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Jan 22 2007, 09:31 AM
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#6
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,737 Joined: 26-February 02 Member No.: 463 |
Well, Adepts get one thing that Street Sams do not... they are less obvious (cyberware scanners and all that).
Also, of course, they can raise their Agility and get the extra dice on top. It's just somewhat expensive to get there for them. That said, I agree, that Adepts are not really that great... I always wondered why people thought they were overpowered. I think your changes are over the top, though, but I guess that works for you. :) Bye Thanee |
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Jan 22 2007, 09:33 AM
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#7
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 |
Currently the hacker adept and the social adept are pretty much unbeatable.
The combat adepts main power advantage seems to be combat sense; they can drive thier passive defenses up a bit easier. A sam maxes out at reaction 9. A sample adept with magic 5 could get the wired 2 adept power, 4 points of combat sense, and start with 11 dice of passive defense. An adept maxed for passive defense would have 15+ dice (combat sense 6, reaction 9) which is probably doable with 100 karma. The combat adepts lose out on agility boosts. (combat sense is about the ssame as a reaction increase) and the adept IP increases are sorta suck, but not terribly bad. Hmm, can you squeeze in synaptic 3, with at least magic 1 left over without gimping a starting adept? |
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Jan 22 2007, 09:35 AM
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#8
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 20-June 06 Member No.: 8,754 |
With those changes, why would I play a street sam? Especially the autohits - that is beyond broken.
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Jan 22 2007, 09:38 AM
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#9
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Mystery Archaeologist ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,906 Joined: 19-September 05 From: The apple tree Member No.: 7,760 |
*does the happy dance of not being alone*
Glad to see I'm not the only one. The alterations I use. Improved attribute is 0.5 per level as per Emo and Serbiter Increased Reflexes is 1.5 per level (equals how I run wireds). Astral sight costs 0.5 for Mystic adepts I would probably drop Living Focus down to 0.5 I allow Armour piercing to work on any melee attack for the adept (as unarmed is not the only fruit). *checks list(twice)* Yep thats the lot. Most adepts get a point of |
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Jan 22 2007, 09:40 AM
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#10
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,737 Joined: 26-February 02 Member No.: 463 |
Everything, that is available as both adept power and cyber-/bioware, which costs significantly less Essence as compared to the PP cost (esp. Muscle Toner, Synaptic Accelerator) is an improvement for the Adept, when it is used instead of the appropriate Power. Synaptic 2 and another point of Essence worth of Muscle Toner, etc costs the Adept 2 Magic and grants abilities in the realms of 5-6 PP total. It does cost a lot of ¥ though. ;) Bye Thanee |
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Jan 22 2007, 09:43 AM
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#11
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Moving Target ![]() ![]() Group: Members Posts: 399 Joined: 27-May 04 Member No.: 6,361 |
Sorry, but from what I've seen as GM, adepts rock straight out of the box when done correctly. At first adepts specialize. A throw adept = awesome (tossing about 6 - 9p projectiles TWICE in a round tends to do that). A sword adept = awesome (strength boost with improved ability and counterstrike... brings tears to my eyes).
Mystic adepts tend to be a little hard to play at first, but hey... having the Boosted Reflexes spell as well as a few other buffs and other utility spells makes up for it. If your adepts suck, well, thats something you might want to think about. Its all about who plays them. |
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Jan 22 2007, 09:49 AM
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#12
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,011 Joined: 15-February 05 From: Montréal, QC, Canada Member No.: 7,087 |
Meh.
