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#1
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Moving Target ![]() ![]() Group: Members Posts: 511 Joined: 24-March 05 From: On a ledge between Heaven and Hell Member No.: 7,226 ![]() |
I couldn't find any poll of simular nature to look at, and was wondering what everyones opinion was.
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#2
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Moving Target ![]() ![]() Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 ![]() |
It's unanimous :grinbig:
I think they all work. |
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#3
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Mages are responsible for the most exploded games in my experience as a GM. Then again it could just prove that I'm not good enough at defeating mages.
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#4
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
A full magician with enough grades under his belt can become any other archetype except for adept, due to the relative uselessness of absurdly high magic ratings in SR3. The best munchkin is a magician with the right combination of cyberware and bioware.
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#5
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
Awakened characters are only broken at ultra-high Karma levels, but that puts them out of the munchkin category, since most munchkins don't really have that long of a life expectancy.
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#6
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Mages get broken late-game. Riggers, on the other hand, are a military-grade archetype in a corp-grade game right out of chargen—their advancement curve just levels off a little sooner.
~J |
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#7
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 ![]() |
Every charactery type has the potential to become a munchkin's wet dream. Mages later in the game, Adepts and Riggers easily from start on.
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#8
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The Dragon Never Sleeps ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 ![]() |
Players, not archetypes, are munchkins.
Now if you asked which archetype a munchkin is likely to choose, then the answer is all of them, any of them can be munchkinized. |
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#9
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
But some of them are vastly less easily munchkinized. For example, Deckers have two real approaches that I'm aware of for munchkinizing, both of which are easily and reasonably sealed off: abuse of Validate, and abuse of the paydata rules. Additionally, the lack of familiarity with the Matrix most GMs seem to have lends itself to creating inappropriately difficult hosts, further damaging that archetype's ability to munchkinize. Is there something else I'm missing that they can do?
Contrast with Riggers. Their power is entirely reasonable (certain details may be argued, like the exact workings of vehicle armor), and removing it is not reasonable, but either the Rigger is going to be more powerful than everyone else or Rigging has to be made more expensive, removing the ability of PCs to play viable Riggers. No easy solution. ~J |
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#10
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
mage/shamans get my vote because if they're played well, it's hard to counter them with anything but another mage or shaman. there are ways to do it, but the easiest and best way to deal with a mage/shaman is to have a mage/shaman of your own.
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#11
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Moving Target ![]() ![]() Group: Members Posts: 152 Joined: 11-May 06 Member No.: 8,547 ![]() |
well, a mage is nice, but a good rigger can perform every other archtypes builds.
Also, riggers while dependent entirely on nuyen, they can be in the action while their meat is entirely somewhere else, so if a mission is drekked, they will live another day. at least this is my subjective view. |
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#12
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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 ![]() |
...yes there is, it's called SR4. Take away what makes them "unique" and anyone, even a gunbunny adept can be just as good a wheelman. |
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#13
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
I amend that to "no easy, decent solution".
~J |
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#14
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Man In The Machine ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,264 Joined: 26-February 02 From: I-495 S Member No.: 1,105 ![]() |
Heh.
Adepts IMO are the most munchkin-ized that I see. Tossing 20 dice right out of chargen is pretty much THE definition. |
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#15
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Moving Target ![]() ![]() Group: Members Posts: 777 Joined: 22-November 06 Member No.: 9,934 ![]() |
I think you lost the definition of "munchkin" somewhere. |
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#16
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Usually the TN is a lot more important than the number of dice thrown. |
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#17
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Moving Target ![]() ![]() Group: Members Posts: 546 Joined: 26-February 02 From: Manchester, England Member No.: 1,062 ![]() |
None are inherently broken, they can all be horribly abused, but it always makes them a one trick pony.
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#18
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
No, it really, really doesn't. You can do some significantly overpowering things without overspecializing. ~J |
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#19
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Moving Target ![]() ![]() Group: Members Posts: 777 Joined: 22-November 06 Member No.: 9,934 ![]() |
then prove it. |
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#20
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Heh, I thought it was incumbent on the one making the extraordinary claim to provide the proof? Take a look at some of the builds that have been posted here, or the rules for Validate, or SotA:64 and the social skill powers.
~J |
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#21
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 ![]() |
I'm Kage's GM, and his rigger Alex is redonkulous. She took a deadly wound a few RL years ago that slowed her down a lot (it hasn't healed yet, she's been busy), but she's still a phenomenally effective scout, bullet hose, and (if it ever came down to it) decker. Oh, and a capable face, too. Now that we're 3 years in the other characters have more or less caught up, or at least found their own specialties, but at zero karma she was downright terrifying.
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#22
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Moving Target ![]() ![]() Group: Members Posts: 777 Joined: 22-November 06 Member No.: 9,934 ![]() |
none of the builds I've seen can excel in more than two areas, when they try they end up just being average in them. so claiming it can be done comes across as the extraordinary claim, since it is against the norm. |
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#23
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
But he wasn't claiming that you could be a hyper-specialist in several different areas - he was only claiming that you can do some significantly overpowering things without overspecializing. I don't take that to mean being a super-marksman who is also a super-decker and a super-face. I take that to mean making a super-marksman who has the normal social, stealth, and other skills to not be a one-trick pony who is useless outside of his specialty.
