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> Sample Character w/ Cyberlimb?, Did I miss one?
Demerzel
post Mar 20 2007, 01:12 PM
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I suppose the fact that it is the HEALING Table does not mean anything for you. Because they placed it where the typography allowed it rather than right in a certain section invalidates it in your eyes?

Your counter examples of adepts and implantees should be clear that a modifier that says, "Patiend has something" would not apply to natural healing because the person making the test is not a patient.
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ornot
post Mar 20 2007, 02:18 PM
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QUOTE (Demerzel)
ornot, if you are suggesting that you are to use the average attribute for healing and toxin resistance tests then I should direct you to p335 the section on cyberlimb enhancements.
QUOTE (p335 Core)
When a particular limb is being used for a test . . ., use the attribute for that limb; in any other case, take the average value of all limbs involved in the task.
emphasis mine

Now, is the Body of your leg going to help you heal that ruptured spleen? Or fight off that CS you just inhailed? None of your limbs are involved in either of those tasks, so therefore you use your unagmented body for them.

So if that was what you were refering to when you said you can't find it in RAW, there it is. If not I apologize for asuming so.

I did see the rule on attributes used for cyber limb tests. I don't think that is related to healing or toxin tests, as these would not affect any particular limb over another. As systemic effects (that is, they affect the whole body) I'd have thought that toxins and healing would use an average of the ratings. Your reference to a bullet in the spleen ignores the fact that damage is abstracted in SR4. Would your ruling be different if the bullet had embedded itself in an arm? Surely that would require a mechanical test, rather than a healing test, for which Body serves no purpose.

One of the problems is that it's not very clear what exactly a cyber-torso actually replaces. It's referred to in passing as a shell, but that's rather vague. Clearly it has some structural component, allowing it to support increased limb attributes, but if that were all it does, what does an increased Body for a cybertorso actually involve? Titanium 'ribs', rather than plastic? Surely that kind of reinforcement is a form of armour.

I don't think the rules, as they stand, really provide enough to go about running full borgs. But lacking rules from Augmentation, this is a reasonable interpretation. I'd be inclined to encourage pbangarth to wait until Augmentation comes out before playing this character concept, and hope that the rules for full-borgs are included.
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snowRaven
post Mar 20 2007, 02:50 PM
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QUOTE (Glyph)
The only semi-decent build that I would use with cyberlimbs would be to get a cyberarm with agility enhancement: 3 and a gyromount. And even so, it isn't worth it for a sammie. It's more something that you get for a face or hacker who is semi-combat oriented and in need of a cheap boost.

Unless of course you're a troll with Heavy Weapons 6(Machineguns +2), carrying a White Knight. Nothing like letting rip with controlled 10 round bursts rolling 15 dice, with a base DV of 15...

Add some armor, and also - that extra box on the Physical Condition Monitor can be a lifesaver.
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Demerzel
post Mar 20 2007, 02:55 PM
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QUOTE (ornot)
I don't think that is related to healing or toxin tests, as these would not affect any particular limb over another. As systemic effects (that is, they affect the whole body) I'd have thought that toxins and healing would use an average of the ratings.


What do you call a man with no arms and no legs hanging from the wall?
Art.

What do you call a man with no arms and no legs lying in front of a door?
Matt.

When I consider the effects of something like a toxin on a person and consider if a cyber replacement limb has an effect on it I think I’m not far from realistic to say, how would a man with no arms or no legs handle the toxin? Would their lack of an arm or a leg in any way hinder their body’s ability to resist the toxin? If not why would a mechanical replacement (Not bioware but cyberware) have any effect.

I don’t imagine a cyber replacement arm connects to the blood flow and has little mechanical white blood cell generators inside it. If it did it would be bioware not cyberware. I don’t think it would have any effect on an inhalation vector toxin. Now I would be willing to say than an injection vector toxin or even a contact vector toxin would be unlikely to affect a cyber replacement part. But I would still not use it’s body for defense if I did rule that the injection occurred.

