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> 500 point games...good or bad?
Begisle
post Jan 3 2007, 07:15 AM
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I'm starting a game this Friday and was wondering what others thought about having players use 500bp instead of 400

We also will be using the variant rules of 4+ and exploding 6s(sorry long time Earthdawn player and this way feels more comfortable to me)
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Charon
post Jan 3 2007, 07:18 AM
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For a standard campaign that will last 20+ sessions, bad.

For a short scenario, (can be) good.

For a campaign based on a chapter format where you'll play in alternance 3 to 5 group, none of which will play more than 5-6 sessions, good. Though not all groups should be at 500 BP. Variety is a good thing.

For a first campaign, very bad.

QUOTE
We also will be using the variant rules of 4+ and exploding 6s(sorry long time Earthdawn player and this way feels more comfortable to me)


Bad.

Exploding dice hurt the PCs more than they help them.
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Glyph
post Jan 3 2007, 07:34 AM
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500 build points is high-powered campaign level. I disagree that it is bad for campaigns lasting 20+ sessions, as characters will still have plenty to spend their Karma on. However, you need to be aware that using 500 points will create very effective shadowrunners. Even with 400 points, you can make runners who sling dice in the high teens for their primary skill. With 500 points, they will be able to do so without needing to sacrifice in any other areas.

At 500 points, you could even make a halfway-decent technomancer. :eek:

So as far as good or bad, I give a qualified good. It is good... if it is your intention to have a high-powered campaign.
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Grinder
post Jan 3 2007, 10:54 AM
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QUOTE (Glyph)
So as far as good or bad, I give a qualified good. It is good... if it is your intention to have a high-powered campaign.

Second that. You can build decent adepts and spellslingers and giv e your sammies upgraded cyber like betaware. Or your characters will have a lot of skills (maybe think of removing skill caps at chargen) and high attributes. But I don't think that the characters will be overpowered. I'm building an elven medic at the moment with 450 BP (hello, Ophis ;) ) and he'S far away from being a powergamer's wet dream.
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TBRMInsanity
post Jan 3 2007, 01:48 PM
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A 500 point game is ok. But tailor your missions around the fact that your players are more powerful. IE you have to run your games as if the SR are well established SR that have been working as a team so far. If you have any newbies in your group this may be a problem.
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Wakshaani
post Jan 3 2007, 01:51 PM
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*Waves the 320 pt flag*

C'mon down to Rookie World! It's cool down here!
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ChicagosFinest
post Jan 3 2007, 02:57 PM
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What do you have to work for or look forward to?
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Kyoto Kid
post Jan 3 2007, 03:55 PM
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...In SR3 we used the high powered rules from MrJ's LBB. Admittedly it was a short run (Brainscan) and we had a small group of players (3 - 4). Was able to make a kick butt decker/sam (Diamond Ice) who had her own custom deck and programmes (2 mil in resources) and we still barely made it through the module.

I will be using the same rule option for the re-run of my Rhapsody arc as well and do not see much of an issue handling the higher powered characters considering the difficulty level the campaign is set at.
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Ophis
post Jan 3 2007, 05:48 PM
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QUOTE (ChicagosFinest)
What do you have to work for or look forward to?

An awful lot in SR4, sure you can have maxed out a specialty but even with 500BP you still have plenty of toys to buy. Hell 900BP still seems incomplete if you ask me. plus the money really don't stretch far if your after betaware etc.
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deek
post Jan 3 2007, 06:07 PM
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I run a campaign bi-weekly, 4-5 hour sessions. We are in our 15th session...the only real change we made was increasing the karma rewards...still started with 400 BP at chargen, but each session, regardless of activity, I give out a base of 10 karma...then I add onto that the "normal" karma rewards for runs and stuff.

I would consider this a higher-powered campaign, but it works well and everyone is having fun. There hasn't been a ton of in-game downtime and because of the accelerated reward system, the group really hasn't been on a ton of runs and therefore don't have a bunch of gear to speak of besides chargen and stuff they have picked up.

