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#1
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 ![]() |
So I was going through character concepts. I tend to overfocus some characters just to push their limit (don't we all?). I ended up making a dwarf adept whose sole purpose in life was to open holes. I'm posting this to find out if I made a mistake somewhere, or if this is legit and thus overly powerful. Any insight will be helpful.
Race: Dwarf Attributes: Body 6 (8) Agility 4 Reaction 3 Strength 6 Charisma 2 Intuition 3 Logic 4 Willpower 4 Edge 3 Essence 5.4 Magic 5 (Point not lost due to Gaes, see below) Skills: Unarmed Combat 4 Clubs 2 Pistols (Semi-Auto) 1/3 Dodge (Ranged) 3/5 Gynastics (Tumbling) 2/4 Perception 2 First Aid (Combat Wounds) 2/4 Pilot Ground Craft 2 Trowing Weapons 1 Athletics 1 Leadership 2 Qualities: Adept Toughness Quick Healer SINer (legal, non-criminal SIN) Cyberware: Bone Density 2 Adept Powers (Here's where it gets interesting): Killing Hands Attribute Boost (Strength) - 4 Smashing Blow - Gaes: Must move at least 2 meters before striking the object. Walking is not sufficient to meet this requirement. Penetrating Strike Inertia Strike Elemental Strike (Blast) Critical Strike - 4 Okay. So overall a decently rounded character stat/skill wise. It's when we get to unarmed damage that we have a problem. Base damage on the character is at (Str/2+1)P from Bone Density. Now let's max this out here because of the abilities. * 4 bonus points of strength from Attribute boost * +4 damage from Critical Strike * +5 Damage from Elemental strike (our game has assumed Magic as the force, as an adept can't have a Force rating on Elemental strike, and the book was nonspecific as far as we could find) So that brings base damage to (Str/2+12)P, or 17P base, WITHOUT successes. Smashing blow takes that to 34P without adding successes against any barrier. Assuming 3 successes, that's 40P regularly against a wall, door... basically anything that gets in the dwarf's way. So far, it seems that nothing short of Reinforced concrete (16 armor, thus 32 dice of soak) will stand even a chance of resisting the damage done by this character. Did I go wrong somewhere? |
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#2
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 ![]() |
How is elemental strike giving you +5 damage?
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#3
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 ![]() |
Elemental Effect Blast gives the following benefits:
Because it's not a spell, but an effect enhancing things, we were unsure how to handle the damage portion of the blast effect, and the group set it at the Adept's magic rating. Edit: Assuming we interpreted it wrong, and there is no added damage, that still makes the character hit at 12P base, and 24P base against barriers, averaging 30P in damage. It still seems too high. |
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#4
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
What rule are you using in order to Geas that Magic loss due to implants?
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#5
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
It sounds like it's perfectly legal, in a game where the magic loss/geas rules are being misread, and you've house ruled a .5 cost adept power to add 5 damage to unarmed attacks.
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#6
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 ![]() |
First, thank you for all the critique here. I'm really glad to see we may have overlooked/misunderstood/misread some stuff. This is greatly appreciated. Now on to the answers:
We house ruled because there were no clear indications on precisely how elemental damage "enhanced" killing hands. Does it convert all your damage to the appropriate type? If so, how do you handle the knockdown bonuses of Blast? Does it add damage? Does it take away? How is it handled. Using [Magic Rating] as the force for determining damage seemed logical enough. We're perfectly open to alternatives though. And it looks like the Gaes rules were being misred by the lot of us. I'm guessing we dragged in the old SR3 way of doing Gaes where you could take one to prevent magic loss. So let's mod this slightly. Drop the magic to 4, lose the gaes, and pull Inertia and Penetrating strikes. Assuming [Magic Rating = Force] for purpose of elemental damage (until we sort that out) that drops damage a little. New Damage code: (Str/2+11)P or 16P Base, 32P base against barriers, 38P with average number of successes. I mentioned damage codes after pulling elemental damage entirely in my last post, and it's still way up there. |
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#7
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
You interpreted it incorrectly, because elemental strike only gives you the secondary elemental effect.