The cyber replacement torso is clear that it does not replace the internal organs. The issue of a gap in the rules that prevents you from knowing if you’re supposed to use healing or mechanics was a example I gave a couple pages ago as indictment of the current rules’ inability to be expressed clearly to full conversions.

All of the arguments I’ve been making in this thread against the concept of full conversion cyborg is really to point out flaws in pbangarth’s statement that the limb rules are adequate because you can make this character. He said above somewhere, something to the effect of, people who say the rules are broken invariably are just to lazy to figure out how to make them work. Then presented his woman with no arms and no legs and a body of 1 as the example of working hard to figure out how to make it work. All I’m arguing is that in fact there are huge gaps in the rules, huge flaws in the logic, and some serious munchkinism going on in order to make that statement.
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Ravor
post Mar 20 2007, 03:11 PM
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QUOTE (Demerzel)
I suppose the fact that it is the HEALING Table does not mean anything for you. Because they placed it where the typography allowed it rather than right in a certain section invalidates it in your eyes?


No, but the fact that they took the time to spell out exactly what the Dice Pool is for Naturally healing Stun Damage, Naturally healing Physical Damage, Using First Aid to heal Stun/Physical Damage, Using Medicine to heal Stun/Physical Damage and the only times that table is mentioned is when they are talking about using a either First Aid or Medicine Skills DOES considering that the bits describing the Dice Pools for NATURAL Healing appears first.

QUOTE (Demerzel)
Your counter examples of adepts and implantees should be clear that a modifier that says, "Patiend has something" would not apply to natural healing because the person making the test is not a patient.


*Shrugs* I've seen people on these very boards try to claim that Cyberware should hinder natural healing, and considering that other then the 'Condition Modifiers', virtually the only modifiers left on that table only applies to using either First Aid or Medicine it's more believable that if they wanted the table to be used with Natural Healing they would have, oh I don't know, mentioned it somewhere since they took the time and word count to mention everything else.

But hey, its your game and I don't have anything against you using a House Rule, lord knows that I have a slew of my own.
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Demerzel
post Mar 20 2007, 05:33 PM
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Yea, they mentioned it somewhere. Like maybe in the title of the table.

You mean to say that if someone is slashed with a knife and lays in the sewer flowing with effluent for a day they are just as able to heal as if they went to a sterile environment? Obviously the rules are there to address that, and lo and behold they called it the healing modifiers table. Not the First Aid Modifiers Table, or The Medicine Modifiers Table, it is the Healing Modifiers table.

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Anymage
post Mar 20 2007, 09:20 PM
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Unfortunately the healing modifiers are not mentioned in the examples even in the case of first aid, so this is one of the places where I'm tempted to side with Demerzel on the strict wording of the rules. However, that doesn't make his arguments as to how this somehow invalidates full-conversion borgs any better; such a reading means a medkit can assist in healing rolls, and cyborg lady is more likely than most to have a good medkit on hand to help patch up her remaining meat. Toxins are still going to be a major weakness, but just because a character has a weak point like that doesn't make them in invalid character concept.

Rather, my argument is that pbangarth's example fails because it has to use a degenerate case to prove anything. The cyberlimb rules are only simple when you bend over backwards to make sure all limbs are equally as powerful, which the core rules themselves do nothing to support. (And in fact, are actively discouraged in the case of a lone cyberlimb.) Otherwise, the rules for using cyberlimbs are clunky and cumbersome, especially for the sort of new player most likely to use one of the sample templates. And clunky rules are clunky rules, no matter what sort of story you attach them to.
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Demerzel
post Mar 20 2007, 11:02 PM
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QUOTE (Anymage @ Mar 20 2007, 01:20 PM)
However, that doesn't make his arguments as to how this somehow invalidates full-conversion borgs any better;

I'm not attempting to invalidate full conversion cyborgs. As I've said I take issue with a statement like, "People who say the rules are broken invariably are just to lazy to figure out how to make them work." is not proved with a munchkin example such as taking all 1's in all physical attributes.