One example of such a character: the resources: A dwarven sorcerer with the Dragonslayer Totem and a Force: 6 stunbolt focus. Despite all of the dice that he can pump into this attack, and the relative ease of soaking Drain, he can still be well-rounded. With Attributes of 24 (28 after dwarf bonuses), he can have high Intelligence and Willpower without being hobbled in other Attributes, and with 27 skill points, he can take Sorcery: 6 and still have 21 points to spread around on stealth, athletics, social skills, etc. He can have a nice selection of spells, and even get some sustaining foci (such as Force: 1 increase reflexes +3 dice and Force: 5 improved invisibility). A simpler example: the adept marksman who gets improved ability: 6 in a ranged weapon. That character has only spent 6 skill points, and half of his adept power points. There are plenty of options left for such a character to take - being a marksman will be far from the only thing that such a character can do. |
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#24
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Moving Target ![]() ![]() Group: Members Posts: 777 Joined: 22-November 06 Member No.: 9,934 ![]() |
since you think well rounded, or average are overpowering, then I'll stop you right there.
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#25
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Attributes:
Strength: 2 Body: 2 Quickness: 7 Intelligence: 7 Willpower: 6 Charisma: 6 Reaction: 7 +1d6 (13+4d6 while rigged) Essence: .2 Bio Index: 0 Pools: Combat Pool: 10 Control Pool: 13 Karma Pool: 1 Good Karma: 0 Total Karma: 0 Skills: Stealth 4 Gunnery 6 Etiquette 3 Electronics 6 Electronics B/R 6 Computers 6 Car 6 Car B/R 6 Rotor Aircraft 6 Rotor Aircraft B/R 6 Resources: ¥1,000,000 worth (¥4,000 remaining as of this character revision) Cyberware: Vehicle Control Rig (Level 3) (5 Essence) +6 to Reaction while rigged, +3d6 to Initiative while rigged, TN to default from Vehicle skills to Reaction reduced to +2, -3 to Driving Test TNs. Cybereye (Alphaware) (.08 Essence) (single) Replaces organic eye, allows .25 Essence worth of eyemods implanted free (.12 used) Imagelink (Alphaware) (.08 Essence) (Half in cybereye) Displays images or text from outside source in field of vision Microscopic Vision (Alphaware) (.04 Essence) (Half in cybereye) -2 to applicable Build/Repair tests. Smartgun-II Components (Alphaware) (.24 Essence) Sans induction pad, eye display (superseded by Imagelink), Limited Simrig (superseded by VCR simrig), with Rangefinder Datajack (Alphaware) (X2) (.32) Allows DNI control of linked devices, allows information to be transferred. Bioware: Gear: Weapons/Ammo: Great Dragon Launcher Ammo 1, SS, 2.75 Kg, by rocket/missile. Great Dragon ATGM (x1) Intelligence 4, 20D (AV), Blast -5/meter, 2d6 Scatter, 3 Kg MMG Rounds: 1,000 Sporting Rifle Rounds: 100 Misc.: Remote-Control Deck (Rating 6) L5 Encryption External Transducer Vehicles: Ares Roadmaster Hand. 1/7, Speed 99, Accel. 3, Body 5, Armor 5, Sig. 2, Auto 2, Pilot 1, Sensor 5, Cargo 15, Load 1,209, Seating 2+1b, Entry 2d+1x, Fuel Diesel (250l), Econ. 5.2 km/l Electronics Port x4 (Remote-Control Deck, R6 deck w/L5 Encryption installed) (Cyberdeck port, no deck installed) (Satellite Dish, fixed-base) (Radio, Flux 6, Rating 6 radio installed), Concealed Armor, Rigger Adaptation, Remote-Control Interface, Drive-By-Wire 3, Power Amplifiers (L6), Contingency Maneuver Controls 3, Small Pop-Up Remote Turret (Empty, Smartlink-II), Photovoltaic Chameleon Paint, Runflat Tires (5/3 armor), L5 Encryption Lone Star Strato-9 (X5) Hand. 3, Speed 100, Accel. 9, Body 2, Armor 0, Sig. 4, Auto 0, Pilot 2, Sensor 5, Cargo 1, Load 20, Fuel Jet (220 l), Econ. .4 km/l, S/B 5 min., VTOL ECM 2, External Fixed Hardpoint w/ MMG (Gas Vent 3, 500 rounds ammo, Smartlink-II), Remote-Control Interface, Rigger Adaptation, L5 Encryption (One with Ares MGL-12 instead of MMG) A. S. LDSD-41 Hand. 4, Speed 75, Accel. 5, Body 2, Armor 3, Sig. 10, Auto 0, Pilot 3, Sensor 1, Cargo 3, Load 14, Fuel Electric (35 PF), Econ. 5 km/PF, S/B 5 min., VTOL SunCell Power, Remote Control Interface, Rigger Adaptation, Remote Micro-turret (Remington 950 (10 rounds, SA, 9S), Smartlink-II) L5 Encryption Renraku Arachnoid Hand. 3/3, Speed 2, Body 0, Sig 12, Auto 0, Pilot 1, Sensor 1, Cargo 0, Load 0, Fuel E (10 PF), Econ .5 KM/PF Lifestyles: High, 4 months Low, 5 months Contacts: (L2, Mechanic/vehicle/drone parts seller) (L1, Weapons dealer) Edges/Flaws: Sensitive Neural Structure (-4): reduces Willpower by 2 for purposes of resisting dump shock/BTLs/black IC. Bad Karma (-5): 2X normal karma required to increase karma pool. Cursed Karma (-6): When karma pool is used, roll 1d6: on a 1, effect is opposite of intention. Phobia (Common, Severe) (Large dogs) (-5): Allergy (Common, Mild) (Sunlight) (-3): Allergy (Common, Severe) (Certain common commercial cleaning substances) (-5): Good Reputation (2): -2 to social skill tests. Exceptional Attribute (Quickness) (2): RML changed to 7, Racial Max to 11 Extra Attribute Point (Intelligence) (2): Intelligence increased to 7 Connected (Vehicle and Drone parts) (5) Vehicle Empathy (2): -1 to Handling while in physical contact with a vehicle. There you go. ~J |
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