So this week it's the physad's turn to suck when compared to the street sam? I'm guessing that if we were to make lists of the "Physads are too weak!" crowd and the "Street Sam are underpowered!" mob you'd mostly end up with list of people who prefer playing Physads and Street Sam respectively but are disapointed that their PC of choice doesn't rock hard enough in their opinion when compared to the competition. Either way, I'm not touching this one. There's a physads and a street sam in my campaign. They're both happy and that's that. |
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Jan 22 2007, 11:01 AM
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#13
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Moving Target ![]() ![]() Group: Members Posts: 831 Joined: 5-September 05 From: LAX, UCAS Member No.: 7,687 |
How does that balance anything? All you've done is halved the cost for both cyber boys and adepts, giving them both more stuff to play with. Adepts don't need any help - their borderline overpowerful as it is. If they aren't you're not min-maxing them to the utmost (I have a noterious min/maxer that loves to play adepts - his adepts easily outshine the rest of the team). The autohits idea is ungood. |
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Jan 22 2007, 11:46 AM
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#14
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,737 Joined: 26-February 02 Member No.: 463 |
I would like to see one such Adept (out of curiousity)... can you post the essentials for one maybe? Bye Thanee |
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Jan 22 2007, 12:25 PM
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#15
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Moving Target ![]() ![]() Group: Members Posts: 831 Joined: 5-September 05 From: LAX, UCAS Member No.: 7,687 |
Rico Body Agility Reaction Strength 4 5 5 (7) 3 Charisma Intuition Logic Willpower 3 3 5 4 Magic: 7 Essence: 6.0 Edge: 3 Initiative: 8 (10) Passes: 1 (3) Physical Damage Track: 10 Stun Damage Track: 10 Karma – Current: 2; Total Earned: 54 Street Cred: 5; Notoriety: 1; Public Awareness: 2 Racial Abilities/Qualities: Adept, Ambidextrous, Aptitude (pistols), Addiction (smoking – moderate), SINner (normal), Addiction (caffeine – mild), Hunted (Yakuza – level 2) Skills: Pistols (automatics) 6/8 (+2), Unarmed Combat (Escrima) 2 (4), Clubs (Escrima) 2 (4), Infiltration 5 (7), Throwing Weapons 2, Long Arms 4, Dodge 3, Pilot Ground Craft 2, Athletics Skill Group 1, Con 4, Perception 3, First Aid 2, Etiquette (street) 1 (3), Automatics 2 Language Skills: English (native), Spanish 3 Knowledge Skills: Military Theory 5, Magic Theory 4, Police Procedures 3, Chemistry 3, Seattle Rumor Mill 2, Gang Id 4 Adept Powers: Improved Reflexes (level 2), Improved Pistols (level 2), Mystic Armor (level 2), Lowlight Vision, Flare Compensation, Improved Infiltration (level 2), Combat Sense (level 2) Tradition: Warrior Path Adept, Grade 1 Initiate; Metamagics: Masking ========= Not much to look at really, until you realize that with smartlinks he's rolling 15 dice to send heavy pistol ammo down range. The next most competant character in the team is a rigger, rolling 13 dice (Gunnery 4, Sensor 3, Control Rig 2, full VR 2, smartlink 2) to send ammo down range in a Steel Lynx. Everyone else is rolling about 10 dice in their top area, and the troll magician adept is rolling a whopping 7 dice. |
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Jan 22 2007, 12:39 PM
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#16
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Moving Target ![]() ![]() Group: Members Posts: 271 Joined: 18-April 06 Member No.: 8,481 |
The pure adept is at a disadvantage to the Samurai when starting out. But this has always been the case. It's also always been the case, and still is, that Adepts have less limits on their potential advancement than sammies.
But when you make a cybered combat adept, the distinctions in starting power largely disappear. You can take muscle toner, bone density, and synaptic accelerator without losing much magic. Then sink your power points into combat sense and improved ability. This will leave you just a point or two lower than a samurai in most attributes, but with a totally sick dodge pool. Dodge rules combat in SR4, and so does surprise since it prevents people from dodging. Adepts can get an extra +6 vs surprise and on defense tests that sammies can never get, as well as a +3 to dodge from improved ability. Going that route, you have the adept's unlimited advancement combined with the samurai's high stats and reflexes. When built that way, adepts really start to outshine mundane combat characters by virtue of being so incredibly difficult to hit. |
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Jan 22 2007, 12:45 PM
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#17
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Moving Target ![]() ![]() Group: Members Posts: 212 Joined: 30-November 04 Member No.: 6,858 |
If they suck right now, lord knows what they did in editions 1 2 and 3...
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Jan 22 2007, 12:52 PM
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#18
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Interesting is indeed the right word. Back to Adeptrun, I guess. BTW - it's good that backgroundcount now limits Adepts, too. |
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Jan 22 2007, 03:23 PM
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#19
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,737 Joined: 26-February 02 Member No.: 463 |
Enough to get an idea what you mean... thanks. :) You don't have any min/maxed Samurais in your group, or do you? ;) Bye Thanee |
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Jan 22 2007, 03:36 PM
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#20
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,498 Joined: 4-August 05 From: ADL Member No.: 7,534 |
I personally would like the following changes:
Improved Pysical Attribute: 0.5 per rating (still not that good) Attribute Boost: up to 0.5, only rating 1 Improved Skill: OK (mostly) All things that give +1 die for only one test get their effect doubled (give +2 dice plus other effects doubled), this includes: Great Leap, Falling, Wall Running, and much more (the stuff why you want to be an adept) Kinesics: capped like Pheromones (because they effectively raise Charisma) Traceless Walk: 0.5 Reflex Stuff: 1.5 per Rating Living Focus: 0.5 And some others which I forgot. Look at my thread here for a detailed overview. |
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Jan 22 2007, 03:43 PM
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#21
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 |
If my ancient brain recalls correctly, SR1's adepts did get auto hits with their power. The rules wasn't removed from the next edition because of how fair and balanced it was. |
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Jan 22 2007, 04:04 PM
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#22
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...So far I've played two Adepts: KK4.3 and Hurricane Hannah.
