Moon-Hawk)
Seriously, you've kept the same cost but tripled the bonus.

Actually, it four times the benefit... plus the removal of the 'no stress' rule.
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Xenith
post Jan 22 2007, 05:41 PM
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*shakes head* Seriously, I have a player with an adept orc throwing specialist who's a bloody death machine with a magic of -4-

Adepts are defiantly not underpowered. I even made an adept who could talk his way out of any situation, had multitasking, and facial sculpt to the point he could literally look like anyone. He was also rather frightening with pistols (dice pool of 10). He had a magic of 5.

Underpowered. Bah.
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mfb
post Jan 22 2007, 05:53 PM
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QUOTE (emo samurai)
In my game, the Improved Skill power will give you an auto-hit. One dice out of every roll using that skill will be a success. The power will be limited to skill level. I believe this to be fair.

with the fixed TN used in SR4, that actually is fair.
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lorechaser
post Jan 22 2007, 06:19 PM
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QUOTE (NightmareX @ Jan 22 2007, 06:25 AM)
Not much to look at really, until you realize that with smartlinks he's rolling 15 dice to send heavy pistol ammo down range.  Everyone else is rolling about 10 dice in their top area, and the troll magician adept is rolling a whopping 7 dice.

Seriously?

10 dice in their top area?

I'm not in the adepts are underpowered category, or the sams are underpowered category, but 10 dice?

Agility [5 (7)] + Automatics (Assault Rifle) [6(8)]

That should be the baseline for your adept or your sammie. So 15 dice to start. Then either a reflex recorder or improved ability, and a smartlink. That's 18 dice easy.

My gunslinger adept rolls 20 dice with Automatics. My Sam rolls 18, but has a better reaction and is tougher.

The only true issue I accept is that there are some places where it's possible that the adept powers are always overshadowed by the equivalent Bio.

That's improved reflexes, and improved ability. IR is balanced by the 32 bp (out of your 50) nuyen cost. It still may not be enough. Improved Ability is the only adept power I buy as legitamately underpowered (esp. given Boost Ability).
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emo samurai
post Jan 22 2007, 06:29 PM
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The thing with autohit is, whatever dice hit can not be rolled. So if you have Agility 6 + Blades 4 and you have 4 autohits, you can only roll 6 dice. You don't get 10 dice plus 4 hits. And you can't autohit attribute dice, only skill dice. And any negative dice pool modifiers remove autohits. That's before any positive modifiers are granted.
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HappyDaze
post Jan 22 2007, 06:41 PM
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QUOTE (lorechaser)
Agility [5 (7)] + Automatics (Assault Rifle) [6(8)]

That should be the baseline for your adept or your sammie.

What you consider 'baseline' appears to be very nearly the maximum for a starting character. I'm not's sure everyone will agree that 90% peak is a 'baseline' value.
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Serbitar
post Jan 22 2007, 06:53 PM
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Baseline for SAMs:

Attribute 4-5, Attributeware 3, Skill 4-5, Specialisation 2, Skillware 1, Smart 2 = 16-18 dice.

15 dice is the least I expect from a SAM using his primary weapon.
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lorechaser
post Jan 22 2007, 07:16 PM
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QUOTE (HappyDaze)
QUOTE (lorechaser)
Agility [5 (7)] + Automatics (Assault Rifle) [6(8)]

That should be the baseline for your adept or your sammie.

What you consider 'baseline' appears to be very nearly the maximum for a starting character. I'm not's sure everyone will agree that 90% peak is a 'baseline' value.

Only in their primary skill. It is about the cap, yes.

To be fair, it's not in line with what the book suggests as a normal level. But for a serious survivor, I think it's pretty well required.

SR really requires competency to survive, I feel. With the ease of death, an average runner will be dead in a week.

But that's a matter of preference, I know.

I guess more to the point, there's not that much difference between an adept and a sammie in those regards. Both primarily rely on their skills and attributes. They then have the option to boost their skills by a couple points with ware/adept powers, and then to boost their attributes by the same.

In my defense, I'm on at least 3 different OTC meds for allergies today. I'm...uh...not sure how that plays in, but I think it does. Somewhere.
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sunnyside
post Jan 22 2007, 07:18 PM
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Why hasn't anyone mentioned the healing bit. I'm away from my book but I'm pretty sure they didn't take that out of magic and I know it's in regular first aid.

While the hit limites and starting threshhold of two on healing means you won't get the SR3 effect where when a Sammie goes down he stays down and when an adept goes down he's back at full health in a few combat turns (first aid, then magical healing).

But it's still a difference that favors an adept along with their concealability. Which means that they SHOULD be worse at straight up combat. (Though I do think some things are now overpriced.)

Also part of what made an adept go from good to great before were some of their super stealth abilities. But I don't have the new books. Can they still walk without noise on top of leaves or balance on the tiniest of branches?
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Moon-Hawk
post Jan 22 2007, 07:24 PM
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Yes, adepts still have Traceless Walk.

And I think the adepts' healing advantage is lessened in this edition since by many people's interpretation of the healing rules 10 boxes of damage takes all of a day or two to heal. (note that there are more than one interpretation, several of which make a good deal more sense to me, but there is still some ambiguity and confusion)
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2bit
post Jan 22 2007, 07:28 PM
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lol . . . adepts underpowered. I guess you also forgot with how much ease they can dispatch spirits.
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Thanee
post Jan 22 2007, 09:49 PM
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Not Force 20 spirits...

Bye
Thanee
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Thanee
post Jan 22 2007, 09:51 PM
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QUOTE (sunnyside)
Why hasn't anyone mentioned the healing bit.

You mean apart from the very first reply (and the re-reply)? ;)

Bye
Thanee
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WhiskeyMac
post Jan 22 2007, 10:24 PM
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How are Adepts more concealable when every important place that they would be sneaking into would have someone with astral sight assense them for talent? In order for you to tell if someone has wired reflexes and other cyber that is inside the body you have to use tech or you can't tell anyway. Besides, if I was a security guard in 2070 I would be wary of anyone who was 40 years or younger who didn't have either cybereyes or a datajack or both. I would then call up the mage and have them assense the person. Wireless just came out about 5 years ago so datajacks aren't completely useless yet and cybereyes are still considered "cool" and "fashionable".

Oh yeah, not to nitpick but with the sample uber-adept his addictions aren't legal. Nicotine and Caffeine aren't considered "harmful" enough to warrant BP.