I'm actually rather looking forward to Augmentation which has been suggested will include rules for full conversion cyborgs. As it is now there are gaps in the rules, and unintuitive results from a rigid implementation of what we have.
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Seven-7
post Mar 21 2007, 02:56 AM
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I dont know if I'm the only one who remembers this, but in SR3 at least Cyberlimbs cost nearly twice as much as Cloned flesh. The only advantage was time. The whole 'oh, only the destitute got cyberlimbs' never flew with me. Donno if SR4 has cloned limb rules yet, dont think it does, but I for one am going to be looking for that and other cybernetic replacement rules.
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fistandantilus4....
post Mar 21 2007, 03:22 AM
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yeah, that always drove me nuts. I had a character that lost an arm at the shoulder to a troll with a combat axe. I was thinking that I needed to get a cyber arm, because he was a ganger-turned-samurai type, but the meat was so much cheaper, I had to go with that.
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Seven-7
post Mar 21 2007, 03:47 AM
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Sr4's limb system is remarkably easier to understand and manipulate than that damn ECU system. Plus, the only two reason ever really to get a cyberlimb was A.) Enhanced str/qui (Which was also a pain to figure out if you got different values, or which limb you were leading with...) or B.) Getting gear inside it, which was if I recall Cost*4, and then you value its ECU. Blah, much easier just to get the gear seperate. Now SR4...Whew, Capacity Points were a blessing, one that they (lord praise them) decided to use universally with all ware instead of only hearing about ECU for one thing.

But still, are C-limbs that bad in SR4? They seemed at least useful, though not needed. The only SR4 stuff I've done is one PbP and making numerous characters with chargens.
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Demerzel
post Mar 21 2007, 04:04 AM
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They are not bad, there are a coupple builds you can do with them for a one armed character etc. They are really for concept characters it seems. Min maxing, there's better options.
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Ravor
post Mar 21 2007, 04:34 AM
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QUOTE (Demerzel)
Yea, they mentioned it somewhere. Like maybe in the title of the table.


Not good enough considering that the modifiers are referred to in the rules multiple times, but yet mention of them can't be found in the sections you want them to apply to.

----------

QUOTE (Anymage)
Unfortunately the healing modifiers are not mentioned in the examples even in the case of first aid, so this is one of the places where I'm tempted to side with Demerzel on the strict wording of the rules.


True, they aren't mentioned in any of the examples, however the problem is that they are mentioned in the rules three times, under First Aid, Medicine, and Stabilization, but yet Demerzel would have me believe that the devs went to the trouble to mention them in the First Aid, Medicine, and Stabilization sections, but somehow forgot to mention them in the Natural Healing sections, which appears first in the chapter.

Now don't misunderstand me, I'm all for throwing the RAW out of the window when it doesn't make sense such as in Demerzel's getting knifed in the middle of the sewer example, but the fact still remains that the table he clings to is mentioned in the rules when you are supposed to apply it, which isn't during natural healing tests.

Still, I agree that the cyberlimb rules suck, which is why I threw them out in favor of my own house rules, at least until I see what Fourth's version of Man & Machine has to offer. :cyber:
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Demerzel
post Mar 21 2007, 07:48 PM
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I'm not sure this really merits further discussion. I imagine you're just being contrary for the sake of contradicting me. However if you really need it spelled out.

The secion title is HEALING (See p242.) The HEALING section includes First Aid and Medicine, but it also includes HEALING. The HEALING MODIFIERS table is in that secion. But you just want to contradict and the obviousness of that is insufficient so here's some more details.

QUOTE (p242)
healing is handled as an extended test.

Now under Extended Test Notation
QUOTE (p58)
When an Extended Test is called for, we write out the skill plus linked attribute used and follow it with the threshold and then the interval perios in parentheses.

Now look at Dice Pools:
QUOTE (p54)
When a player makes a test, she rolls a number of dice equal to her dice pool.  The dice pool is the sum of the relevant skill plus its linked attribute, plus or minus any modifiers that may apply.
emphasis is NOT mine

QUOTE (Ravor)
Um, Demerzel, you might want to think about the full effect of a blanket ruling that a natural healing Test is Body x2 +/- modifiers (1 day).


