IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
> Character Creation: Skill Groups Question
Deggial
post Jun 21 2006, 04:57 PM
Post #1


Target
*

Group: Members
Posts: 1
Joined: 25-November 03
Member No.: 5,844




Hi everyone,

I am about to begin a Shadowrun 4th edition campaign for the first time. While reading the core rule book on character creation, there is an issue about skills and skill groups that was not clarified properly.

According to the rules, a player can spend karma points during the campaign so as to increase a single skill that previously belonged to a skill group that now "breaks".

Can the same thing be done during character creation? For instance, let's say that a magician spends 40 points to the Sorcery skill group to 4, then wants to "break" the skill group and raise Spellcasting on its own to 6, spending an additional 8 points.

Do you think this is feasible during character creation? Is there any official FAQ or errata that clarifies this?
Go to the top of the page
 
+Quote Post
Geekkake
post Jun 21 2006, 05:00 PM
Post #2


Moving Target
**

Group: Members
Posts: 475
Joined: 13-March 06
From: dusty Mexican borderlands
Member No.: 8,372



No, sir! And curse you for even thinking it!
Go to the top of the page
 
+Quote Post
mdynna
post Jun 21 2006, 05:01 PM
Post #3


Moving Target
**

Group: Members
Posts: 371
Joined: 10-January 06
From: Regina
Member No.: 8,145



The RAW are silent on this but I have ruled: no. For game balance reasons.
Go to the top of the page
 
+Quote Post
Jaid
post Jun 21 2006, 06:01 PM
Post #4


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



i think the general consensus has been that there is nothing explicitly saying you can't, but the examples seem to suggest it was intended that you cannot.

most people seem to feel it was the designer's intent to make it so you could not do it, but ultimately you will have to decide for your own game (i say no, you can't, because it just feels like violating the spirit of the law in favor of the letter of the law).
Go to the top of the page
 
+Quote Post
mdynna
post Jun 21 2006, 06:54 PM
Post #5


Moving Target
**

Group: Members
Posts: 371
Joined: 10-January 06
From: Regina
Member No.: 8,145



QUOTE (Jaid)
violating the spirit of the law in favor of the letter of the law

I think that's the theme of SR4.
Go to the top of the page
 
+Quote Post
James McMurray
post Jun 21 2006, 06:57 PM
Post #6


Great Dragon
*********

Group: Members
Posts: 5,430
Joined: 10-January 05
From: Fort Worth, Texas
Member No.: 6,957



LOL. I think many woul disagree, but you're entitled to your opinions. :)
Go to the top of the page
 
+Quote Post
stevebugge
post Jun 21 2006, 07:19 PM
Post #7


Neophyte Runner
*****

Group: Members
Posts: 2,026
Joined: 23-November 05
From: Seattle (Really!)
Member No.: 7,996



Spirits of the Law: Anyone got stats for those? :silly:

I would put in another vote for the "breaking skill groups can only be done after character creation" camp though I cannot cite any canon for that either. I lean towards game balance for disallowing it also, that and it was not done in any of the sample characters (though using those as precedent is dangerous considering the number of corrections they received in the errata)
Go to the top of the page
 
+Quote Post
Nim
post Jun 21 2006, 07:21 PM
Post #8


Moving Target
**

Group: Members
Posts: 244
Joined: 8-June 06
Member No.: 8,681



QUOTE (stevebugge @ Jun 21 2006, 02:19 PM)
Spirits of the Law: Anyone got stats for those?

Watch out for their 'Locate Loophole' power. It can cause problems when players summon a high-force spirit and have them activate and sustain the power for the duration of the session.
Go to the top of the page
 
+Quote Post
Butterblume
post Jun 21 2006, 08:40 PM
Post #9


Running Target
***

Group: Members
Posts: 1,150
Joined: 19-December 05
From: Rhein-Ruhr Megaplex
Member No.: 8,081



I want to put in a vote for "breaking up skillgroups can also be done at chargen" ;).

I allow it for my players, I think it isn't really that abusable. It's imo a good way to have a more rounded (and logical) char at generation. And, after all, why should I compel a player to get a few points of karma before he can break up a group in play.

Only 2 of 6 players of mine used this option.
Go to the top of the page
 
+Quote Post
Xenith
post Jun 21 2006, 09:21 PM
Post #10


Moving Target
**

Group: Members
Posts: 399
Joined: 27-May 04
Member No.: 6,361



I go with the ability to break up skills at character gen. Most of my players use it, and its not possed any so called game balance issues... And neither group has begun uber in any way related to skills. Then again, I use a Modified SeCKSY set up so that kinda take care of itself. Go exponentially increasing karma costs!

