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> Do adepts suck right now?, Yes, they do.
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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