I have thought about it. I have applied my knowledge of the game system to it. And I've considered the rules. You are seeking some flaw for, I can only guess, the sake of being contrary. I had said in the post that drew that comment out from you that someone had missed the most important part of the healing rules. It would seem that you are missing a very important part of the entire rules.
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bait
post Mar 23 2007, 08:47 AM
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SR4 Pg.242 "Using First Aid"

QUOTE
Roll a First Aid + Logic (2) Test, applying appropriate situational modifiers..


The situational modifiers are in the table on pg.244 Healing Modifiers. ( Hence the situation title above Conditions)
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Ravor
post Mar 23 2007, 04:54 PM
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Not only there, but its a virtual cut-paste under the Medicine and Stabilization sections as well bait.

Demerzel would have a very good point if the devs hadn't seen fit to point out the modifiers everytime they were talking about using a skill to heal someone else, and if the modifiers themselves weren't geared almost totally towards using a skill to heal someone else. I'm not going to crack the book open for this again, but if I remember correctly since he is throwing out any modifiers that deals with a 'patient', the only ones left involves the condiction of your suroundings plus a hefty one if you don't happen to have a medkit or other medical supplies on hand. (And the latter sounds rather fishy to apply to natural healing tests anyways even if I were convinced that I'm supposed to be using that table.)

And the more I think about the sewer example Demerzel brought up, given Shadowrun's abstract nature I think I'd be inclined to allow a healing test, but also make them resist all sorts of really nasty diseases/toxins, ect...
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pbangarth
post Mar 30 2007, 09:20 PM
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*sigh*

Going away for a while and then reading all the acrimony at once is an interesting experience. It gives me a perspective not available to one who stays in the argument day-to-day. Here’s what I see from that perspective. It’s a little long, sorry.

Somehow, for some people, SR’s arbitrary 200 BP character generation limit on what can be spent on Attributes has come to be perceived as a representation of reality, and what’s more, that only a few versions of how those build points can be spent are legitimate. It would seem that living breathing humanity comes in only a few standard formats, almost as if there existed ‘character classes’. The Shadows would appear in this narrow view to be populated by rational supermen, who have no flaws or weaknesses. In order to maintain this illusion, to keep us all thinking inside the same box, a straw man has been set up and then attacked. Let me address the various arguments and claims that have been directed at my attempt to use the rules as they are written to create a fun, interesting character to play.

I have been quoted (as in having words inside quote marks, meaning they are allegedly my words) as saying people are “lazy” for not figuring out how to use cyberlimbs. This is simply not true. I never said any such thing. It is clear some of you spend hours and hours working out these issues. And the discussions that come out of that work on boards such as this one can be very enlightening and helpful. What I did say, and the responses my comment and subsequent posts have received only strengthen my position, is that folks often do not go far enough in understanding how the rules can be used to make reasonable and viable characters. Instead of asking how something can be made to work, they seek to find how it can be seen to fail. Instead of looking at the role to played, they often concentrate on the rolls.

Instead, they find home fixes to make the game work the way they like. At home. In their own games. This is all fine.

What is not fine is calling people “cheat” or “abuser” or “munchkin” just because they think or see things differently. Some have taken offence where none was offered, and then replied with insults. This is puerile behaviour and I would expect to receive the same respect I afford others.

Let’s have a look at some of the actual claims about what is wrong with the character I proposed. In synopsis, I created a character who had been damaged physically, but had a keen mind and strong personality. As well, I said that the cyberlimb rules are not broken and unusable, because you can make a character who has 5’s or better in all Attributes and lots of Skills, thereby being an asset to almost any run. In retrospect, maybe I shouldn't have joined in with the number-crunching, but I did.