Game balance in SR is theoretical in the first place.
Go to the top of the page
 
+Quote Post
Geekkake
post Jun 21 2006, 10:19 PM
Post #11


Moving Target
**

Group: Members
Posts: 475
Joined: 13-March 06
From: dusty Mexican borderlands
Member No.: 8,372



QUOTE (Xenith)
Game balance in SR is theoretical in the first place.

Amen to that. Don't like the char's twinking decision? Drop a cow on him.
Go to the top of the page
 
+Quote Post
Grogs
post Jun 22 2006, 12:50 AM
Post #12


Target
*

Group: Members
Posts: 27
Joined: 4-June 06
Member No.: 8,643



Reading the paragraph on upgrading skill groups on p. 264 would lead me to believe you weren't meant to take one and then upgrade a skill individually, since when you upgrade one you no longer have a skill group, but 3-4 separate skills again. I don't see how you could have a starting character with say automatics 3, longarms 3, and pistols 5 and say you gave that character a skill group at character creation when there's no skill group there.
Go to the top of the page
 
+Quote Post
Derek
post Jun 22 2006, 01:46 AM
Post #13


Jacked In, Up & Out
**

Group: Dumpshocked
Posts: 232
Joined: 26-February 02
From: Oceanside, CA
Member No.: 95



Here's an example of why I think you should be able to do it at chargen:

Say I want to make a mage, a banishing expert, who is also okay at the rest of the spirit area.

So, the end result desired is banishing 6, summoning 3 and binding 2.

Without skillgroups, this would cost 6x4 plus 3x4, plus 2x4, for a total of 44

With skill groups, this would cost 2x10 (conjuring skill group), plus 4x4 (banishing to 6), plus 1x4 (summoning to 3) for a total cost of 40.

This saves a total of 4 build points, which is not a huge amount. However, if you don't allow skill group breaking at chargen, a min/maxer might just say to heck with the banishing at 6, and make a character with the conjuring skill group at 4, for a total cost of 40, which gets him a 4 skill in each (binding, summoning, and banishing) Sure, he can't quite banish as well, but he can definitely summon and bind much better, so the end result is a more powerful character, for less build points, and one that might not be quite as interesting as a banishing expert could be.

So, my opinion is to reward 'interesting' characters with slightly more build points, and this would be one way to do it. Same thing with the other thread about phobias. All players might not be so inclined to make interesting characters if there aren't some incentives to do so. Some would, but some won't, and with the incentives, more people will, thus making for a more interesting game. Just my opinion, of course...

Dave

Edit: fixed a typo in the math
Go to the top of the page
 
+Quote Post
James McMurray
post Jun 22 2006, 01:54 AM
Post #14


Great Dragon
*********

Group: Members
Posts: 5,430
Joined: 10-January 05
From: Fort Worth, Texas
Member No.: 6,957



A banishing expert (espcially with banishing at 6) is going to be a comparatively weak character with almost any generation system.
Go to the top of the page
 
+Quote Post
Xenith
post Jun 22 2006, 03:01 AM
Post #15


Moving Target
**

Group: Members
Posts: 399
Joined: 27-May 04
Member No.: 6,361



About as much as a Counterspelling Expert. Some players seek to fill an unforeseen niche, which makes them so awesome in play. It may seem weak, but the moment theres an enemy spirit or a spell being tossed about he is king.
Go to the top of the page
 
+Quote Post
Jaid
post Jun 22 2006, 04:04 AM
Post #16


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



a banishing expert = a spellcasting mage with a force 12 stunbolt available and high magic/spellcasting.

better than trying to banish them and suffer the drain for that, which could potentially be crazy huge, at any rate.
Go to the top of the page
 
+Quote Post
wind_in_the_ston...
post Jun 22 2006, 04:57 AM
Post #17


Moving Target
**

Group: Members
Posts: 560
Joined: 4-March 06
From: Pueblo Corporate Council
Member No.: 8,332



Build Points aren't spent consecutively, they're spent simultaneously. In other words, you're not building up a person from birth - he jumps off the page fully formed. So you look at the skill ratings you've chosen, and total up the points that they cost.
Go to the top of the page
 
+Quote Post
NightmareX
post Jun 22 2006, 08:43 AM
Post #18


Moving Target
**

Group: Members
Posts: 831
Joined: 5-September 05
From: LAX, UCAS
Member No.: 7,687



QUOTE (wind_in_the_stones)
Build Points aren't spent consecutively, they're spent simultaneously. In other words, you're not building up a person from birth - he jumps off the page fully formed. So you look at the skill ratings you've chosen, and total up the points that they cost.