But, there is a ton of stuff these guys like to spend karma on and with the karma rules, it really doesn't go as fast or make them as powerful as I would have expected...in the given time.

So, at this point, after 30 weeks of playing, these characters are about where you would be starting your group, using 500 BP. I think it would be fine as long as you keep the group as "professional runners", not up and comers or anything.
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ElFenrir
post Jan 3 2007, 06:08 PM
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Well, i got used to the 400 BPs, works well. Im sure 500 would work fine for a more experienced runner campaign.

I actually find, being an SR3 fan(fav of the 4, tho i enjoy 4), that 450 is a rather comfy amount to work with. It's not too terribly much more(youre basically allowed 25 more attribute points, which isnt too extensive), and 25 gives you some more Resources, Contacts, or if you divvy it up in Skills, a couple extra low end skills or one extra high end. Thinking about it like this, its not too extensive, but still allows for the more 'SR3' starting level runners(but not quite)...who some called overpowered, but i usually thought of it as runners that have been assumed to not be on their first one and have done a few. Another thing is with 450, I found Technomancers to be much more comfortable.


Well, lets break it down numerically. Taking maxes, a mundane character can have(for one instance), with 400:

200 on Attributes

Maxing out cash, can get 250,000(50BP)
Lets say dropping 15 into Contacts(15BP)

perhaps 10 on Edge(10 BP),
for 275 BPs, allowing 125 for Skills. (which go faster than you think sometimes).

This creates a competent, but not overpowering, character....with these resources, im guessing this might be in the lines of sammie or a Drone Hacker.

400 BPs can also make a well-powered, but not overly experienced, mage.

However, as said by many, technos do suffer a little under the 400 yoke.

500 BPs, to create the top sammie/drone hacker said above....

Add 50 Bps to their Attributes, fairly significant.

50 BPs more to spend on Skills or Contacts, also quite significant. If you allow more than 250,000 nuyen, then possibly considerably more Resources.

Yeah, these are some much more experienced runners...but not impossible to challenge. Youll just have to give it some thought.


As for the 320 BP method, its one of those things that i have to be in the mood for. Sometimes i like to play a more down end street gang-like campaign, and it works pretty well, but since most RPGs start you so low, i got a bit tired of it, so i typically more enjoy playing a bit more seasoned(ie, regular 400 BP to 450 BP.)




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Red
post Jan 3 2007, 11:49 PM
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It is much more difficult, and much more expensive to make a well balanced character than it is to make a more potent character. Anyone can make a potent one/two trick pony with 300 BP. However it a very experienced player to make a viable, well balanced character with only 300 BP.

GMs should be wary of restricting BP out of a kneejerk reflex reaction to the power that BPs grant munchkins, lest they starve other players of the ability to be anything but a minmaxer in order to survive.
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OneTrikPony
post Jan 4 2007, 01:15 AM
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It looks to me like the generation caps that are in effect control character generation as much as the build point totals.

You can have 500 bp but if you still keep the availability 12 cap and the 1/2 bp total cap on attributes you end up with more ballanced characters than specialists.

I'm playing my first SR4 character now and he is a 500 point character. He nearly died, took overflow damage in the first adventure. Part of that was that I'm out of practice and made some bloody stupid moves. But still it's not hard to kill a 500 pont character.

If I had to rebuild this character I would spend less on atributes (i used 200 pts) and but about 50 points worth of contacts.
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fistandantilus4....
post Jan 4 2007, 01:26 AM
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QUOTE (OneTrikPony)
I'm playing my first SR4 character now and he is a 500 point character. He nearly died, took overflow damage in the first adventure. Part of that was that I'm out of practice and made some bloody stupid moves. But still it's not hard to kill a 500 pont character.