I think without a Magic hardcap Adepts are always going to outpace Street Sammies anyday. They always have and always will as long as that hardcap isn't there.
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djinni
post Jan 22 2007, 10:31 PM
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QUOTE (WhiskeyMac)
Wireless just came out about 5 years ago so datajacks aren't completely useless yet and cybereyes are still considered "cool" and "fashionable".

wireless came out 5 years ago? yeah but everything is wireless. cool/fashionable is dependant upon your social circle
so anyone who could have afforded a datajack can also afford to have it removed.
what about induction pads?
I have never seen an adept outpace any streetsam.
and all we see in this thread is people "talking"
adepts are fine, adepts are uber powered, adepts are underpowered...
Sammies are better, sammies are worse...
why not show the examples of why adepts are better or sammies are better.
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Serbitar
post Jan 22 2007, 10:54 PM
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QUOTE (WhiskeyMac @ Jan 22 2007, 11:24 PM)
I think without a Magic hardcap Adepts are always going to outpace Street Sammies anyday. They always have and always will as long as that hardcap isn't there.

Not in SR4.

I give you 150 Karma and 450k (thats a ratio of 1 to 3k) on top of the 400 BP
Try to make an adept without cyberware (note face adept though, kinesics are broken) that is better than its cybered version.

Adepts start to outpace SAMs only at incredibly unrealistic karma amounts of 300 or so.
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Naysayer
post Jan 22 2007, 11:12 PM
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With only 1 or 2 in 100 people magically active, I wonder where you are going to get all those astrally percieving watchdogs?
In sensitive areas, yes. But definitely not as commonplace as ware-scanners.

My personal playing experience with adepts is limited to SR2 (yes, I am quite old, me), and I always felt even were chickenshit compared to even the standard out-of-the-box BBB-sams.
With SR4, I feel the playing-field has been a bit evened, at least on paper.
Unless you're min-maxing. Then, a well-cybered char can wipe the floor with a pure adept. Attribute-powers are, and have always been, too damn expensive.

Seriously though, my approach would probably be to gimp bio a bit. Make toner and aug a wittle more expesive, essence-wise. But then, I tend to like my SR low- to mid-powered, where a rating 5 is actually good and a 6 something you can aspire to...
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Rotbart van Dain...
post Jan 22 2007, 11:23 PM
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QUOTE (Serbitar)
Adepts start to outpace SAMs only at incredibly unrealistic karma amounts of 300 or so.

You forgot a zero there.
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Wakshaani
post Jan 23 2007, 01:03 AM
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QUOTE (lorechaser)
Seriously?

10 dice in their top area?

I'm not in the adepts are underpowered category, or the sams are underpowered category, but 10 dice?

Agility [5 (7)] + Automatics (Assault Rifle) [6(8)]

That should be the baseline for your adept or your sammie. So 15 dice to start. Then either a reflex recorder or improved ability, and a smartlink. That's 18 dice easy.

I look at your stats, tho, and go, "That's just crazy huge out there. Seriously? *Crazy!*"

Here, it's 4 (6) Agility with Firearms 4 and a Smartlink giving the Sammy 12 dice, making him a *monster*, while everyone else is in the 8-12 range.

The mage, for example, is Conjuring Group 4 and Magic 5, the Face is Charisma 5 and Influence Group 4, the Hacker is Skill Groups of 4 and rating 4 programs, etc.

8-10 is standard issue, with 12 being just crazy good.

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Roni
post Jan 23 2007, 01:16 AM
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QUOTE (Xenith @ Jan 22 2007, 12:41 PM)
*shakes head* Seriously, I have a player with an adept orc throwing specialist who's a bloody death machine with a magic of -4-

Underpowered. Bah.

There you go, talking about my character again. Don't forget my bouncyball ownage on the last run though.

[edit] Don't forget to mention that we only started out with 450 karma for our characters, using a slightly modified version of SeCKsy.
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FrankTrollman
post Jan 23 2007, 01:17 AM
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I think that the idea of charging Adepts extra for Increased Combat abilities is dumb. Adepts are supposed to punch people in the nuts, that's their iconic fucking job. Increase Attributes also shouldn't cost extra when the attribute is very large, since the only god damned point is that it is an attribute augmentation that exceeds your normal attribute limits.

And if you want to have Distance Shot and Elemental Strike at the same time to throw fireballs like Ryu, why the hell not? And people certainly shouldn't be paying more than a single Magic Point for either power when both are objectively inferior to just being a Mage and knowing a single spell.

So I'm willing to say that Adepts are overcharged for a lot of things. But autohits are bullshit. That was tried in SR1, and it was broken as fuck. With real broken and real broken sauce.

-Frank
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Roni
post Jan 23 2007, 01:28 AM
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I don't like the idea of auto-hits...That just means that phys adepts automatically own everybody else. I don't see that Adepts are gimped anyway. Maybe some people out there just can't really get the numbers to work right for them.
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mfb
post Jan 23 2007, 01:34 AM
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QUOTE (Roni @ Jan 22 2007, 08:28 PM)
I don't like the idea of auto-hits...That just means that phys adepts automatically own everybody else.  I don't see that Adepts are gimped anyway.  Maybe some people out there just can't really get the numbers to work right for them.

no, it doesn't. that's the neat thing. because the TN is fixed and everything is threshold-based, auto-successes don't mean auto-winning--they just mean that the effective threshold for their tests are lowered.

QUOTE (FrankTrollman)
So I'm willing to say that Adepts are overcharged for a lot of things. But autohits are bullshit. That was tried in SR1, and it was broken as fuck. With real broken and real broken sauce.

auto-successes would be horribly unbalanced in a variable-TN system, because they would allow you to succeed against any difficulty level. TN 100? no problem! however, when every TN is 5, auto-successes don't unbalance anything (unless they're handed out too liberally, which is true of any mechanic).

of course, SR4 doesn't actually use auto-successes...
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emo samurai
post Jan 23 2007, 01:35 AM
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Well, there are threshold modifiers for jumping in VR into a drone; -1 to each threshold.
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mfb
post Jan 23 2007, 01:37 AM
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exactly. -1 threshold is, basically, an auto-success. you just can't use that success unless you roll at least one success on the dice.
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toturi
post Jan 23 2007, 01:41 AM
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There is always an evolution from edition to edition. There are somethings that mundanes were good at that adepts are better (for) now, like hacking. There are somethings that adepts are going to be flat better at, like Social and "Brain" skills. The adept niche has changed. I do not presume to know what role the developers wanted the adepts to fill, but if I wanted to hazard a guess, I would think that they wanted people to move more towards a non-Combat skill oriented adept. Adepts are weakened in Combat Skills, but they are better now in other things.
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JonathanC
post Jan 23 2007, 01:53 AM
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QUOTE (emo samurai)
For example, their Improved Skill power. For .5 power points, they can get +1 to a combat skill of their choice. For .2 (thanks for the correction, yoippari) essence, a samurai can get muscle toner to boost their Agility, making all their combat skills more effective. They both have hard caps no matter what they do, +3 bonus if skills and attributes are maxed. That is not fraggin fair at all.