Which makes no sense if you view character creation as a more holistic endeavor rather than an exercise in crunching numbers.
Go to the top of the page
 
+Quote Post
Derek
post Jun 22 2006, 12:13 PM
Post #19


Jacked In, Up & Out
**

Group: Dumpshocked
Posts: 232
Joined: 26-February 02
From: Oceanside, CA
Member No.: 95



QUOTE (Jaid)
a banishing expert = a spellcasting mage with a force 12 stunbolt available and high magic/spellcasting.

better than trying to banish them and suffer the drain for that, which could potentially be crazy huge, at any rate.

Well, yes, that might be the best way mechanics wise, but often, the best mechanics way does not equal the best for character "interestingness"

Dave
Go to the top of the page
 
+Quote Post
booklord
post Jun 22 2006, 12:43 PM
Post #20


Moving Target
**

Group: Members
Posts: 502
Joined: 14-May 03
From: Detroit, Michigan
Member No.: 4,583



I'd allow it.

From a background development idea it works out fine. To use the banishing example:

Character X went to school and learned conjuring skill group for a few years.
Character X left school and got a job banishing spirits.
Character X concentrated on banishing skill from conjuring skill group for the next few years.
Character X accidentally banishes his bosses ally spirit, is fired, ditches his SIN, and becomes a shadowrunner.
Go to the top of the page
 
+Quote Post
Samaels Ghost
post Jun 22 2006, 01:36 PM
Post #21


Moving Target
**

Group: Members
Posts: 984
Joined: 15-June 06
Member No.: 8,717



Where can rules for Ally spirits be found?
Go to the top of the page
 
+Quote Post
James McMurray
post Jun 22 2006, 01:38 PM
Post #22


Great Dragon
*********

Group: Members
Posts: 5,430
Joined: 10-January 05
From: Fort Worth, Texas
Member No.: 6,957



Nowhere in SR4. IIRC they're in Magic in the Streets in SR3 (although I may be confusing the book name with it's SR1 or 2 counterpart).
Go to the top of the page
 
+Quote Post
Ryu
post Jun 22 2006, 02:47 PM
Post #23


Awakened Asset
********

Group: Members
Posts: 4,464
Joined: 9-April 05
From: AGS, North German League
Member No.: 7,309



Word on the german fanpro-forum has it that it should be allowed, but is up to the gamemaster to decide. Unfortunately a better answer (as in decisive) is not available so far.

The chargen rules as written allow for buying groups or skills, but not for improving them (my viewpoint). The few saved points are hardy worthy of group conflict though. Hopefully the FAQ will be provide a clear decision.
Go to the top of the page
 
+Quote Post
Nim
post Jun 22 2006, 03:24 PM
Post #24


Moving Target
**

Group: Members
Posts: 244
Joined: 8-June 06
Member No.: 8,681



I think that's Magic in the Shadows, James.

I understand what they were going for with the skill groups, and it makes sense, but I have to admit that it bugs me that it's possible to have two characters with EXACTLY THE SAME SKILLS, yet they paid different costs for them because of the order in which they bought them. It makes going back and sanity-checking a character 20 sessions down the road a pain in the ass.
Go to the top of the page
 
+Quote Post
James McMurray
post Jun 22 2006, 03:29 PM
Post #25


Great Dragon
*********

Group: Members
Posts: 5,430
Joined: 10-January 05
From: Fort Worth, Texas
Member No.: 6,957



With or without skill groups that's impossible unless you have a copy of their original character sheet. A character with unarmed 5 and pistols 5 after 20 sessions could have bought them from scratch after chargen, bought them completely at chargen, or anything in between. If you've got a copy of that first character it doesn't make it any harder to sanity check characters that used groups vs. characters that didn't, because the info will be at your fingertips.

The primary effect of allowing upgrading of skill groups during character generation is probably a larger percentage of generalists. Depending on your viewpoint, this is either a good or bad thing. I think most would call it good, but some don't like systems that reward what is viewed as overgeneralization.
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 25th April 2024 - 04:39 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.