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> Cha 1 Uncouth Rigger, How should I deal with him?
Samantha
post Jun 24 2007, 05:41 AM
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QUOTE (kzt)
QUOTE (Samantha)
dancing elves.

Dancing elves? Where? :shock:

With ShadowDragon as the GM, there will be a dancing something, and it will most likely be elves.
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Ravor
post Jun 24 2007, 05:50 AM
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QUOTE (Cain)
Except the rules favor hyperspecialists far more than generalists.


I'm not totally sure that I agree with you because although a "one-trick-pony" will be vastly better at his one trick then someone who branched out somewhat whenever anything rolls around that can't be solved with his big hammer then he's worse then useless.

However please note that I'm not talking about the muddled "jack-of-all-trades-master-of-none" as being favored either, but rather a middle ground between the two.
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ShadowDragon8685
post Jun 24 2007, 06:51 AM
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QUOTE (Samantha)
QUOTE (kzt @ Jun 24 2007, 12:40 AM)
QUOTE (Samantha)
dancing elves.

Dancing elves? Where? :shock:

With ShadowDragon as the GM, there will be a dancing something, and it will most likely be elves.

Oh no. There will be dancing elves if you please me.

Maybe.


Until then, you get the full-frontal horror that is dancing orks and trolls.
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Buster
post Jun 24 2007, 02:00 PM
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Mage: "Take that: a Trid Phantasm of Trolls in speedos!"
Victim: "No. Noooooo. Arrrrrrrgh!"
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Cain
post Jun 24 2007, 02:00 PM
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QUOTE (Ravor @ Jun 23 2007, 10:50 PM)
QUOTE (Cain)
Except the rules favor hyperspecialists far more than generalists.


I'm not totally sure that I agree with you because although a "one-trick-pony" will be vastly better at his one trick then someone who branched out somewhat whenever anything rolls around that can't be solved with his big hammer then he's worse then useless.

However please note that I'm not talking about the muddled "jack-of-all-trades-master-of-none" as being favored either, but rather a middle ground between the two.

What about a hyperspecialist who has no significant weak spots? I've posted Mr. Lucky in the past, who's a pistol hyperspecialist with 8 edge, and can muddle through just about anything else he might need to. He'll never out-face a face, but he shouldn't have to, either.

With SR4's propensities, it's not hard to have a lot of low-level skills, so you're functional in a lot of areas while still retaining hyperspecialization.

QUOTE
Until then, you get the full-frontal horror that is dancing orks and trolls.

At least it isn't the dancing dwarves. Beards and all.
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Ravor
post Jun 24 2007, 04:45 PM
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Touche'

Mr Lucky and his Edge does throw a monkey wrench into the gears but how well does he do once his Edge is blown? (I don't remember the build off the top of my head, but then again I tend to skim over builds as well.)
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Cain
post Jun 24 2007, 06:57 PM
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QUOTE
Mr Lucky and his Edge does throw a monkey wrench into the gears but how well does he do once his Edge is blown?

Wouldn't know. I've never even come close to blowing all his edge. And not for lack of trying on the GM's part, Mr Lucky simply doesn't need to spend Edge like candy.
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Demon_Bob
post Jun 25 2007, 01:58 AM
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QUOTE (Cain)
At least it isn't the dancing dwarves. Beards and all.

Nope, but Tumbling, Singing, Acrobatic Dwarfs. Beards are optional.
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Wasabi
post Jun 25 2007, 02:40 AM
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QUOTE (Cain)
QUOTE
Mr Lucky and his Edge does throw a monkey wrench into the gears but how well does he do once his Edge is blown?

Wouldn't know. I've never even come close to blowing all his edge. And not for lack of trying on the GM's part, Mr Lucky simply doesn't need to spend Edge like candy.

Do you as GM spend edge using the villains?

Maybe its time for Mr Lucky to meet a lucky villain. :-)
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Jaid
post Jun 25 2007, 02:48 AM
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QUOTE (Wasabi)
QUOTE (Cain @ Jun 24 2007, 01:57 PM)
QUOTE
Mr Lucky and his Edge does throw a monkey wrench into the gears but how well does he do once his Edge is blown?

Wouldn't know. I've never even come close to blowing all his edge. And not for lack of trying on the GM's part, Mr Lucky simply doesn't need to spend Edge like candy.

Do you as GM spend edge using the villains?