In my game, the Improved Skill power will give you an auto-hit. One dice out of every roll using that skill will be a success. The power will be limited to skill level. I believe this to be fair.

As for Improved Attribute, it will cost .5 PP no matter what. This is stolen from Serbitar.

Increased Reflexes will cost 1 PP per level.

As for all the gimmick powers from Street Magic, I am making them cost half what they do. 1 PP for living focus? WTF?

How do I balance this out? I halve all essence costs. All of them.

wait, what? Weren't we all talking last year about how terrible Street Sams were in comparison to Adepts? Yes, those points are a little more expensive, but keep in mind that the supply is, in theory, infinite. Where as Essence is a very limited resource, and low essence has a distinct disadvantage (magical healing is harder).
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Roni
post Jan 23 2007, 01:55 AM
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That's what I was thinking. I never really could get a mundane street sammy to work right for me, but maybe I'm just an awakened kind of guy...
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Glyph
post Jan 23 2007, 03:40 AM
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Personally, I think some 'ware should be better, able to do things that adept abilities can't. And it should be a temptation for an adept. And if he gives in, so what? He's just being smart!

For a hit of one Magic point, you can get Muscle Toner: 2, Synthcardium: 3, an alphaware Ultrasound Sensor, alphaware Cyberears with audio enhancement: 3 and sound dampening, and an alphaware Internal Air Tank. You have 2 points to all Agility tests and related skill tests, 3 additional points to all skills in the Athletics group, you can detect invisible enemies and active ultrasound sensors, you have superior hearing, and you can hold your breath long enough to negate any purely-inhaled gasses. And that's only one example.

But the poor sammie can't save a point of his Essense to buy adept powers with, so he is at a disadvantage compared to the adept, who can get the best of both worlds.

Street samurai start out potentially more well-rounded, as adepts start out as potentially better specialists, but adepts have the higher growth potential.
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Crusher Bob
post Jan 23 2007, 05:59 AM
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Well, here's my contribution teh broken cyber-adept build:

Ork (bow before the master race) 20 BP

B 4
A 5 (7)
S 3
R 4 (8)

I 5
L 3
C 2
W 3

Edge 3
Magic 5 (3)

Init 13 (3 IP)

Essence 4.0

skills:
Athletics Skill Group 4

Pistols (revolvers) 6 (9)
Unarmed Combat 4
Etiquette 4
Perception 3


Ambidexterity 5
Adept 5
whatever flaws float your boat (-25)

Adept Powers
Imp Pistols +3
Combat Sense 3

Contacts 15 pts
Resources 50 pts (30K Y left over for gear)

Ware:
Synaptic booster-2
Muscle Toner -2
Reaction Booster -2
Skill wires -3
2 active skillsofts @ rating 3 (maybe pilot ground vehicle & first aid?)

The skillwires allow the adept to compensate for its main weakness, lack of points left over for skills. On the other hand, you roll 13 dice of initiative, have 3 IP, shoot your warhawks with 20 dice, have a passive defense of 11 dice, can wear an armored jacket, can initiate...
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Protector152
post Jan 23 2007, 06:31 AM
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this is my 'pure' adept

Metatype : Troll
Adept

Attributes
Body: 8
Agility: 5
Reaction: 6 (9)
Strength: 8
Charisma: 2
Intuition: 2
Logic: 2
Willpower: 2

Edge: 2
Magic: 6 (12)
Initiative: 11
Essence: 6

Knowledge Skills
: N

Active Skills
Throwing Weapons : 5
Dodge : 6
Pistols : 4
Pilot Ground Craft : 4
Blades : 4


Positive Qualities

Negative Qualities
Sensitive System

Weapons
Katana
Survival Knife
Ares Viper Slivergun
10x Flechette Rounds (10 shots)

Armors
Chameleon Suit
Lined Coat
Clothing (Regular)
Clothing (Regular)
Actioneer Businnes Clothes

Vehicles
Suzuki Mirage (Racing Bike)

Commlinks
Commlink : Novatech Airware
OS : Iris Orb

Equipments
3x Fake Sin (Rating 6)
Weapon Focus (Rating 6)

Powers
Combat Sense (Level 6)
Improved Ability : Dodge (Level 6)
Improved Reflexes (level 3)
Mystic Armor (level 2)

Contacts
jo (L:3 C:2)
bob (L:2 C:3)

the combat sense and Improved Reflexes allow him to roll 15 dice to avoid getting shot and with Improved Ability : Dodge as well he rolls 27 dice to dodge attacks in close combat his mystic armor gives him 8/6 armor with a lined coat. this is just off the top of my head too
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Fortune
post Jan 23 2007, 06:33 AM
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QUOTE (Protector152 @ Jan 23 2007, 05:31 PM)
Magic: 6 (12)


:?
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Crusher Bob
post Jan 23 2007, 06:42 AM
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?!

Weapon foci do not add to magic. Imp ability is limited to 1/2 skill rating (so, basically 3). The dodge skill takes an action to do, so is almost never worth it. In addition, the gymnastics skill will do the exact same thing (for ranged combat, anyway), but is useful for other stuff as well. For close combat active defenses (as a close combat monkey), you should be relying on your close combat skill anyway.
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L.D
post Jan 23 2007, 06:42 AM
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That'd be the rating 6 weapon foci...

But the troll adept is breaking the rules in so many ways....
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Glyph
post Jan 23 2007, 08:11 AM
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For one thing, you can only get up to a rating: 2 weapon focus at char-gen due to availability. And a weapon focus adds to your dice pool for attacks with it - it does NOT raise your Magic Attribute. Improved Ability: Dodge, as someone mentioned, can only be 3 (1/2 the skill rating).
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Crusher Bob
post Jan 23 2007, 08:19 AM
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There's also 3 maxed stats (REA, AGL, MAG) at chargen (don't the only let you max 1)? A skill of 6 and as skill of 5 (only allowed one skill at 6 or two skills at five). It's possible the points don't add up correctly either. Really he might as well have written POWER LEVEL 9000+ on there somewhere.
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hyzmarca
post Jan 23 2007, 08:24 AM
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The difference between the adept and the Samurai is simple. At 500 karma, the Samurai will be throwing at least 12 dice in everything he does and at least 18 in what he does best. He even has a skill of 6 is sorcery and counter-spelling because he has nothing left to do with his karma but make Power Pacts with spirits who have Magical Guard and Innate Spell.
At the same level, the Adept is throwing upwards of 0 dice in what he does best but is probably still in the single digits with everything else.

Samurai are great generalists and poor specialists. Adepts are great specialists and poor generalists. It has always been so.