This character was labelled “degenerate” for two reasons. First, allegedly I put all the mental Attributes to 5 and left the physical ones at 1. There are 40 BP still available to go into physical attributes. A less strident but related version of this claim was that the remaining BP would have gone into REA, presumably because the cyberlimbs allow bumping the other Attributes. Why did no-one ask where I put those points, rather than assuming? (More on these points to come below)

Even if I had not spent those BP on some or all of the physical Attributes, why would such a being be “degenerate”? Such people exist in real life. Lots of people, and in increasing numbers, suffer from diseases that weaken the muscles but leave nerves, brain and spirit alone. These are the people for whom cyberlimbs and other implants would first be developed, only later to be adapted for use by others with a desire for power, rather than a need for freedom. Such a character is in fact one of the enduring archetypes of science fiction from the last century: “Waldo” by Robert Heinlein. Waldo’s name has even become part of the language, referring to machines built to aid feeble bodies. (See http://www.enotes.com/waldo/)

Second, the thought was expressed that creating a character with all Attributes at 5 or higher would make her super powerful and an aberration that subverts the balancing intent of the rules. How? Most players put great weight into one or two Attributes, thereby giving them a large dice pool for associated functions. Most other characters therefore would have at least one or two sets of actions that they did better than this character. She on the other hand would be a well rounded character who could adapt to and serve in many situations. None of the detractors have ever said how this would make her overshadow the other PCs, or how her numbers are unfair. What advantage does a PC with 40 – 42 points in Attributes distributed evenly have over another PC with the same number (arrived at magically, with implants, or both) distributed unevenly? Dumpshock is full of accounts of PCs with dicepools in their primary Skill in the 15-20 range. This character has none like that. Somebody else will be a better shot. Somebody else will negotiate a better contract. Somebody else will hack the electronic defences better. However, any team, with any particular skill set missing, will probably be able to fill it reasonably well with her. She even has a fair chance at doing some part of the run solo. Is that what is so scary – a balanced character? Funny how that word, balance, can be both a positive and a negative.

Yes, of course this character has weaknesses. That is exactly what makes her interesting to play. She’s lost, broke, nearly friendless, scared and vulnerable. Just the kind of person you should find in the Shadows. No matter how hard I have tried to say I am interested in the story of this person, of the reasoning and motivation behind her being where she is, detractors continue to focus on the numbers and the balance of Attributes to fit their interpretation of the rules, without ever once addressing the story issues I feel are most important. And yet I am the “munchkin”??

The primary weakness of this character that various detractors came up with was her inability to resist disease and toxins, or heal damage because her meat body has a BOD of 1. As the discussion suggested, this would be truly serious, and doom her to a short life.

A) So what? Used by a corp, abandoned by the same, she is out to finally live, before she dies. I’m happy with that. Why should some self-appointed arbiter of normalcy say this character should not be played? Who is he to determine what is right in the Shadows? Not in your campaign you say? OK.
B) Who says her BOD is 1? What about those 40 unspent BP? Putting 20 BP into each of BOD and REA creates an ‘average-physique’ character (for those who need normalcy) who has been stricken by a muscular-degenerative disease. The woman isn’t degenerate, her muscles are. The character isn’t degenerate, the closed-minded reaction to her, however, would try to have her so.
C) There are at least two ways to make the whole healing issue go away entirely: put a couple of Attribute points into the original BOD, or don’t limit yourself to a human character. I wanted her human because… well… that red hair and … umm. OK.

Such a character, born or stricken with a broken body, could just as easily and believably become a rigger, a hacker, or an astral warrior and probably more if we spent time looking for ways that broken people could become runners that work. Cyberlimbs are just one of many options available.


The BP system is designed to create characters that we want to play. If the game were set up to allow only those PCs whose natural stats were above a certain level, then the numbers would have been limited so. (In fact, they are, come to think of it. The number is 1.) The 200 BP limit is an arbitrary limit on the amount that can be spent on character creation with the purpose of insuring starting characters are not too powerful. The same rules also allow spending BP on either Magic or implants of various kinds to go well beyond that limit. The balance so many detractors claim they seek is built in. Make one aspect very strong, another suffers. What one player likes to play is different from what another one likes. This flexibility and creativity is a legitimate right and a joy of the SR system.

