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> Uncybered Mundanes, Are they a viable choice?
Glyph
post Jan 16 2006, 07:25 AM
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From Bull's introduction to SR4:

QUOTE

Edge can be extremely powerful, and it now makes it possible for a non-cybered, non-magical character to compete with his cyber and magic buddies, if he maxes out his edge attribute.


Is this really true? I was messing around with the rules, trying to make a combat-oriented mundane character that would be effective. Among other things, I maxed out his Edge (he was a human), and took the Lucky Quality. Here's the stats, btw. He's just a rough build, so no details on knowledge skills, or how resources are spent, etc.

[ Spoiler ]


Now, the guy wasn't a bad gunslinger, but I looked at his stats and thought: "You know, if I dropped his Edge down to 6, and took away the Lucky Quality, I would have 45 points. That's enough to buy the Adept Quality, and then increase his Magic up to 5. I could get Improved Ability/Pistols: 3, Improved Reflexes: 2, and two Improved Senses (probably Low-Light and either Flare Compensation or Vision Magnification). Or I could add that 45 points to his Resources, making it 50 points (the Street Samurai in the book only spends 38 points), and cyber him up (I would have to change the Sensitive System flaw to something else, or buy it off and still have 35 points)."

So I could either be an adept or a fully-cybered sammie, and the only sacrifice would be having an Edge of 6 that I could raise to 7, instead of an Edge of 7 that I could raise to 8. From a purely min-maxing perspective, it seems like an easy choice to make.

But maybe I'm looking at it wrong. Maxing out any Attribute at char-gen is rarely cost-effective, so maybe instead of spending those 45 points to be an adept or a street samurai, I could use them to boost my skills, and be even more well-rounded, in addtion to having a high Pistols skill. And unlike a mundane in SR3, he certainly seems more playable. Not optimal, but still capable of holding his own in a firefight.



So what do you guys think? Are mundanes in SR4 more viable? Do they still get outclassed by adepts and sammies? Can they be more than techies and faces (and second-class ones at that, with the expansion of the adept's Improved Ability power)? Has anyone come up with some good mundane builds? By the way, feel free to pick apart the sample character if you like, but he's not really there for a character critique. He's just there to get the ball running on the topic of mundane builds and opinions on how practical (or not) they are.
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Lagomorph
post Jan 16 2006, 07:32 AM
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well, given the abilities of drugs in SR4 (jazz and nitro), a high will power, some addictions and some combat drugs would make him a dangerous opponent. Make a conversion for the SR3 auto injector, and he could cause some damage.

edit:
oh yeah, unless you're going to use that 8th point of edge, get rid of lucky. Lucky is 20 plus the stat from 6 to 7 is 10 making 30, where if you had just gone from 6 to 7 with no lucky, it would only cost 25 points.
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caramel frappucc...
post Jan 16 2006, 07:37 AM
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From what I've seen, mundanes are definitely more viable out of the box in SR4, but only because they have more stats to pump their build points into, Edge being one of them.

That being said, they're still outclassed in the long run by the sammies and spellslingers.
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Kerberos
post Jan 16 2006, 07:41 AM
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QUOTE (Lagomorph)
well, given the abilities of drugs in SR4 (jazz and nitro), a high will power, some addictions and some combat drugs would make him a dangerous opponent. Make a conversion for the SR3 auto injector, and he could cause some damage.

edit:
oh yeah, unless you're going to use that 8th point of edge, get rid of lucky. Lucky is 20 plus the stat from 6 to 7 is 10 making 30, where if you had just gone from 6 to 7 with no lucky, it would only cost 25 points.

Yes making an uncybered mundane is futile. You don't even have to drop you extra edge point. Remove aptitude pistols and the seventh point there for a save of 18 bp. Instead you can get a reflex recorder for 10.000 which is 2 bp. Also drop logic and strength to 1 and replace it with bioware. It saves you 30 bp and costs you perhaps 7. You now have a character with strength 3 instead of 2 the same pistols rating and the same logic rating, but with an extra 39 pb most of which can be spend on equipment.
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Kerberos
post Jan 16 2006, 07:41 AM
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QUOTE (caramel frappuccino)
From what I've seen, mundanes are definitely more viable out of the box in SR4, but only because they have more stats to pump their build points into, Edge being one of them.