QUOTE (Crusher Bob)
POWER LEVEL 9000+


Power level 9000 really isn't that much. Plain humans are going to have power levels in the double digits but a plain old Super Sayajin is going to have a power level will over a million. By the time you hit SSJ3 it'll be in the high billions.
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Narse
post Jan 23 2007, 08:40 AM
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In my opinion adepts have always been kind of broken. Of couse I don't have as much experience with street sam, but it seems to me that some of the things adepts can do are kindof crazy. However it is true that street sams are more combat oriented, as far as the abilities provided by cyberwear go. I think this is what several of you are refering to when you say adepts cant compare to street sams with equivalent resources. But it is important to remember that adepts aren't always combat monsters. Adepts can be stealthy or charismatic or atheletic and many other things. Really it is this versitility that makes adepts of equal 'power' as street sams. Adepts can do some things that street sam just cant (improved skill, astral perception, combat sense, elemental strike, to name a few). And of course there are those combat niches where adepts are superior to cybered characters. For example throwing adepts can serously own, as far as I know there is no 'ware that enhances throwing abilities. So can meele troll adepts (weapon focus + improved skill > cyber spur + cybered attribute, IMO) and they have fun little abilities like counterstrike (combo that with combat sense). Furthermore some of the adept builds do have the 'concealability' factor. Cyber-replacements incur negative social modifiers (ok so bio avoids almost all of these, but its expensive!) where as no-one is likely to know that you have killing hands untill after you've hit them, Missile mastery is another example of an adept power that improves combat abilities with no-one being the wiser. The throwing adept is also a good example of the combat potential of adepts. with missle mastery and 5 levels of power throw an adept could throw hypodermic seringes for STR/2 + 5 P that also function as injection vectors for toxin attacks. (so with a trolls strenght of 9, and narcoject that is 10P now and 10S at the end of the combat turn. )
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Serbitar
post Jan 23 2007, 09:14 AM
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It is a myth that in SR4 SAMs have no potential and Adepts have all potential.

In SR4 a SAM has much more potential, because there is Bioware and Alpha and Beta Grades.

Making everything Apha/Beta, for about 1 Million Nuyen, a SAM can have almost all Cyber/Bioware that is available. Using a Karma to Nuyen ratio of 1:3k, this would be 333 Karma. A SAM with 333 karma and 1 Mio Nuyen is God, having about 8/0.8 = 10 Essence Points worth of Cyber/Bio (everything Alpha/Beta, with the Synaptic Alpha of course, that gives +3REA +3 IPS for 1.8 Essence) and all Attributes and Skills he needs maxed, while the Adept might have a Magic of 10 (costing him about 150 karma), but has to pay far more in power points than the SAM does in Essence and he wont have his attributes and skills maxed. He will have pretty good gear, though.
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Crusher Bob
post Jan 23 2007, 09:32 AM
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Shouldn't synaptic-3 alphas be 1.2 essence (1.5*.8=1.2), not 1.8? For an adept, magic 10 might no be worth it, compared to magic 6 and 4 points of high grade 'ware. 6 points of magic will get you combat sense 6, imp ability in your gun skill of chioce 3, with 1.5 points left over for wonky adept only powers. The 4 points of ware is probably enoguh to max your REA and AGL which are the important stats easily effected by ware.
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Serbitar
post Jan 23 2007, 10:13 AM
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QUOTE (Crusher Bob @ Jan 23 2007, 10:32 AM)
Shouldn't synaptic-3 alphas be 1.2 essence (1.5*.8=1.2), not 1.8?  For an adept, magic 10 might no be worth it, compared to magic 6 and 4 points of high grade 'ware.  6 points of magic will get you combat sense 6, imp ability in your gun skill of chioce 3, with 1.5 points left over for wonky adept only powers.  The 4 points of ware is probably enoguh to max your REA and AGL which are the important stats easily effected by ware.


Doesnt Synaptic cost 0.75 per rating? Concerning the cybered Adept: that only shows that adept powers are underpowered and the only thing you want is improved attribute . . .
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NightmareX
post Jan 23 2007, 12:04 PM
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QUOTE (Rotbart van Dainig)
Interesting is indeed the right word. Back to Adeptrun, I guess.

Adeptrun = bad :(

QUOTE (Thanee)
You don't have any min/maxed Samurais in your group, or do you? ;)

The only sam in the group was mine, Silence, who I played when Rico's player GMed (we tag teamed). He is far from min-amed, as I prefer a generalist approach.

QUOTE (lorechaser)
Seriously?

10 dice in their top area?

I'm not in the adepts are underpowered category, or the sams are underpowered category, but 10 dice?

Yup - now admitedly accept for Rico's player these are all newbies to SR. The team included a human rigger as I noted, a human decker (10 dice on the Matrix with programs), a human Chaos mage (10 dice with Sorcery), and the mentioned troll magician adept. They were built on 400bp (max 250 on atts).

QUOTE (lorechaser)
SR really requires competency to survive, I feel.  With the ease of death, an average runner will be dead in a week.

Agreed - but "street" competance and common sense count for more than skill competance in SR IMO. For instance, the rigger and mage were able to take down (as in collapse) an 8 story appartment building on the outskirts of Renton and get aware clean, a job that Rico wouldn't touch. The troll on the other hand almost got herself killed, simply by living at the address that her real SIN listed as her address.

QUOTE (Thanee)
Not Force 20 spirits...

Back in 3rd, Rico's player (playing an elf magician adept with Killing Hands M) took out three Froce 8 Roach spirits without a scratch, as a starting character. Admitedly now that said Force 20 spirit would be rolling 40ish dice for defense, I would still expect similar results from a properly min/maxed adept.

QUOTE (WhiskeyMac)
Oh yeah, not to nitpick but with the sample uber-adept his addictions aren't legal. Nicotine and Caffeine aren't considered "harmful" enough to warrant BP.

By RAW, I know - I allow it as a legacy/humor thing.

QUOTE (FrankTrollman)
And if you want to have Distance Shot and Elemental Strike at the same time to throw fireballs like Ryu, why the hell not? And people certainly shouldn't be paying more than a single Magic Point for either power when both are objectively inferior to just being a Mage and knowing a single spell.

I kinda like that idea.
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toturi
post Jan 23 2007, 12:28 PM
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QUOTE (NightmareX)
QUOTE (Thanee)
You don't have any min/maxed Samurais in your group, or do you? ;)

The only sam in the group was mine, Silence, who I played when Rico's player GMed (we tag teamed). He is far from min-amed, as I prefer a generalist approach.

Untrue. A min-maxed sam is a generalist in this edition. A sam is, IMO, the best suited, in terms of game mechanics, to be a generalist. He might not be the best in something, but he can sure give trouble to everyone else over everything. Unless the player deliberately squanders his BPs, a well-made generalist sam can be dangerously min-maxed.
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NightmareX
post Jan 23 2007, 12:41 PM
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QUOTE (toturi)
Untrue. A min-maxed sam is a generalist in this edition. A sam is, IMO, the best suited, in terms of game mechanics, to be a generalist. He might not be the best in something, but he can sure give trouble to everyone else over everything. Unless the player deliberately squanders his BPs, a well-made generalist sam can be dangerously min-maxed.