Also, even assuming your Strength is boosted by 4 (requiring 4 successes), you will still only have a modified Strength of 10, divided by 2 to get 5, +1 for the bone density, +4 for the critical strike, for 10 base damage, 20 against physical barriers. So you can punch through walls really well, like Tarantula's number-crunching exercise could climb very well. Is that so unbalancing? He's certainly far from optimal purely in melee, compared to builds with more combat dice and initiative passes. |
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#8
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 ![]() |
But Elemental Strike doesn't say that anywhere in the description. It states it grants your attacks the elemental effect of your choosing. Because it never states what does and doesn't apply, that's where we hit the snag. Going with your interpretation, I'm assuming for blast it'd be the actual blastwave effect, knocking stuff away/over/etc. If that's the case, we're still in the same problem that the effect adds the Force of the effect to the damage for purpose of knocking someone down, which an Adept doesn't have, which renders that specific elemental effect completely useless, or leaves us having to make other assumptions such as Magic=Force as we did.
Crud! You're right. I added all 4 points of strength instead of just the 2 it'd be giving me. Math > Me apparently. So yeah, 10 base, 20 vs barriers, 26 with successes. Original damage would have been 15/30/36 instead. Thanks for catching that!
I noticed that as well, which is what I think would end up being the balancing factor. EDIT: Relating to that, I intentionally avoided maxing the appropriate stats/skills, and intentionally stayed away from any reaction/IP enhancing effects. I wanted to keep it a reasonable character, and once you start getting into extra IP's, things get exponentially more powerful in my experience. |
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#9
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Moving Target ![]() ![]() Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 ![]() |
Just a few thoughts on this.
I'm of the opinion as well that you get the full elemental effect, and not just any secondary it might have. So an ES (Blast) attack would be a physical attack (regardless of Killing Hands) and treat Impact Armour as 1/2 (Which makes Penetrating Strke the poor cousin). On top of this, you get an increase to knocking people down. I would also sub the Adepts Magic stat for the 'Force' of the ES Blast, but this only applies for the Knockdown test, not an addition to Damage (or Breaking Barriers). The GM might give the ES Blast Strike a little AoE, and simulate the breaking of glass/knocking over small objects with each punch, but ES doesn't convey any AoE to the Unarmed Attack. |
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#10
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Moving Target ![]() ![]() Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 ![]() |
Part of your problem is the elemental strike, it doesn't add any damage whatsoever. Read carefully
Add the force to the damage inflicted when comparing to the defender's body -for purposes of knockdown- not damage done always, this bonus of damage is applied -only- to see if the person is knocked down or not, not to actually injure them in any way. *Edit* Another problem is that you won't always get a 4 str boost from your. You get 4 dice for your ability boost ability and 4 dice from your magic, which gives you eight dice. You'll average about 3 bonus points of str. So taking this all into account you have on initave pass, and your total damage is (str/2+1) which will generally be about 9/2+1=5.5 Then you get to add 4 points for killing hands. So your damage is 9.5P vs 1/2 their impact armor. Not too bad, but then again you can only do this once per combat turn, while most sammies will be able to do similar amounts -and- have 3 ini passes -and- be able to do it from a range. So overall I'd say your build isn't that overpowered at all. *Edit.. again* If you'd like I could post my mystic adept and show you how you can really rack up some close combat powers. |
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#11
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 ![]() |
Fair enough. But what do we use for Force? And yes, I obviously misread the Blast effect info. Thank you for correcting me on that. :-) This is starting to seem a little more reasonable.
Nah. If I need to make a twink close combat super-adept, I'm all good on that front. :-) Luckily I try to avoid going overboard with most characters. Wrecking ball here initially just seemed overpowered, and I wanted to make sure I hadn't miscalculated. I'm actually very glad to see that I did, and that things are getting much less ridiculous. |
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#12
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
I'd probably use the Adept's Magic. |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 ![]() |
Eh, ok, I was bored. Here is a mystic adept I was working on...
[ Spoiler ] So lets see what I get.. Base damage is str/2P, which goes to 5.5P Then I get an extra 1 for critical strike, so 6.5P Maybe not as impressive as your character's damage, but you have to take into account that I get 18 dice to attack with, whereas you get 8. I also manage to attack three times as often as you, not to mention being able to close the distance to my target quicker. May not be able to beat on walls like you can, but your ability to do that is quickly going down. *edit* heh, wasn't expecting you to be awake to respond, oh well, suppose it is a good comparison at the least. Oh, and I'd agree, use the Adept's magic as the force, nothing else really makes sense. |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 ![]() |
So what is the correct and SR4 way Geas are handled? No more voluntary geas to offset essence loss?