That being said, they're still outclassed in the long run by the sammies and spellslingers.

And in the short run.
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The Jopp
post Jan 16 2006, 08:06 AM
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Mundes are definitely a viable choise because they have a lot more points to spend on skills. Remember, the new “6” in skill rating is 4 and the average professional have skills of 3.

That’s quite a lot of skills, especially if you go for specialisation ( 1/3 ) will give them several skills in different professions, especially skills like Armourer (Explosives) 1(3) and Demolitions (Improvised) 1(3) will get you a demolitions expert.

What I’d like to know is how many percentage of the industrial world that are wholly non-cybered, I’d believe that even the majority of magicians/adepts might have one point of essence removed for those things that makes things easier.

I seriously don’t think there are anyone in the larger cities who are non-cybered (except for the die-hard luddite mages/shamans). Even small things like image links, datajacks and the like are so easily obtainable – and then you add the implant procedure that is probably taken care of by programmed nanites so no more cracking open the skull to install clunky pieces of metal, it’s mostly injected I’d believe.

Still, if you go for Dice counting then mundanes are shafted on the individual skills, and initiative. Mundane Hackers with no cyber are a perfect viable choice though.
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MaxMahem
post Jan 16 2006, 08:10 AM
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I think they are very viable, although the stats may not directly respect this. The book is right when it says edge is a very powerfull asset. 5 or more dice (potentialy open ended) that you can apply to any test 5 or more times a run is VERY powerfull. Cyber and Magic can get you more dice in general, but on those occasions when you use that extreme edge you are as good or better than the best of them. And your edge allows you to attempt tasks that are plain impossible for other characters, no matter how good they are by taking a long shot and rolling just your edge. Obviously having more dice for these tests is a good thing.

Being uncybered and mundane has some of it's own advantages. You can get into places your cyber heavy friends can't, and you don't attract any special notice on the astral plane either. Being unobtrusive certianly has it's advantages in Shadowrun. They aren't as easily quantifiable, but they are definetly signifigant.

I would agree with some others that putting the full six points into edge is sub-optimal (5 is a better number), but never the less, unlike in previous editions, you can play a mudane and not be totaly outclassed by your opponents. So you can play that kamakazii addicted ork detective to your hearts content, and not worry about holding back the team.
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hyzmarca
post Jan 16 2006, 08:27 AM
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An uncybered mundane is viable in SR3 and is viable in SR4, it just isn't viable according to standard playing styles.

When I stated Scout for SR3 I noticed something important. She was an uncybered mundane with a few resources. She way an ork and she didn't need high physical stats, so her STR and BOD bonuses took care of her needs there. She was able to max out her mental stats without much trouble and she had plenty left over for skills.

It is skills where she really shone. She could do just about anything, including a little combat. In a real firefight the sammies and adepts with F her up. The adepts would overwhealm her with skill while the sammies would do the same with speed. That wasn't the point. She isn't a fighter, she is a con artist and a demolitionist. By the time anyone notices that there is something wrong about her all she has to do is push a plunger and they all go up.

She could sneak, not as good as a stealth adept but good enough. She could con, not as good as a Social Adept but good enough. She could pick locks. She could rewire electronics. She could make high explosives out of household chemicals and knew exactly where to put them. If she had surprise she could do a pretty good job of blowing someone away with a shotgun, too. In short, so long as she avoided an actual straight-up firefight she could do everything except deck.


SR4 is a bit harder on such characters but the concept is still viable. The trick is to make someone who will be able to avoid combat consistantly and give that character a wide variety of invaluable skills. With certain skills, it is even easier in SR4 although it is more difficult with others.
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Kerberos
post Jan 16 2006, 08:36 AM
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QUOTE (MaxMahem)
I think they are very viable, although the stats may not directly respect this. The book is right when it says edge is a very powerfull asset. 5 or more dice (potentialy open ended) that you can apply to any test 5 or more times a run is VERY powerfull. Cyber and Magic can get you more dice in general, but on those occasions when you use that extreme edge you are as good or better than the best of them. And your edge allows you to attempt tasks that are plain impossible for other characters, no matter how good they are by taking a long shot and rolling just your edge. Obviously having more dice for these tests is a good thing.