Maybe its time for Mr Lucky to meet a lucky villain. :-)

as i understand it, the whole problem with mr lucky comes when there isn't supposed to be any chance whatsoever. the players shouldn't have too hard of a time coping with someone who is guaranteed 8 dice for any given test, it's when something simple is made impossible by modifiers that mr lucky gets scary...
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Cain
post Jun 25 2007, 04:31 AM
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QUOTE (Wasabi)
QUOTE (Cain @ Jun 24 2007, 01:57 PM)
QUOTE
Mr Lucky and his Edge does throw a monkey wrench into the gears but how well does he do once his Edge is blown?

Wouldn't know. I've never even come close to blowing all his edge. And not for lack of trying on the GM's part, Mr Lucky simply doesn't need to spend Edge like candy.

Do you as GM spend edge using the villains?

Maybe its time for Mr Lucky to meet a lucky villain. :-)

I spend edge for NPC's when I GM, but I'm Mr. Lucky's player. I never put GMPC's into a game. Mr. Lucky has been played in several Missions games, and a few home games as well. I'm actually more conservative with his Edge than most players. I just send in the specialists when they're availiable, and fake it when they're not. For example, if my agent can't hack something, I call in the decker rather than spend Edge.

Jaid also has it right; I bypassed the armor on a troll with 17 points of ballistic. With his base 20 dice to attack, plus Edge, he had 11 exploding dice to make the shot with. That's scary enough, but theoretically he gets worse. He can make Mfb's one-klick-out-to-sea shot, with a total modifier of -53.
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Wasabi
post Jun 25 2007, 10:39 AM
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Thats quite possibly the funniest thing I've read in a loooong while!
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Cain
post Jun 25 2007, 05:51 PM
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Oh, here's the example:

The team's van is barreling up to the waterfront, only to discover their target's speedboat is already a klick out to sea, dodging its way at full speed through the Seattle waterfront traffic. The troll sam shouts: "Drek! I can't get a bead!" So, Mr. Lucky grabs the HMG from the troll, which he can barely lift, and takes a shot.

The lighting conditions are bad: Extreme Range (-3), Partial light (-2), With Glare (-1) and Heavy rain (-4, this is Seattle, after all). Mr . Lucky is in a moving vehicle (-3) as is his target; the GM assigns an additional -3 to reflect the boat's speed and pitching. The target has total cover (-6), and since Mr. Lucky only has the vaugest idea what he's shooting at, he gets the -6 Blind fire penalty. To make, matters worse, MR. Lucky has two Serious wounds, for 9 boxes on both monitors (-6). He's never even picked up an HMG before (-1), but he does know where the selector switch is, and cranks the thing into full auto for a narrow burst (-9, doubled to -18 because it's a heavy weapon and the gas-vent system is fouled due to an earlier critical fumble).

Mr. Lucky is at -53 to hit. He could try to aim, but since there's no point, he simply hauls the thing into the general direction and fires. He has a negative dice pool, so he spends a point of Edge, giving him 8 dice to roll. He could simply *buy* two successes with that; if he were to roll, he'd average 2.66 successes, rounded up to 3. Since his target is an average wageslave, he only has his Reaction of 3 to defend with, which will average one success-- not enough. And since Mr. Lucky called for a Narrow Burst, there's simply no way the target can soak.
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Kerris
post Jun 25 2007, 07:33 PM
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That's... sick.
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ShadowDragon8685
post Jun 25 2007, 08:02 PM
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That's abuse is what it is, but it's funny as hell.
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DireRadiant
post Jun 25 2007, 09:01 PM
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I always thought -53 + 8 = -45

Edit, ah, except for the specific Long Shot test.
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Wasabi
post Jun 25 2007, 10:21 PM
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QUOTE (DireRadiant)
I always thought -53 + 8 = -45

Edit, ah, except for the specific Long Shot test.

The Long Shot test is a new one on me. That one rule makes high edge characters BROKEN.

Funny as heck, yes, but broken.
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Cain
post Jun 25 2007, 10:33 PM
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QUOTE (ShadowDragon8685)
That's abuse is what it is, but it's funny as hell.

8)

A variation on this scenario, one that a lot of people complain about, is Mr. Lucky taking out a citymaster with a pistol shot. Loading flechette ammo. ;)

On a more serious note, Mr. Lucky was an excercise in powergaming, but one that wasn't a one-trick pony and had no serious weaknesses. He's not the guy who always has to hide his face in a social situation-- in fact, last game, he successfully fast-talked their way out of a tricky spot. I haven't had, nor do I plan on, him make the -53 shots.
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Buster
post Jun 25 2007, 10:47 PM
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QUOTE (ShadowDragon8685 @ Jun 25 2007, 03:02 PM)
That's abuse is what it is, but it's funny as hell.