To be fair to OTP, the entire group nearly died, and they didn't all make bad mistakes. I just upped the ante a bit. I prefer, and run 500 BP games as the norm, and sill find that I can have them pretty set at street level, just by making the characters use a variety of skills, giving them lots of different things to look at, and giving all the NPC's edge. That alone makes it harder on the PC's, and they've yet to face an NPC with an edge higher than 3 (well, excepet for that Mantis chica).
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OneTrikPony
post Jan 4 2007, 01:40 AM
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AH HA! I didn't know everyone had edge. I actualy like that idea more skull sweat for the GM but serious NPCs should have their own edge.

I think that's a good way to increase the power of a game and let the world keep up with advancing PC's too, no mater the BP startup.
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fistandantilus4....
post Jan 4 2007, 01:48 AM
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Oh, did I forget to mention that one house rule? :vegm:

Yeah, I couldn't find any logical reason that an NPC shouldn't have an attirbute that every PC has, which is also a big part of the reason we play w/ 500 BP. It does make you sweat it a bit.

But that gun fight you were in, I think the only time I used edge for the NPC's was :
1) when the FRT trooper tried to kick the grenade away and glitched
2) the yellowjacket shooting rockets at the hovercraft.

So it can still be plenty nasty without it.
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OneTrikPony
post Jan 4 2007, 02:08 AM
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MMMM Chunky Aztechnology Trooper Salsa is my favorite brand of salsa... YUMMY!

If anyone wants the recipe;

put 12 aztech guards in a citymaster,

Add one frag grenage

Let bake for 3-5 seconds.

Viola! Who brought the chips?

[edit] sorry for hijaking the thread

on topic; 500 bp is not too much if you have a GM who is a complete bastard. (this has not been another OTP personal attack, just a simple statment of Fact. You all saw the :vegm: smiley above.)
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fistandantilus4....
post Jan 4 2007, 02:11 AM
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QUOTE (OneTrikPony)
Viola! Who brought the chips?

You did actually. Then the survivors shot you. :( but the chips were good!

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ElFenrir
post Jan 4 2007, 02:50 PM
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QUOTE
It is much more difficult, and much more expensive to make a well balanced character than it is to make a more potent character. Anyone can make a potent one/two trick pony with 300 BP. However it a very experienced player to make a viable, well balanced character with only 300 BP.

GMs should be wary of restricting BP out of a kneejerk reflex reaction to the power that BPs grant munchkins, lest they starve other players of the ability to be anything but a minmaxer in order to survive.



I sort of noticed this here a bit. Not to a huge extent...but sort of. I guess i try some numerical examples, once again...

Person A, going for the Balanced Build, pops 30 BP into Firearms Group
30 BP into Close Combat Group
20 BP into Stealth Group.

Agility isnt(the stat that seem to be coming into play here), isnt excessive...a natural 4 modded to a 6.

Cost of Skills(lets assume that 200 were spent on attributes), is 80 BPs, and this person has access to every Firearms based skill, every Close Combat based skill, and every Stealth based skill, and does them competently. Smartlink can also be added to Firearms.

Now, Sammy the SMG Sammie decides to go the other direction...Agility is 5(8), 200 BPs still spent on attributes.

Instead of Firearms Group, he goes for Automatics(SMGs): 6(+2), for 26 points.
Pistols(Semi-Automatics): 4(+2) for some backup, just incase, for backup, and 18 points.
The obligatory Blades(Swords): 4(+2), another 18 points.
Rounding it off with Infiltration(lets say Sneaking): 4(+2)., 18 points.

Grand Skill Point Total: 80. Just like the balanced guy above.

The balanced character will have the advantage of being able to handle more situations should they come up. However, the specialized character, managing to twink which are probably the mostly used firearms skills(I tend to see Pistols and SMGs come in more than Longarms), rolls alot more than the balanced character in any given situation...Character 1 rolls 9(11) dice with all Firearms skills, while the more specialized rolls 16(18) with just his SMGs!! 14(16) with all Automatics, 12(14) with Pistols and 14(16) with Semi-Automatics, totally trouncing the balanced character in many situations. With Close Combat, character 1 throws a decent 9 dice, while 2 with his Blades throws 12, and Swords 14. Yikes.