Of course the samurai with edge 6 still beats the cyberless mundane,
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Sphynx
post Jan 16 2006, 10:43 AM
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The thing with the SR4 system is the TN of 5. Cyber's real power in SR3 was the alteration of the TN. The best cyber would reduce your TN, and thus double or triple your successes. Now you get 1 to 3 (on average) more dice from Cyberware in 4th edition, which is about 1 more success than you'd get without the cyberware.

So, personally, I find that a lack of cyberware is actually very doable. Now, instead, spend the points on Chameleon suits, external comm-link, glasses/contactlenses, and above all, virtues. Starting with a 6 Karma Pool (the best SR3 to SR4 translation for edge) and enough non-cyber boosters (Seriously, don't even need SmartLinks installed, just a pair of glasses which can include an Image Link), and edges, and you're doing just as good as the cyber guy.

More importantly though, that itty bitty edge the cyber gets over the mundane, is insta-countered the moment you get injured and the mage casts heal on you. Smaller threshold on healing is paramount. You may not throw quite as many dice (but you'll be close), but you make up for it easily in other areas besides Edge (which is a keen area by itself)

Sphynx
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Kerberos
post Jan 16 2006, 11:40 AM
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QUOTE (Sphynx @ Jan 16 2006, 05:43 AM)
The thing with the SR4 system is the TN of 5.  Cyber's real power in SR3 was the alteration of the TN.  The best cyber would reduce your TN, and thus double or triple your successes.  Now you get 1 to 3 (on average) more dice from Cyberware in 4th edition, which is about 1 more success than you'd get without the cyberware.

So, personally, I find that a lack of cyberware is actually very doable.  Now, instead, spend the points on Chameleon suits, external comm-link, glasses/contactlenses, and above all, virtues.  Starting with a 6 Karma Pool (the best SR3 to SR4 translation for edge) and enough non-cyber boosters (Seriously, don't even need SmartLinks installed, just a pair of glasses which can include an Image Link), and edges, and you're doing just as good as the cyber guy. 

More importantly though, that itty bitty edge the cyber gets over the mundane, is insta-countered the moment you get injured and the mage casts heal on you.  Smaller threshold on healing is paramount.  You may not throw quite as many dice (but you'll be close), but you make up for it easily in other areas besides Edge (which is a keen area by itself)

Sphynx

One detail you seem to forgot. My cybered character with wired reflexes is going to have three initiative passes for each one your uncybered mundane has. Eaxh of these he might only roll a few more die, but he's getting 3 shots for each one of yours. That is a difference that matters.
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Tanka
post Jan 16 2006, 11:42 AM
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QUOTE (Kerberos)
QUOTE (Sphynx @ Jan 16 2006, 05:43 AM)
The thing with the SR4 system is the TN of 5.  Cyber's real power in SR3 was the alteration of the TN.  The best cyber would reduce your TN, and thus double or triple your successes.  Now you get 1 to 3 (on average) more dice from Cyberware in 4th edition, which is about 1 more success than you'd get without the cyberware.

So, personally, I find that a lack of cyberware is actually very doable.  Now, instead, spend the points on Chameleon suits, external comm-link, glasses/contactlenses, and above all, virtues.  Starting with a 6 Karma Pool (the best SR3 to SR4 translation for edge) and enough non-cyber boosters (Seriously, don't even need SmartLinks installed, just a pair of glasses which can include an Image Link), and edges, and you're doing just as good as the cyber guy. 

More importantly though, that itty bitty edge the cyber gets over the mundane, is insta-countered the moment you get injured and the mage casts heal on you.  Smaller threshold on healing is paramount.  You may not throw quite as many dice (but you'll be close), but you make up for it easily in other areas besides Edge (which is a keen area by itself)

Sphynx

One detail you seem to forgot. My cybered character with wired reflexes is going to have three initiative passes for each one your uncybered mundane has. Eaxh of these he might only roll a few more die, but he's getting 3 shots for each one of yours. That is a difference that matters.