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#15
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Not from implants. |
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#16
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Moving Target ![]() ![]() Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 ![]() |
Well that ties off that munchkin game. What about voluntary geas to get cheaper PP costs? Does this cost BP at chargen?
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#17
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
The rules for Geasa are covered in Street Magic, and can explain it as well (or better) than any of us. :)
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#18
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Moving Target ![]() ![]() Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 ![]() |
Party Pooper :D :D :D |
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#19
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
I just about always come away pretty unimpressed with strength based melee adept builds these days. I've really come to the conclusion that melee is best left to stun weapons and monowhips or cybered dwarf, ork and troll wrestlers who can still have the points for other tricks. Especially since cyberlimbs are capable of pretty beastly stats now and they can add to the armor and condition monitor as well as the Ultimate Champion optimization which grants +2 to unarmed tests per cyberarm. Of course, it's also perfectly possible to create an adept with optimized limbs that are pretty mean, but then you just start investing too heavily into what really amounts to a secondary skill at best in shadowrun.
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#20
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
even if you could take a voluntary geas to offset magic loss from impants, you wouldn't be able to geas just one power and make it work. you'd have to run two meters before using any of your powers.
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#21
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
My take, is now that you've gotten how your abilities and such hashed out, he really is a weak character. He's a mediocre damage soak, and no extra ips means not much damage output. Not to mention being absolutely not stealthy in the least. And he isn't even that great at punching through things. (Attribute boost is pretty pathetic)
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#22
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Moving Target ![]() ![]() Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 ![]() |
How about (Don't have augmentation yet, so this is just very rough...) a Mystic Adept (with only one point in Sorcery, for spells sustained thorugh foci), with a tricked out cyberarm (Max Str) and PP spent in Killing Hands, Max Critical Strike and Elemental Strike (Sound).
Buy only Killing Hands and Ele Strike, with the remaining points spent in Critical Strike, up to Max. If you can fit in the essence loss alongside a Cyberarm, get some Bioware (thinking of Bone Density to get the plus to Unarmed Damage). As high an Unarmed SKill as you can afford (With obvious specialisations), and get your cyberarm as a Weapon Focus (If possible?). With Sound strikes, you ignore your targets armour (laugh at Penetrating Strike!) and if you do more Damage than your targets Willpower, you not only take them out of comabt for three rounds, but you also double thier wound penalties if you don't! (Laught at Lightnings -2 Dice and resistance roll!). Not very sublte, and don't try it versus Mages who like to cast Silence. ;) I wonder how much you could trick that sort of Unarmed Damage up for. 1 Essences worth of Adept powers can net you +4 Damage from Critical Strike, so any Cyberware needs to give +4 Damage or +8 Str to be worth the trade off... The Mystic Adept point of Sorcery is just there for things like increase reflexes, attribute, deflection, armour. All the potentially nice sustainables. ;) Plus counterspelling. |
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#23
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 ![]() |
Mystic adepts are absolute crap if all you intend to do is mix in a tiny bit of sorcery. It's simply too expensive and inconvenient to be practical for a lot of reasons. For example, you can only start out with 2 spells per point of Spellcasting, you won't have the dicepool to consistently meet thresholds. This isn't even going into all the foci you'd need and the issues you'd run into when facing wards. You're really a lot better off sticking to minor conjuring and taking a decent counterspell pool as a mystic adept. That said, taking a point or two of sorcery, learning a spell and just having a force 3 or 4 Spirit of Man cast it for you can be pretty useful, but that's really best done with great utility spells like Heal that don't need to be sustained rather than self buffs.,
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#24
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 ![]() |
now that there are actually written words for this you can switch off feeling in your power-arm and just hammer away for some time . . if you hack at something long enough it WILL give . . ok, you have to meet a certain minimum damage . .
but a troll with STR15 redlined to 30 with pain editor and things that let him deal with stun damage better . . or something that further strengthens his arm will do tremendous damage over time ^^ |
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#25
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Moving Target ![]() ![]() Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 ![]() |
Whip, rather than spend an expensive 2 PP on increased Reflexes, a Mystic adept could with a magic of 1 over case at force 2, and with a good enough sorcery skill easily get +1 I & IP. Bind that to a Foci and suffer a physical drain of 3.
If you can squeze out Magic 2, you can overcast for the max +3IP. in exchange for 5 Magic worth of PP. Any extra armour/deflection would just be gravy. As long as you could afford the foci! ;) |
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