Thank you, toturi, for being someone who sees.
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Demerzel
post Mar 30 2007, 11:36 PM
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QUOTE (pbangarth)
Going away for a while and then reading all the acrimony at once is an interesting experience

Really since you last posted it’s been a discussion of the healing rules, I’m not sure what then you’re referring to. I suppose this one post could be what you’re referring to:

QUOTE (pbangarth)
I have been quoted [ . . . ] as saying people are “lazy” for not figuring out how to use cyberlimbs. This is simply not true. I never said any such thing.

QUOTE (pbangarth)
My impression is that usually when someone says (PC type X) is useless, it is because he hasn't taken the time to figure out how to make (PC type X) work.

If “he hasn't taken the time to figure out how” is not some how similar to “lazy” then yes, you never said any such thing.

QUOTE (pbangarth)
(as in having words inside quote marks, meaning they are allegedly my words)

You seem to think that when someone writes, “statements like, ‘X’” they mean to have written, “pbangarth said, ‘X’”.

However I do still claim your statement is tantamount to calling someone lazy.

And to make matters worse you do it with this monstrosity of the rules.

QUOTE (pbangarth)
Who says her BOD is 1? What about those 40 unspent BP? Putting 20 BP into each of BOD and REA creates an ‘average-physique’ character (for those who need normalcy) who has been stricken by a muscular-degenerative disease.

Well gee I guess you did. I don’t think you can claim your intent was to have a single average attribute when in fact you said:
QUOTE (pbangarth)
which in game terms allowed me to create a character who has no Physical or Mental Attribute less than 5


Four weeks ago when you wrote a similarly verbose statement about being called munchkin and abuser you didn’t seem to be bothered by the concept that your body was 1. I wonder why it’s an issue now.

QUOTE (pbangarth)
In retrospect, maybe I shouldn't have joined in with the number-crunching, but I did.

Uh, you didn’t join in, you were the first person to post any sort of stats for a cyberlimb example. Your revisionism in this post is getting humorous.

QUOTE (pbangarth)
What is not fine is calling people “cheat” or “abuser” or “munchkin” just because they think or see things differently.


You make a character that somehow manages to have every attribute at the soft cap, the point where going any higher has diminishing returns. Then make a claim as to it showing the perfect validity of the cyberlimb rules because, you brilliant man, you took the time to figure it out.

QUOTE (pbangarth)
Yes, of course this character has weaknesses. That is exactly what makes her interesting to play. She’s lost, broke, nearly friendless, scared and vulnerable.


Just because you come up with a story to justify your munchkin build does not make your munchkin build any less munchkin. I stand by calling this build a munchkin concept and I don’t care which came first the munchkin build, or the BS story that tries to justify it.

While it is true that it is easy to build a character who can do anything better, your munchkin build:
QUOTE (pbangarth)
has a total of 170 BP in skills.
There are only 11 skill groups an non-awakened non-technomancer can have. That’s the group at 1 for every one of those, plus 60 more points to buy skills not covered by groups. That means you are equivalent to a professional in basically everything, and could choose a few areas to be better as well.

As to the validity of the build, you ignore that while there are rules to allow you to make the character, there are not really rules that show completely how to work it into a game. It appears you have forgotten that you already posted a response so I’ll forgive you that you forgot there were other issues, such as

QUOTE (Demerzel)
Now what page did they put the rules on for how to deal with all the damage that occurs to your chrome limbs? Oh yeah, I forgot they're not gonna be here until arsenal.
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Anymage
post Mar 31 2007, 01:56 AM
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pbangarth, as the guy who called your character a "degenerate case", I stand by my position. Now, if you're so gung-ho about flushing away huge amounts of money and essence to boost your physical stats, more power to you. You could get very much the same results at a lower cost by looking into basic cyberware, or even just by being a metahuman. While your story is so much hot air, miss cyborg feels like a wasteful way of going about things. So if she's what floats your boat, more power to you.