Unless, as was stated earlier, the uncybered mundane takes combat drugs.
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Guest_MK Ultra_*
post Jan 16 2006, 11:46 AM
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Maybe this contributes to your discussion somehow.
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nick012000
post Jan 16 2006, 12:31 PM
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QUOTE (tanka)
QUOTE (Kerberos @ Jan 16 2006, 07:40 AM)
QUOTE (Sphynx @ Jan 16 2006, 05:43 AM)
The thing with the SR4 system is the TN of 5.  Cyber's real power in SR3 was the alteration of the TN.  The best cyber would reduce your TN, and thus double or triple your successes.  Now you get 1 to 3 (on average) more dice from Cyberware in 4th edition, which is about 1 more success than you'd get without the cyberware.

So, personally, I find that a lack of cyberware is actually very doable.  Now, instead, spend the points on Chameleon suits, external comm-link, glasses/contactlenses, and above all, virtues.  Starting with a 6 Karma Pool (the best SR3 to SR4 translation for edge) and enough non-cyber boosters (Seriously, don't even need SmartLinks installed, just a pair of glasses which can include an Image Link), and edges, and you're doing just as good as the cyber guy. 

More importantly though, that itty bitty edge the cyber gets over the mundane, is insta-countered the moment you get injured and the mage casts heal on you.  Smaller threshold on healing is paramount.  You may not throw quite as many dice (but you'll be close), but you make up for it easily in other areas besides Edge (which is a keen area by itself)

Sphynx

One detail you seem to forgot. My cybered character with wired reflexes is going to have three initiative passes for each one your uncybered mundane has. Eaxh of these he might only roll a few more die, but he's getting 3 shots for each one of yours. That is a difference that matters.

Unless, as was stated earlier, the uncybered mundane takes combat drugs.

But the street sam can take the same combat drugs, and since he can only take the one that boosts the particular stat he wants, he suffers less of a comedown than the "I take Physical damage from combat drugs" druggy.
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Sphynx
post Jan 16 2006, 12:33 PM
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QUOTE (Kerberos)

One detail you seem to forgot. My cybered character with wired reflexes is going to have three initiative passes for each one your uncybered mundane has. Eaxh of these he might only roll a few more die, but he's getting 3 shots for each one of yours. That is a difference that matters.

And in all honesty, this and Skillwires are the only reason I even see to go Cyber in SR4 really. Muscle Aug and Toner might be of interest in short-term games, but the benefits of cyber limbs, bone enhancements, etc is gone, and almost all visual and audio enhancements can be done cheaper with external sources. One pair of goggles, and some earbuds, and half the needs are gone. No more 'slower' problems with trodes, almost all the head-ware is redundant now. I'd say there was a strong point towards not using cyber (or using only for speed enhancements)

Even then, in our game of 6, only one person has any speed enhancement, instead of everyone like in SR3, so I'd say it balanced out towards non-cybered mundanes nicely. Our trouble is that magic is more appealing than cyber now, 4 of 6 are magically inclined....

Sphynx
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hobgoblin
post Jan 16 2006, 12:59 PM
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and how is that diffrent from SR3-? i seems to recall threads where people where talking of groups made purely from magicans and adepts.

magic rules all i the long run, no questions asked. why? the potential for unlimited growth...

and never forget that while guns and cyber can be picked up on sensors, only a spirit or a astraly active mage may spot your ability for powerballs and killing hands.

1% of the worlds population is magicaly active? yea right. if you go by the avarage number of people playing a magicaly active char i would say closer to 90% :P
(but one cant realy calculate it that way as people are not all playing in the same game. more like they all exist in paralell realitys)

btw, i must say that hyzmarca's scout sounds a bit like macgyver without the pasifist flaw :P

oh, and lets not forget that the all-important smartlink have now been moved off cyber. grab a simlink for your comlink and a skinlink. presto, all the bells of smartlink with none of the essence loss.
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Daegann
post Jan 16 2006, 01:09 PM
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For me SR4 is more viable for uncybered mundane because if cyber bonus are significative, it doesn't mean that an uncybered character can't do anything.