Very true - that's why Silence is rolling 14 dice with pistols (that and to help Rico's player share my pain when most of his opposition NPCs die instantly :P ). What I meant was I didn't design him in a min/max fashion - after all, he still has 2.5 Essence left :eek:
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ElFenrir
post Jan 23 2007, 01:51 PM
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Im on the boat that says Adepts in other areas wipe the floor with mundanes(Social, Brain), but can get a little outclassed in combat....but at the same time, should they specialize, its dangerous.

Case in point, a gunslinger adept. They can indeed get scary. However, as you can see in the BBB, the gunslinger adept isnt doing much else except shooting really good; a mundane sammy can shoot really good and also be a fair backup something or other.(with that extra 40-65 BP they save from Magic, thats a couple of high skills there.)

I am one that can agree with someone mentioning them seemingly changing the focal point for adepts. While you can make an excellent highly specialized combat adept, they are at their most impressive when used for the Social or Brain departments.

I WOULD like to see lowered attribute powers(or at least houserule them), they are too expensive. For the cost of upping one attribute with a power(1 point, or 10 BP for 1 point of magic), the sam could have gone and upped his Agility and Strength numerous times.
This could help out the combat adept. I think .5 for increasing combat skills is reasonable. (if anything i hear people discussing how the social skills are too cheap).

You can still make an impressive unarmed adept(crit strike is cheap, killing hands is cheap and a one shot buy), but again, what keeps them a little under the sam is the price of the attribute increasing powers. (My combat adept threw 11 dice unarmed, but he wasnt TOTALLY combat specialized, it was big, but i wanted him to be good at a few things. More than held his own though.) If i changed anything about him, i would consider dropping a couple powers and increasing his unarmed, and if the adept power was houseruled, his agility.

Again though, i took the focus away from specialist(i made a bouncer, so i wanted a high Perception and Intimidation, which i did get. To be fair, he rolled a total of 13 dice with visual and audio perception with enhancements, and 10 with anything else, so he was rarely taken by surprise..and he threw a pretty impressive 13 dice for physical intimidation...which were both subsequently more than his combat skill, if only by a little.)

I like adepts, i think they are good(great in some areas) but i do think they need a little bit of tweaking.
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Thanee
post Jan 23 2007, 02:57 PM
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QUOTE (ElFenrir)
...they are at their most impressive when used for the Social or Brain departments.

Which is kinda funny, though, since it can hardly be the intention, that this is the Adept's primary focus. ;)

Bye
Thanee
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Thain
post Jan 23 2007, 03:27 PM
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Of course, the fact is that a cybered character pays far more in Build Points to get their gear than an Adept.

Consider Improved Reflexes (Power), Wired Reflexes (Cyberware), and Synaptic Booster (Bioware). I pick these three, simply because all things being equal, the `runner who goes first is the one who wins the fight, imho.

[ Spoiler ]


Now, tell me how Adepts "suck right now"?

They spend faaar less BP then a Bioware user, and have no Availability limitations. They spend more BP than a Cyberware user, I admit, but all but 5 of those BP are increasing their Magic attribute, which has all sorts of additional benefits.

BP spent on cyber- or bioware has no added effect, apart from the `ware itself. Thus, the true "cost" (ie, BP that can not be used towards other results) of a Adepts power is, in fact, 5 BP... that one spent to take the Adept Quality.

(Of course, if you take more than one Adept Power, you need to divide those 5 BP among all of them; Oh, and an Adept only needs to purchase one Fake License for his entire suite of Powers, a Razorbor (cyber- or bio-) will need to purchase one for each peice of illicit `ware, and cannot get one for any 'F'-class items.)

Adepts are alot more cost efficent than anyone seems to give them credit for.
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lorechaser
post Jan 23 2007, 04:18 PM
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QUOTE (toturi)
Adepts are weakened in Combat Skills, but they are better now in other things.

Adepts are weakened in *ranged* combat.

A melee combat adept, on the other hand....
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emo samurai
post Jan 23 2007, 04:52 PM
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The thing is, the bioware costs them 2 magic points, while the other two options cost them 5. Bioware is WAY more efficient than adept powers.

I'd say that improved ability dice cost .25 power points, are limited to skill, and that autohits cost .75 power points and are limited to improved ability dice. Those autohits are, in reality, threshold modifiers, and thresholds can not be moved below 0.

How does that sound for balance?
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Thain
post Jan 23 2007, 05:04 PM
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No. No it isn't.

Bioware Synaptic Booster III costs 48 build points, and 2 magic rating points (1.5 essence lost).

Improved Reflexes III costs 45 build ponts, and their is no loss of magic rating.

Further, the 45 build points (5pt Adept, 40pt for Magic 5) can be used on all manner of other things. Assuming the adept buys only one other power (say, Astral Perception), the actual cost of the Improved Reflexes is 22.5 BP.

The 48 build points spent on the ¥240,000 you need to get Synaptic Booster III has no use after you get the `ware. Magic is an attribute with multiple uses, spent Nuyen is gone.
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Cynic project
post Jan 23 2007, 06:19 PM
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QUOTE (emo samurai)
For example, their Improved Skill power. For .5 power points, they can get +1 to a combat skill of their choice. For .2 (thanks for the correction, yoippari) essence, a samurai can get muscle toner to boost their Agility, making all their combat skills more effective. They both have hard caps no matter what they do, +3 bonus if skills and attributes are maxed. That is not fraggin fair at all.

In my game, the Improved Skill power will give you an auto-hit. One dice out of every roll using that skill will be a success. The power will be limited to skill level. I believe this to be fair.

As for Improved Attribute, it will cost .5 PP no matter what. This is stolen from Serbitar.

Increased Reflexes will cost 1 PP per level.

As for all the gimmick powers from Street Magic, I am making them cost half what they do. 1 PP for living focus? WTF?

How do I balance this out? I halve all essence costs. All of them.

Let's get this off right off the top. Fuck no.
adepts are not too weak. They do not suffer a lot of shit that street same suffer. They for one can walk past almost any scan point without worry of being found out.Even if they are noticed as being magical..Most areas in the world it is not a crime to be magical.So even if they couldn't beat a street sam for sheer numbers they do it in other ways. Not every tool is a hammer and not every problem is a nail.



And above all else Increased Reflexes will cost 1 PP per level. has no place what so ever. Sorry but you get the best deal of all....Better than bioware, way better than cyberware...fuck that.
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Kil2k
post Jan 23 2007, 09:19 PM
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I made a Character based on serbitars suggestion [“I give you 150 Karma and 450k (thats a ratio of 1 to 3k) on top of the 400 BP”] I know that this Character would be stronger with a little bit of cyberware and bioware installed (~1,0 Essence worth).
But it looks for me as if this guy is strong enough anyways ...