You're still totally sidestepping my point. She's not a degenerate case because she has higher attributes than she "should", she's a degenerate case because all her limbs have the same stats. Your mission, if you chose to accept it, is to retool your character so that at least one limb has different stats from the rest, and then tell all of us it's as easy figuring out what you should roll as it would be if your character had the same set of stats throughout their whole system. Then and only then will I accept that the cyberware rules aren't unnecessarily clunky, which was my argument from the beginning. It's not so much about power as it is general playability.
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WhiskeyMac
post Mar 31 2007, 07:53 AM
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Bravo Pbangarth, I completely understand your position. I find it hilarious that your interpretation and application of the rules is munchkin but someone who makes a character throwing 20+ dice in their chosen field as well as having Latent Awakening and a Spirit Pact is not. Hmm, how dualistic these boards have become. I just think its everyone here hates cyberware and would rather play a transhuman game than a cyberpunk game. Kinda odd how every "good" sammie has level 2 synaptic boosters and tons of bioware while a "bad" sammie has a set of cyberarms with gyromounts and hidden guns. Oh well, guess that'll be a mystery for the ages.

Personally, with a back story like that, I would allow you to have the build in my group simply because you based the character off an idea and had a reason for just about everything that happened to them. You didn't make her so you could throw 20+ dice per skill but you made her based off an idea in your head. Good job. I'd be glad to have you sitting at my table.
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ornot
post Mar 31 2007, 11:20 AM
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I've also noticed how ubiquitous synaptic boosters and wired reflexes are. Pretty much any combat character winds up being rubbished if they don't have this kind of initiative modifier. Obviously their high utility is offset by their high essence cost, but even so, you still see them on nigh every character.

The only real solution to this conundrum is to change how they work, such that you cannot just do everything faster than anyone else.
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Grinder
post Mar 31 2007, 01:15 PM
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Synaptic boosters and wired reflexes are the only way to get more than 1 IP in combat, which is a damn good reason to have one of them installed. Changing that would mean to find a way how mundane characters can get more then 1 IP, like in SR1-3 with rolling a ini above 10.
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Demerzel
post Mar 31 2007, 04:03 PM
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QUOTE (WhiskeyMac)
I just think its everyone here hates cyberware and would rather play a transhuman game than a cyberpunk game.

That's a rather sweeping generalization, and the second time in this thread you've leveled that same accusation at me. So that’s twice now that it has been completely unfounded.

As to the duality of the board, you have to consider this community as a community, not a single entity full of hypocrisy. Just because you’ve read threads that espouse dicepools in excess of 20 dice does not mean that all of dumpshock considers such a build as acceptable. Furthermore, it does not mean that anyone standing up and saying this is munchkin drivel is therefore being hypocritical.

As far as a backstory goes to justify such a munchkin build, you automatically assume that he wrote this fantastic premise for the character then went to the books and made her some stats. I find it much more likely that he worked the stats, and then tried to come up with some BS excuses. It’s a bit of a chicken and egg thing, and perhaps there is some more validity to one way than the other. A good backstory is necessary for any character and should never be considered an excuse for munchkinism.

The munchkin mantra goes something like, “Oh, but she has to have access to [insert rediculousness here] or her story just wont work.” Well, you picked a bad story.
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ornot
post Mar 31 2007, 04:25 PM
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Unfortunately Demerzel, the tendency is for players to construct a story to justify whatever they've decided to bestow on their character.

However preferable it might be for someone to have a concept and history in mind before crunching the numbers, it just doesn't happen much.

As for the full borg character previously discussed, I take solace that she hasn't got a dice pool of 20. I would feel comfortable as a GM that I could utilise her background in an interesting manner.
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knasser
post Mar 31 2007, 05:07 PM
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Got to join in on the non-munchkin side here, I'm afraid. If this character is an attempt at munchkinism, it's a poor one. There's a couple of glaring weaknesses, a few more subtle ones (social acceptance and getting through cyberware scanners for one), and although played by a competent player could be dangerous, doesn't reach the abusive levels I could reach with a troll tank.

Given the solid attempt at back story and a player that genuinely was enthusiastic about her, I'd have her in my game. This isn't to downplay all the good and valid points that some here have made against the build, but I think whether the characters origins were munchkinny or they were not, we have ended up with something that isn't too powerful and has a fairly fleshed out back-story. So good to go, I think. Game well played and peace and love time now. Everybody? :D
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