It isn't abuse, it's the rules.

And in my opinion the long shot rules need to be fixed...as in, dropped entirely. A straight (-53+8 = -45) makes sense to me. It's Edge, not some uber-metamagic Fate spell.
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KoneV
post Jun 25 2007, 11:10 PM
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QUOTE (Buster)
Shhhh, no one tell him he's better off taking multiple Incompetencies instead of Infirm/Uncouth/Uneducated.

Except that with Uncouth/etc. you can still get the skills by paying double the price, whereas with Incompetent it's forfeited for good.
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Cain
post Jun 25 2007, 11:19 PM
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Except then, longshots become completely impossible. In the example above, there's no reason why the shot couldn't succeed-- unlikely, yes, but not impossible. It also unfairly penalizes low-Edge characters: a -1 shot becomes impossible for an Edge 1 character.

QUOTE
Except that with Uncouth/etc. you can still get the skills by paying double the price, whereas with Incompetent it's forfeited for good.

The problem here is that it takes less karma to buy off the Incompetence flaw and then raise the skill, than it does if you buy Uncouth.
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Jaid
post Jun 25 2007, 11:50 PM
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not to mention the incompetence *gives* BPs without wasting precious negative quality BPs, whereas a partially used uncouth/infirm/uneducated or whatever quality both gives and takes BPs, and cuts into the amount of BPs you can spend on negative qualities.

in other words, if you're infirm but intend to ever use, oh, i dunno, say, infiltration, perception, and gymnastics (just as some examples), then you're looking at spending a minimum of 12 extra BPs just for the privilege of using those skills at all. while still being unable to climb, swim, sprint, etc. that's a net gain of 8 BPs only (minimum, if you want at better than rating 1 it gets even worse). additionally, you have used up 20 of your allowed negative quality BPs for a net gain of only 8 BPs.

in comparison, if you take incompetence: swim, incompetence: climb you have already gained 10 BPs with none of those BPs needing to be be spent towards un-crippling yourself. you don't need to put any points into the other 10 or so physical skills that infirm would prevent you from using, and you still have 25 points left that you can choose from the negative qualities (allergy and addiction, here i come!)

from a numbers perspective, you are much better off with just incompetence than you could ever be with the broader skills, unless you literally *never* intend to use *any* of those skills (and on that note, there are two words you should never use, because they will always get you in trouble: never and always)
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Buster
post Jun 25 2007, 11:57 PM
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I just take Incompetencies for skills I know I won't have karma to spare for a long time. For me it doesn't matter if the cost is double, triple, or to the power of 10, because as a mage, my next 200 karma are already spent on initiation, metamagic, magic attribute, drain attribute, magic skills, spells, foci, quickenings, etc. I simply won't have any karma to spare for social skills or physical skills until I'm an old man.

Skillwires (4) is incredibly cheap and I split the cost of skillsofts with my friends. The whole problem with Incompetencies are completely sidestepped with a very small stack of cash. In no time flat I have skill 4 in everything I need.
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Jaid
post Jun 26 2007, 03:38 AM
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QUOTE (Buster)
Skillwires (4) is incredibly cheap and I split the cost of skillsofts with my friends. The whole problem with Incompetencies are completely sidestepped with a very small stack of cash. In no time flat I have skill 4 in everything I need.

skillwires 4 is not particularly common, nor is it really all that cheap imo. it costs you 1 point of magic, and it has to be obtained after chargen (though i would rather suspect you'd probably save up for at least skillwires 5, possibly alphaware)

furthermore, at 12k :nuyen: per rating 4 activesoft, i don't consider skillsofts to be all that cheap. cheaper than buying the skills directly maybe, but that's a good chunk of money... you could become a much better mage by investing those resources into a good focus (by the time you've bought skillwires and 3 activesofts, you could have a force 3 spellcasting focus, or almost a force 2 power focus). not to mention you wouldn't be losing a point of essence, which is very nice.

not saying skillwires would never be worth it for a magician, just pointing out this isn't all that cheap.
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Ravor
post Jun 26 2007, 03:44 AM
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Well every good mage should be burning one or maybe two points of Essence anyways, so as long as there is room left over for ( Rating 3 ) Cybereyes then it is nuyen very well spent.
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