Race: Troll -40 BP

Body 9 –40 BP
Agility 5 –30 BP [-15 KP]
Reaction 6 (9) –40 BP [-18 KP]
strenght 9 –40 BP
Charisma 1
Intuition 4 –30 BP
Logic 2 –10 BP
Willpower 2 –10 BP

Magic 6 (8) –65 BP [21+24= -45 KP ]
Edge 3 –20 BP
Essence 6,0
Initiative : 13+4w6

Initiation Grade : 2 [(13x0,6=-8 KP )+(16x0,6=-10 KP]
metamagics: Masking, Flexible Signature

Positive Qualities:
Adept –5 BP
Mentor Spirit Bear –5 BP (+2 Dice to resist Physical Damage)
Toughness –10 BP

Negative Qualities:
Uneducated +20 BP
Sensitive System +15 BP

Natural Abilities:
Thermal Vision
+1 Reach
+1 Natural Armor

Skills:
Blades 6 (8) –24 BP
(Axes) –2 BP
Dodge 5 –16 BP [-10 KP]
(Ranged Combat) –2 BP
Athletics Skill Group 3 –30 BP

Adept Powers:
Improved Reflexes III 5,0 MP
Berserk 1,0 MP
Attribute Boost Agility 0,25 MP
Attribute Boost Strenght 0,25 MP
Inertia Strike 0,5 MP
Improved Ability (Blades) II 1,0 MP

Gear:
Combat Axe (Weapon Focus Force 8, +2 Reach) [(3+2)x8=-40 KP] -80000 nY
Fake SIN VI -6000 nY
Fake License for being a big bearadept VI -600 nY
Fake License for Combat Axe Weapon Focus VI -600 nY
Fake License for Full Body Armor VI -600 nY
Full Body Armor (10/8) -7150 nY
+Helmet (+2/+2)
+Flare Compensation
+Low-Light Vision
Armor Jacket -900 nY
Contact Lenses 200 nY
+Flare Compensation
+Low-Light Vision

----

Rules used (should be) "RAW". Not every BP, KP and nuyen was spent.

[edit: Fixed a mistake. Changed a little bit.]
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Kyoto Kid
post Jan 23 2007, 09:39 PM
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QUOTE (Crusher Bob)
Shouldn't synaptic-3 alphas be 1.2 essence (1.5*.8=1.2), not 1.8?  For an adept, magic 10 might no be worth it, compared to magic 6 and 4 points of high grade 'ware.  6 points of magic will get you combat sense 6, imp ability in your gun skill of chioce 3, with 1.5 points left over for wonky adept only powers.  The 4 points of ware is probably enoguh to max your REA and AGL which are the important stats easily effected by ware.

...there is another cost here, Karma. You need four initiations and four increases in MA to offset the 4 points of 'ware. Just for the MA increases to rating 10 that would cost 102 karma. I do not remember the formula for Initiation off the top of my head, but just a wild guess says it could easily add another 60 or so. That is a hefty expenditure (and a lot of character lifetime) with little to show for it.

Granted in the older versions of SR, Kyoto Kid did this. However back then it was to to give her a better chance on that old Magic loss roll for Deadly Wounds (which doesn't exist in SR4) while still seeing some improvement. Of course, you didn't have to buy up MA when you initiated back then so it wasn't as much of a "karma burn"

I would just build a mundane designed to become a bio monster as you get more :nuyen: .
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toturi
post Jan 24 2007, 01:02 AM
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QUOTE (lorechaser)
QUOTE (toturi @ Jan 22 2007, 07:41 PM)
Adepts are weakened in Combat Skills, but they are better now in other things.

Adepts are weakened in *ranged* combat.

A melee combat adept, on the other hand....

Is still weaker than its SR3 incarnation.
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Catharz Godfoot
post Jan 24 2007, 01:26 AM
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A street sam with adept powers is an adept. An adept with 'ware is an adept. Assuming there are any benefits at all to being an adept, no matter how small, an adept is more powerful.

The essense loss tries to keep you from having and eating your cake at the same time, but all it actually does is let a min/maxer play the strengths of each system like music.


Now, if you're trying to make a street sam using adept powers and no 'ware, you're setting yourself up for failure (assuming standard rules). That doesn't make adepts weak, it just means that you aren't playing to their strengths. Note that an adept's extra IP are the only ones which aren't legally restricted.
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Thain
post Jan 24 2007, 01:40 AM
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QUOTE (Catharz Godfoot)
Note that an adept's extra IP are the only ones which aren't legally restricted.

Actually, simply being Awakened requires registration with TPTB. But, as I said before, a sinlge Fake Magician License is much cheaper than a License for each individual peice of chrome.

Ultimatly, you all need to remember that the Physical Adept and the Cybered Razorboy are not meant to be mechanical and mystical clones of each other. Cyber lends itself to a straight forward and direct combatant... Physical Adepts are best at indirect and run-and-gun combat, backed by stealth and athletics.

But they are both better than the opposition, which is all that counts.
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JonathanC
post Jan 24 2007, 02:26 AM
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QUOTE (Serbitar)
It is a myth that in SR4 SAMs have no potential and Adepts have all potential.

In SR4 a SAM has much more potential, because there is Bioware and Alpha and Beta Grades.

Making everything Apha/Beta, for about 1 Million Nuyen, a SAM can have almost all Cyber/Bioware that is available. Using a Karma to Nuyen ratio of 1:3k, this would be 333 Karma. A SAM with 333 karma and 1 Mio Nuyen is God, having about 8/0.8 = 10 Essence Points worth of Cyber/Bio (everything Alpha/Beta, with the Synaptic Alpha of course, that gives +3REA +3 IPS for 1.8 Essence) and all Attributes and Skills he needs maxed, while the Adept might have a Magic of 10 (costing him about 150 karma), but has to pay far more in power points than the SAM does in Essence and he wont have his attributes and skills maxed. He will have pretty good gear, though.

I don't think you can just pay the difference between the current grade and the new grade to "upgrade" your 'ware. You have to get the old stuff ripped out, and buy new, upgraded stuff. And there's no way you're doing that for 1 million nuyen.

Also, an Adept with 333 Karma is going to wreck that Sammy, more likely than not.
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toturi
post Jan 24 2007, 03:21 AM
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My friend, a adept with 333 Karma in SR3, wrecked everybody(including the shaman and the mage).
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emo samurai
post Jan 24 2007, 03:24 AM
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333 Karma, that's totally worth it. :P
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Kyoto Kid
post Jan 24 2007, 03:44 AM
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...I look at it this way.

Using another game system for the analogy (uh oh, I sense a loose rail in the track ahead).