Edge was initially an attribute to balance character without cyber but in fact cyberware are cheap and it's possible to spend only few BP to get some great cyber additionally to edge. (okay if you want cultured bioware then BP is quickly spent - but there are some great and cheap implant available). However, if cyber give great bonus and can give a real advantage, it's no more must have to survive. A cyber-runner can be killed as a non cybered character and the opposite is also true : a non-cybered character can be useful even if he have a lower pool. After this consideration, a non-cybered character have some BP to spend to get more skills or contact...

And for me the most important in anyway a non cybered character can be interesting to play, even if he doesn't get 7 or 8 on edge. (I dislike character optimized for a pseudo credibility, a magician with 5-6 in magic and willpower is not my trip, I prefer a magician with attribute at 3-4 : he is not a supermagician, just a magician among others. Because the world is not composed by magician with 6 in willpo, troll with 10 in body and strenght (if not more with exceptional attribute), uncybered human with 7 in edge and so on. And this is a thing I like in SR4 : if you want a 7 agility and 7 pistol character, you can but this legendary skills have a cost and it's totally normal to have a poor character among this exceptional ability to use pistols. I think it's important to consider maximum as maximum not as standard in fact. Mmh back to the topic, following what you want to play, it's totally possible and viable to play non cybered character even if he haven't the max in edge or in other skills or attribute. (after it depend of the players around the table too)

- Daegann -
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Kerberos
post Jan 16 2006, 02:05 PM
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QUOTE (Sphynx)
QUOTE (Kerberos @ Jan 16 2006, 01:40 PM)

One detail you seem to forgot. My cybered character with wired reflexes is going to have three initiative passes for each one your uncybered mundane has. Eaxh of these he might only roll a few more die, but he's getting 3 shots for each one of yours. That is a difference that matters.

And in all honesty, this and Skillwires are the only reason I even see to go Cyber in SR4 really. Muscle Aug and Toner might be of interest in short-term games, but the benefits of cyber limbs, bone enhancements, etc is gone, and almost all visual and audio enhancements can be done cheaper with external sources. One pair of goggles, and some earbuds, and half the needs are gone. No more 'slower' problems with trodes, almost all the head-ware is redundant now. I'd say there was a strong point towards not using cyber (or using only for speed enhancements)

Even then, in our game of 6, only one person has any speed enhancement, instead of everyone like in SR3, so I'd say it balanced out towards non-cybered mundanes nicely. Our trouble is that magic is more appealing than cyber now, 4 of 6 are magically inclined....

Sphynx

I don't see how muscle toner for exampel would be worthwhile only in the short run. you can boost agility from 5 to 9 with 0,8 essence and 32.000 :nuyen:. The same would require 7 magic points from an adept. I do see your point about cybereyes/ears though.
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Sphynx
post Jan 16 2006, 02:25 PM
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QUOTE (Kerberos)
I don't see how muscle toner for exampel would be worthwhile only in the short run. you can boost agility from 5 to 9 with 0,8 essence and 32.000 :nuyen:. The same would require 7 magic points from an adept. I do see your point about cybereyes/ears though.

Because Muscle Toner 4 is going to put you only 3 dice short of the long run (9 vs 6). That's only 1 additional success on average. I'm not saying that the 1 success isn't worth it, I'm saying that in SR3, where you could reduce TNs alot, those 4 extra dice meant more than just 1 success (and even that 1 success isn't guaranteed).
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Kerberos
post Jan 16 2006, 03:42 PM
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QUOTE (Sphynx)

Because Muscle Toner 4 is going to put you only 3 dice short of the long run (9 vs 6). That's only 1 additional success on average. I'm not saying that the 1 success isn't worth it, I'm saying that in SR3, where you could reduce TNs alot, those 4 extra dice meant more than just 1 success (and even that 1 success isn't guaranteed).