I personally have few issues and actually think in some ways they've been improved. For one, Killing Hands is a one time expenditure and not stepped (since the L-M-S-D damage codes are no more) Second, Critical Strike is cheap. for 1 PP you can add +4 to your unarmed DV. With a 5 Str that gives you a starting DV of 7 - on par with a sporting rifle. (With the combination of the above an adept is a weapon focus). Third. Improved ability can be used on specific skills within a skill group (check the Gunbunny Adept Sample Character) Fourth, with the elimination of damage codes SR4 did away with the magic loss for Deadly Wounds. The two downsides I see are: The higher cost of rasing your magic above 6. I agree, some of the new powers in Street Magic (like Wall Running) are too expensive. BTW, I would be very hesitant to use the Auto Hits option. This is similar to the old Auto Successes power from SR1 which was dropped from later versions. |
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Jan 22 2007, 04:26 PM
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#23
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Moving Target ![]() ![]() Group: Members Posts: 693 Joined: 26-March 03 Member No.: 4,335 |
This is a silly discussion.
I thought everyone knew that the way to go for the powergamer was an adept with 'ware? You get just a couple of really expensive pieces of 'ware that the sammies can't afford to get in their packages (and will unlikely ever afford to upgrade to), then spend the rest of your career upgrading along the magic path. A true powergamer doesn't choose one route over the other - he uses the best from _both_. Actually, He goes with a cybered mystic adept if he's looking really long term. EDIT: Just so folks know, This was semi-tongue in cheek. It's true, but I don't reccomend ditching a fun character to make the next adept death machine. I'm playing a sammie right now. |
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Jan 22 2007, 05:03 PM
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#24
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
I bet you do. :P Seriously, you've kept the same cost but tripled the bonus. Plus, if it's adding hits rather than dice it no longer applies to the dice cap, so by mixing it with things like reflex recorders you're adding even more dice. In my game I have a mix of adepts and sammies. I guess if you're not getting anyone playing adepts then it might be a problem, but it's probably a problem with your 400 other house-rules rather than the core rules. I know your games are AWESOME, and I'm not saying that there's anything wrong with that, but I am saying that in light of how many house rules you have and your play-style, it makes it pretty damn difficult for anyone to have a meaningful conversation about game balance with you. |
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Jan 22 2007, 05:25 PM
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#25
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Actually, it four times the benefit... plus the removal of the 'no stress' rule. |
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Jan 22 2007, 05:41 PM
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#26
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Moving Target ![]() ![]() Group: Members Posts: 399 Joined: 27-May 04 Member No.: 6,361 |
*shakes head* Seriously, I have a player with an adept orc throwing specialist who's a bloody death machine with a magic of -4-
Adepts are defiantly not underpowered. I even made an adept who could talk his way out of any situation, had multitasking, and facial sculpt to the point he could literally look like anyone. He was also rather frightening with pistols (dice pool of 10). He had a magic of 5. Underpowered. Bah. |
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Jan 22 2007, 05:53 PM
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#27
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
with the fixed TN used in SR4, that actually is fair. |
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Jan 22 2007, 06:19 PM
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#28
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
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. My gunslinger adept rolls 20 dice with Automatics. My Sam rolls 18, but has a better reaction and is tougher. The only true issue I accept is that there are some places where it's possible that the adept powers are always overshadowed by the equivalent Bio. That's improved reflexes, and improved ability. IR is balanced by the 32 bp (out of your 50) nuyen cost. It still may not be enough. Improved Ability is the only adept power I buy as legitamately underpowered (esp. given Boost Ability). |
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Jan 22 2007, 06:29 PM
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#29
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 |
The thing with autohit is, whatever dice hit can not be rolled. So if you have Agility 6 + Blades 4 and you have 4 autohits, you can only roll 6 dice. You don't get 10 dice plus 4 hits. And you can't autohit attribute dice, only skill dice. And any negative dice pool modifiers remove autohits. That's before any positive modifiers are granted.
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Jan 22 2007, 06:41 PM
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#30
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,838 Joined: 1-September 05 Member No.: 7,669 |
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. |
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