Basically a Physical Adept is much like the Monk in D&D while the Street Sam is the Fighter.

A monk is not intended to be a party's first line of offense. She still is a capable fighter, but one who needs to rely on wits and more subtle means to defeat a foe. She is also able to fight creatures normal weapons cannot touch (much like the Adept with Killing Hands).

On the other hand, the fighter is generally is good at one thing, dishing out damage by the boatloads usually in one attack. He is physically tougher and has a wider array of weapons at his disposal. His answer to defeating any foe is basically total brute force which can even at times overcome certain creatures' natural damage resistance (like the Troll Sammie with the Ranger X Bow).

The place where this comparison breaks down is that in D&D, mundanes can wield magical weapons while in SR you need to be awakened.

Both the fighter and Monk have their specific roles in an adventuring party. Both also have their own important contributions.

In SR the same holds true for Adepts and Street Sams. Both character types have their strong and their weak points and both have their place on a runner team. Yes, A street Sammie can kick serious booty right out of the box and yes an Adept can advance themselves farther in some areas than a mundane (I feel I've been in a discussion like this before, concerning Hackers & Technomancers).

It's not whether an Adept "sucks" or is inferior to a Street Sam, for the two character types are not intended to be parallels of one other. Just as the monk is not some "mystical powered" combatant version of the fighter.

...Think I'll go home and figure out what to do with KK4.3's karma that she hasn't applied yet.
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Serbitar
post Jan 24 2007, 08:07 AM
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QUOTE (JonathanC @ Jan 24 2007, 03:26 AM)

I don't think you can just pay the difference between the current grade and the new grade to "upgrade" your 'ware. You have to get the old stuff ripped out, and buy new, upgraded stuff. And there's no way you're doing that for 1 million nuyen.

Also, an Adept with 333 Karma is going to wreck that Sammy, more likely than not.

There are no upgrade rules at the moment. I rule that cyberware can be upgraded, bioware can not.

Please build a 400 BP 333 Karma 1 mio Nuyen Adept. And ill beat him with a SAM.
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Protector152
post Jan 24 2007, 09:32 AM
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bob, your right, i did make a bunch of mistakes on the char i posted but not 'caus it was a starting char. i stuffed up 'caus i fergot that Initiation dose not automaticly increase magic. so the adept i posted used an addetional 171 karma. however i DO know that a weapon focus dose not increase magic. the char was made using the 400 BP 150 Karma 450 Nuyen. also becaus i got to play with Karma i figured it was not a starting char and so i did not impose the limmetations. oh and by the imp ability power entry in the core book says this 'You cannot have more additional dice than your base skill rating.' so it DOSE give me +6 dice for dodge
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Ophis
post Jan 24 2007, 10:54 AM
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Check the Errata on srrpg.com as the whole imp ability has been jumped on greatly.
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Kesslan
post Jan 24 2007, 11:14 AM
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Indeed what this means is the most you can buy a skil up is 3 points. (5 if you round up the .5 on a 7 point skill)

This means you can no longer whip out 12 dice as an adept on a raiting 6 skill test before other modifiers.
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Kil2k
post Jan 24 2007, 11:25 AM
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I made a StreetSam to compare my Adept from above with him. Same Rules used, hopefully no mistakes made.

Race: Ork –20 BP

Body 9 (10) (-40 BP) [-27 KP]
Agility 6 (9) (-40 BP) [-18 KP]
Reaction 6 (9) (-40 BP) [-18 KP]
Strenght 5 (6 ) (-20 BP)
Charisma 1
Intuition 5 (-40 BP)
Logic 2 (-10 BP)
Willpower 3 (-10 BP) [-9 KP]

Edge: 3 (-20 BP)
Essence: 1,685
Initiative: 14 + 4W6

Positive Qualities:
Aptitude: Firearms (–10 BP)
Quick Healer (–10 BP)

Negative Qualities:
Uncouth (+20 BP)

Skills:
Longarms 7 (–20 BP) [-40 KP]
(Sniper Rifles) (–2 BP)
Automatics 6 (–20 BP) [-12 KP]
(Machine Pistols) (-2 BP)
Dodge 4 (–16 BP)
(Ranged Combat) (–2 BP)
Perception 3 (-12 BP)
(Visual) (-2 BP)
Blades 3 [-14 KP]
(Cyber Implant Blades) [-2 KP]
Etiquette (2)
Climbing (2)
Running (3)
Gymnastics (3)

Start Gear ~ (-45 BP)

Bioware:
Muscle Toner II (Alphaware) 32000 Nuyen -0,32 Essence
Platelet Factories (Alphaware) 50000 Nuyen -0,16 Essence
Bone Density Augmentation I (Alphaware) –0,24 Essence 40000 Nuyen
Bioware bought “in play”:
Synaptic Booster III –1,5 Essence 240000 Nuyen
Pain Editor –0,3 Essence 40000 Nuyen
Reflex Recorder: Firearms –0,2 Essence 25000 Nuyen
Suprathyroid Gland –0,7 Essence 45000 Nuyen

Cyberware :
Datajack (Alphaware) –0,04 Essence 1000 Nuyen
Cybereyes III (Alphaware) –0,16 Essence 2000 Nuyen
+Low-Light Vision 2000 Nuyen
+Thermographic Vision 2000 Nuyen
+Vision Enhancement II 6000 Nuyen
+Vision Magnification 2000 Nuyen
+Flare Compensation 1500 Nuyen
+Smartlink 2000 Nuyen
Cyberware bought “in Play”:
Spur (Betaware) (0,3x0,7/2) = -0,105 Essence 7200 Nuyen
Skillwires V (Betaware) (0,7x1,0/2) = -0,35 Essence 40000 Nuyen
+Activesoft Running III 9000 Nuyen
+Activesoft Gymnastics III 9000 Nuyen
+Activesoft Climbing II 6000 Nuyen
+Activesoft Etiquette II 6000 Nuyen

---

Again there are still KP, BP and Nuyen left. For flare things and stuff.
Magic healing suffers -3 Dice, First Aid -1 Dice (Thanks to Quick Healer Perk).


[edit: fixed a mistake, and another one thx@Thain]
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Thain
post Jan 24 2007, 12:34 PM
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333 Karma, and ¥1,000,000? You are all kidding me, right?

Thats over 100 `runs, assuming you net ~3-5 karma and ¥3,000 (before expenses) per.

How do you propose to survive that long, if you aren't getting any wiz-bang tech untilyou've saved up your million?


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Serbitar
post Jan 24 2007, 01:31 PM
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All I am saying that even THEN an adept is inferior to a SAM. This "potential" always talked about kicks in only after even more points of karma and can thus be neglected in normal play.