Sad part is, should the twinked guy pick up, say, Longarms...which Character 1 has him beat in, having the skill and throwing 9(11 linked) dice for....character 2 defaults, adds a smartlink..and gets 9. Which is...the base amount the balanced guy gets without a smartlink. For close combat, he throws 7 with a club or spurs or unarmed, which is less than the balanced guy..but not that much. Stealth wise, character 1 throws 8 with Agility based ones and 6 with Intuition based ones(Int4), the twinked character throws 12 with Infiltrating, 14 with Sneaking, and defaulting to Agility lets him throw 7(1 less than balanced), and with his Intuition 5(important for specialists), he throws 4.

And i can see totally why people twink a specialist out. The disadvantage of throwing a couple less dice in other areas(but still a respectable amount), is a small price to pay for trouncing a balanced character in other areas. Yes, in the end the numbers arent everything, but nothing wrong with wanting to make an effective character.

Thing is, i dont know if changing the amount of points will make the balanced character be able to stand out. A little more perhaps, but i think im going to keep on working with my alternate SR4 chargen(bringing back Priorities), and post it here soon. I just about have it figured out, and i think it might fix a few problems here. I mean, SR3 had specialists as well, but for some reason i tended to find neither side(balanced vs. specialist) having a severe advantage over the other...they each had their unique advantages and disadvantages. (ForEx, in the above examples, in SR3, char 1 would take a 4 Pistols, SMGs, Assault Rifles and Shotguns, for 16 points. Char 2 took a 6 SMG and 6 Pistol. 4 less points spent but since defaulting was much harsher, char 1 would still have an advantage in some situations.)

There just seems to be something with the chargen that makes it more...tempting to make the specialist, and im trying to put my finger on it. I still think that damned defaulting skill that i keep bitching about but cant figure a way to fix it has something to do with it :grinbig:

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ornot
post Jan 4 2007, 03:13 PM
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The question I'd be asking as a GM, is where that specialised character picked up his skills.

I tend to feel that demanding justification is a reasonable check on twinks, and at the very least you can make them feel stupid by pointing out the gaping holes and illogic in their character backgrounds.

Of course should a player come up with a reasonable reason for his character to be so insanely good with SMGs while barely having picked up a rifle, that's fine.
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Banaticus
post Jan 4 2007, 03:46 PM
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Some of you are acting like this is a new thing for Shadowrun -- this is why BeCKS was invented back in the year 2000. True, it hasn't been modified for 4th edition yet (the latest version, linked from the bottom of this post is v2 from the year 2004), but this is Dumpshock so I assume it will be updated soon. Perhaps we could start a thread to discuss it.
QUOTE
http://tss.dumpshock.com/15/art15-b2.html
You pride yourself on your creative and well-rounded Shadowrun characters. You've just finished making Jack Bull, the baddest Ork Sammy on the streets of Seattle, and you find you have two skill points left to spend. What do you do with them? You think that maybe to round out the character a little, you should really take two points of Car to reflect the time you spent as a bodyguard/driver. But on the other hand, it sure would be nice to raise Assault Rifles from 4 to 6. Hmm… what to do? Do you round out your character with driving skill even though you know that after one session of game play, you could buy that two points of driving skill for only 4 karma? Or do you max out the combat skill knowing that it would cost you 16 karma to do that later? Such a dilemma.

We all know that "good roleplayers" will eschew the temptations of min/max-ing and put the points wherever makes the most sense for the character-but why should "good roleplayers" be put at a disadvantage simply because they designed a richer, fuller character?
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ElFenrir
post Jan 4 2007, 03:53 PM
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Oh, i personally loved BeCKS. I showed it to some gamer friends and they agreed as well, when converting my SR3 Shaman to BeCKS he came out wonderfully well rounded, much better than before. I like the example they give. I recall there being a variant of SR4 BeCKS somewhere on the forum. With a little work you could probably heave over the old BeCKS to the new.
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OneTrikPony
post Jan 4 2007, 04:35 PM
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QUOTE
There just seems to be something with the chargen that makes it more...tempting to make the specialist, and im trying to put my finger on it. I still think that damned defaulting skill that i keep bitching about but cant figure a way to fix it has something to do with it


I think you hit it on the nose. Why buy skill groups when you can throw 15+ dice for the same bp cost?