Well I can't really comment much about the difference between sr3 and sr4 since I began playing only a few weeks before sr4 came out and thus only browsed the sr3 rules. As for the 1 hit it might not make much difference if you would have hit anyways, but if it's the difference between a hit and a miss then it matters. Also I can boost reaction which means I'm more likely to shot first, and might make the difference between being hit and not when I get shot at. Besides the adept only gets bonus dice rather than adjusted target numbers too.
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stevebugge
post Jan 16 2006, 04:04 PM
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QUOTE (hyzmarca)
An uncybered mundane is viable in SR3 and is viable in SR4, it just isn't viable according to standard playing styles.

This is really the key to the whole thing: What kind of game are you playing. In some settings it is sometimes even advantageous to by uncybered and mundane (like going through airport security). In the SR2 Rule Book the Detective Archetype was uncybered and mundane, which clearly indicates that the writers thought it was a viable option. It is definitely something to try once you've done a lot of cyber heavy or magic heavy characters, because it adds an extra dimension of challenge to the game, which may make it more enjoyable for you.
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Sphynx
post Jan 16 2006, 04:18 PM
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QUOTE (Kerberos)
Well I can't really comment much about the difference between sr3 and sr4 since I began playing only a few weeks before sr4 came out and thus only browsed the sr3 rules. As for the 1 hit it might not make much difference if you would have hit anyways, but if it's the difference between a hit and a miss then it matters. Also I can boost reaction which means I'm more likely to shot first, and might make the difference between being hit and not when I get shot at. Besides the adept only gets bonus dice rather than adjusted target numbers too.

Sure, you might go a bit faster, but the question was asked if it was worth it to not Cyber. Nobody's questioning if cyber helps, of course it does. But the size of boost it gives, is it just as nice to go without the boost, and put those points into other areas. Absolutely.

Granted, Cyber is the way to go if speed is something you consider important, not all character concepts require speed. But (especially since there's no upgrade rules), wouldn't that speedster do better still to just wait until he's made his mark, and get a nice alpha grade Synaptic Booster -3?

Anyhows, it's a moot point. It's definitely a viable option to go non-cyber, you're not going to be that much weaker than the cyber guy, and from my reading of the rules, if you opt for the purely mundane, you can later become a Magician/Adept or Mystic Adept via the purchase of the Positive Quality. That was never allowed in previous editions. ;)

Sphynx
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Azralon
post Jan 16 2006, 04:20 PM
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Magic has the most potential. Implants offer the quickest power escalation. Unaugmented mundanes, however, can offer the best build efficiency.

If you spend all of your build points on attributes, skills, and Edge then you have less "waiting for karma" to do than anyone else. You have more skills at higher levels, for instance. Your Edge can be that much closer to capping.

Gear and money can potentially come quickly to the resourceful 'runner; an unaugmented mundane can devote his budget to buying implants after chargen. This effectively bypasses the Availability:12 limit and means you don't have to buy subpar items before the SOTA stuff becomes potentially available. For example, you don't have to throw away money on standard Wired:2 on the way to getting beta Wired:3. You can just save up and buy the good stuff all at once.

I won't argue that the road might be rough on the way up there. Adepts will outclass you in their chosen field, and vatjobs will be more consistently effective than you in most areas. However, all you need is time and money and you'll blow past the guy who dropped 250k on implants in chargen.

Also, I should note, that you don't need to burn a single bit of Essence to be a kickass hacker or rigger. Heck, if you've got mad skills in those areas then all you need to do is mug a few of those guys for their gear and suddenly you're above the curve.
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Glyph
post Jan 16 2006, 04:44 PM
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Yeah, that was one thing I was asking myself too, on the cybered route: whether it would be better to start out with none, and just get the good stuff later, instead of having to "upgrade" everything. I guess it depends on the cash rewards of the campaign. If the runners are stuck with dinky runs to start out, it might not be worth the wait, but if they make decent money (which they should, to be honest, considering their skill sets), then starting out with no cyber is a decent option.
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Azralon
post Jan 16 2006, 04:52 PM
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Agreed, Glyph. If you know you're looking at a low-cash campaign anyway then magicians, adepts, and technomancers are probably going to be your best bets.

Reminds me of a fairly recent D&D campaign we had. The GM said "Loot will be somewhat rare in this gameworld." I've never seen so many PC monks, sorcerers, and people with Vow of Poverty. :)
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