@kil2k

thanks for the nice example. Shows how good a SAM can get (especially compared to the troll). What are the numbers in parenthesis behind the skills?
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Thain
post Jan 24 2007, 01:43 PM
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An Adept is not inferior to a Samurai (Please, stop using all capital letters, 'sam' is shorthand, not an acronym. :wobble: ) the Adept is merely "different."

One could claim the Face, the Rigger, or the Hacker are "inferior" to the Samurai, because they do not have 10+ combat skill dice, an initiative of 42, and 100 boxes on their damage track... (Yes, I am making up numbers here ;) ) But, by that same measure, the Samurai is horrible at cracking, can't control twenty Doberman drones, and has 0 dice for social skills! Samurai are inferior!

Physical Adept =/= Samurai

(Oh, and Kil2k... Skillwire Activesofts do not 'stack' with 'real' skills, so your Automatics IV skillsoft does not add to your skill.)
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Serbitar
post Jan 24 2007, 01:50 PM
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I know what SAM stands for and I like it to write them that way.

Furthermore I know that Adepts are not SAMs. Riggers and hackers have their place, they excel in different tasks. Adepts dont. They have to compete in their area of profession directly with SAMs and lose to them in almost every aspect (social being an exception, but we all know that the social adept is overpowered due to the broken kinesics, that is like a non capped tailored pheromones).

This is because the powers that are comparable to cyber/bioware are extremely underpowered and because the powers that set them apart from SAMs (for example the wall running, jumping, falling stuff) are extremely weak.

Lets face it: Things like wall running are mostly style. And if I chose to pick this power up, I want something for it. At the moment you get nothing for it (Even a running 6 magic 6 adept can wall run an average of 4 meters, wohoo).

Magicians can fly! by only learning one spell. Why does an adept have to pay so much for wall running, falling, leaping that does not even get close to flying?

At least let them do some impressive tricks!
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Thain
post Jan 24 2007, 02:27 PM
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We do not "all know that the social adept is overpowered" as a result of powers such as "broken kinesics." The social-focus Adept is a very good example of the Adept's strength.

Adepts can become very skilled, very cheaply. Improved Skills, Boosted Attributes, situational bonuses...

The problem you have, in my opinion, is that you are trying to make the Physical Adept play the same role, by the same tactics, with the same tools, as the Samurai.
They are not the same, this is a "feature" not a "bug."
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Xenith
post Jan 24 2007, 03:04 PM
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QUOTE (Serbitar @ Jan 24 2007, 07:31 AM)
All I am saying that even THEN an adept is inferior to a SAM. This "potential" always talked about kicks in only after even more points of karma and can thus be neglected in normal play.

@kil2k

thanks for the nice example. Shows how good a SAM can get (especially compared to the troll). What are the numbers in parenthesis behind the skills?

An adept is often a specialist and seems to have had the rules for them built for this reason. Sams are often broader.

Out of the box the adept generally really rocks at ONE thing, with a few support abilities. If you broaden the adepts abilities you take away from his edge for something else. Sorry, but if you build an adept that "sucks" thats not the adept rules fault.

I can build an uber social adept with alot of facial sculpt and some improved ability (hacking), and still have plenty of karma to balance him out in other areas, get him an awesome commlink, and still have a 10 dice pool with pistols. He's not lightning fast, but he doesn't have to be. He's not a combat monster in any way; he's really good at blending in, acting like other people, and convincing the right people... and then hacking into various systems for his own amusement.

On the other hand, I (and Roni) can build an ork throw adept that can turn even the most simple, harmless object into a deadly weapon. Not a slouch in combat, this guy can toss around throwing knives with even more deadly efficiency. Give him Strength boost, Power throw, missile mastery, improved reflexes and improved ability and you have a scary killing machine that uses a whole 4 magic points. This ork, btw, deals about 6 to 8P as base damage. BASE. Anything beyond that is frosting on the cake.

And, btw, I can also build a Sami that can sneak guns into places. How, you ask? Cyberarms. Hard to find the gun hidden within when theres all sorts of other crap in the way. Street Sami rock too. 8)
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Kil2k
post Jan 24 2007, 03:19 PM
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QUOTE ("Xenith")

Give him Strength boost, Power throw, missile mastery, improved reflexes and improved ability and you have a scary killing machine that uses a whole 4 magic points. This ork, btw, deals about 6 to 8P as base damage. BASE. Anything beyond that is frosting on the cake.


Strength boost 0,25 MP
Power Throw 0,25 MP
Missile Mastery 1,0 MP
Improved Reflexes I 2,0 MP
Improved Ability 0,5 MP
-> 4 MP

OK :dead: Never Mind :)
Maybe I should think before I post.
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Xenith
post Jan 24 2007, 03:31 PM
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Improved ABILITY (thrown weapons). 4.0 Magic. :P

He's currently in the process of getting Quick Draw though.

It gets even more scary when he starts dual wielding the throwing knives.... :eek:
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Kyrn
post Jan 24 2007, 03:42 PM
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Ummm...why? Why and how does it get more "scary" when he starts dual-wielding throwing knives? How is it any more scary than a punk tossing out a wide burst with Ex ammo from an Ares Alpha? Or a minimal bio face adept with some skill unloading his Cherry Blossom Fire Storm in your face?

<edit> I totally and completely fail to see the fascination with throwing knives. The only explantation I can come up with is the knife dude from Desperado, but guns generally trump knives in the 21st and a half century. Melee's only so effective because of the special mechanics and advantages built in to make melee cool. Which it may deserve. </edit>
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Xenith
post Jan 24 2007, 03:47 PM
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Heres the math. Lets assume he does an average of 9P (7 base, +1 for missile mastery, +1 for the bonus from throwing knives). If thats not enough to convince, then his dice pool with throwing knives is about 11. While 5 dice pool doesn't need to sound like much, it just has to hit with just one success. EACH time he throws it, he reduces your ability to dodge, leaving you open to other attacks. After the end of it, if you aren't dead, you have at least a -4 to reaction for resisting attacks for that round. He gets another pass with 11 dice twice. Do you survive that? Likely not.
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Serbitar
post Jan 24 2007, 03:48 PM
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QUOTE (Thain)
We do not "all know that the social adept is overpowered" as a result of powers such as "broken kinesics." The social-focus Adept is a very good example of the Adept's strength.

Adepts can become very skilled, very cheaply. Improved Skills, Boosted Attributes, situational bonuses...

The problem you have, in my opinion, is that you are trying to make the Physical Adept play the same role, by the same tactics, with the same tools, as the Samurai.
They are not the same, this is a "feature" not a "bug."

Think again.

I am aiming for a 0.5 rate per attribute point, while a SAM can get it for 0.2 and cheaper.
I am aiming for a power boost of the adept specific stuff like wall running and so on.

And kinesics is broken. It works exactly like an attribute boost but without the caps.
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