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> it seems that maxed skill ratings hose any non-mage / technomancer?
makari
post Mar 11 2010, 02:42 PM
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I'm still getting use to the 4th ed rules, having not played shadowrun in a long time

if I'm remembering correctly, last time we played skills were soft capped by their linked attributes, and to raise them above that attribute was double cost, but there wasn't a "max" as far as I was aware.

you were able to get pistols at 8, especially if you had agility at 8, and even go above your attribute in the long run if you had the karma

but I just read that all skills are maxed at 6, 7 with aptitude.... and it didn't take but a second for me to see that as a red flag... starting characters usually have their main skills at 5 or 6 already

which means that in a fairly short amount of time they are maxed, with very little to spend karma on except new skills, which is ok, but any mage or technomancer can continue to spend karma on their initiation grades, continuing to raise their magic attribute, and buying bigger, badder spells...


so I guess I see 2 problems with this system... using this, why hasn't the world been completely dominated by mages... it seems, given say 300+ karma, that a mage would have significantly surpassed any physical character in terms of power, and by that point would be able to throw near unstoppable spells with little concern for drain if built right or working the right cyber / bio

now I dont mean to complain about mages power levels, I like the magic system in general, and I like the initiation and grades and being able to raise magic, I think it's cool. I also think that it is pretty well balanced at character creation so that the mage is a valuable player but doesn't outshine the party... but as stated, given 300+ karma I can't see that being the case

my 2nd problem is that why would they make a game where it's completely possible to make a character at creation that is already maxed in everything he wants to be his main function? it just doesn't make sense from a design point to me, I realize there's lots to do in the game, and I'm all for branching out some and working on shoring up the weaker points of the character... but at some point, I would atleast like the option of going "I'd like to save up a chunk of karma to raise my pistol skill again" but ohh wait... I can't, because I had a 6 at creation

again, I'm just coming back to look at the 4th rules after not playing for some time, but has anyone that's played a significant lengthy game found this to be a problem, if not how? and if so did you house rule to get around it or did it end up being the crux for ending the game?
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