Being a generalist doesn't work well in group play. If you have 4 players you'll usually end up with one of each archetype; mage, sami/adept, hacker, rigger. Or you'll end up with two or three players that want to play the same arcetype (mage). You'll end up with a team of 4 specialists or you'll end up heavy in one skill set. In either case the generalist will get left out in the cold durring most of the game play. If you have a team that covers all of the specializations the generalist just ends up in a support role. "Let me do that I'm faster/better/deadlier." If you have a team that is heavy in one archetype the generalist will end up filling a specialists role and doing an inadequate job.

I had a player in SR3 that always ran into this problem. He wasn't interested in spellslinging, (I'm not talking about me this time) What he loved was rigging and specificly driving and building passenger vehicles. It didn't take him long to figure out that there are many problems that can't be solved by a machinegun in a popup turret. So he would usually spend 5 essence on a VCR and then try to make his character a shooter too. It never worked. Many times his character was as useless out of the vehicle as he was inside it. My point is that the generalist get's spread too thin. When you have well built specialists a generalist on the ground can be outright dangerous to the rest of the team. My approach with a low BP character would be to make a specialist that fit's well into the slot left by the other characters or to make a semi-generalist who is actually a specilist in one of the more esoteric roleplay intencive areas of the game; A face/procurement officer guy who can run and gun in a pinch a mystic adept who knows health spells.

With 500 bp though you run up against caps pretty quick (this assumes that you don't get unlimited funds or attribute bp an that you retain the availability cap on gear at chargen.) It means that your 500 bp character is no better at shooting/spellslinging/driving/hacking than the 400 pt specialist character but he gets to spend 100 points on a sideline like computer skills and gear for your mage, Charisma and social skills for your samurai.

Basicly, if you keep the normal cargen caps on a 500 pt character you start the game with a PC that has already filled in some holes that would eat his first 70 points of karma.
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Brahm
post Jan 4 2007, 04:39 PM
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QUOTE (OneTrikPony @ Jan 3 2007, 08:40 PM)
AH HA! I didn't know everyone had edge. I actualy like that idea more skull sweat for the GM but serious NPCs should have their own edge.

I think that's a good way to increase the power of a game and let the world keep up with advancing PC's too, no mater the BP startup.

I like to allocate a dual statted group Edge to NPCs for combats. The first number is the Edge dice, the second larger number are total number of times that the group Edge can be tapped. A common number is something like 4 Edge, 8 total taps.

I also use poker chips for Edge (whether as GM or player). I've handed out chips for the players too. So keeping track is easy. At the start I set up two different colour stacks on the table. The first has the number of Edge dice and the second are for the extra times the Edge can be tapped, for the example I gave above it would be 4 of one colour and 4 of another colour. So the players have an idea going in how much weight is going to get thrown at them.

Every time someone goes to use Edge they toss a poker chip. I really like the physical feel of that (I use 11.5g chips, not the crappo light ones), and when the chips are gone so's the Edge.
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sunnyside
post Jan 4 2007, 04:47 PM
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I really don't see why 500 BP would be a problem. Especially since presumably you'd leave all the caps on skills and stuff in place.

I mean Shadowrun has been a great game for a long time. I remeber for a while there you could be a human with a million nuyen, stats of 6 6 6 4 4 4 a good batch of skills and have some positive/negative qualities to boot.

That'd be something like a 700 point character. And we still had a blast and they always wanted that Karma for something. (maybe not quite as desperatly though).


I'm guessing what you'll get are characters who can do more than just one thing and that would be good.


I'm more worried about the 4+ and the 6's both being in play. On the other hand that may help mitigate the extra points. With both of those rules the security guard you didn't notice in the corner has a respectable chance of turning one of your player's character sheets into hamster cage lining. That'll keep them on their toes.
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