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> Wrecking ball adept?, Umm... overpowered maybe?
Jhaiisiin
post Dec 6 2007, 06:38 PM
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QUOTE
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.

IF this worked like SR3 (which I was corrected on and understand that it doesn't), then I *could* have taken the gaes for just the powers that were affected by the magic loss. However, realizing I was in error, it's a moot point at this juncture.

QUOTE
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)

Yeah, so this is exactly what I wasn't trying to find out.

So here's the thing. This character was intentionally designed without maxing out appropriate stats, going for extra IP's or such. If I wanted, I could EASILY create a hyperfast walking damage machine that just levels anything in his way. In the SR games my group plays, we don't do that though. Due to the rapid escalation problems, we avoid Reaction/Initiative/IP enhancing items for quite some time when starting new characters to keep the game low-powered and slowly build up from there.

Second, the character concept and background don't require or even support stealth. So that's why you see no stealth skills. His job was a point man who helps breach locations without having to carry explosives.

Oh, and for someone who "isn't really great at punching through things", nothing short of a military blast bunker wall will stop him. I'm not sure how that's considered "not really great."
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Whipstitch
post Dec 6 2007, 06:42 PM
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What I don't get about melee characters is the bizarre fascination people have with overkill for them. Honestly now, a troll with high strength and a decent pool will be able to subdue anyone short of other melee trolls on a pretty consistent basis, and at at that point the opponent cannot even fight back at all and you get to deal strength in S vs. the opponents Body+Armor until they break free. All you need for this li'l trick is an unarmed combat, decent attributes and some muscle bioware. I'd much rather try for that than take a swing at a guy, have them soak the 8 damage and then answer back with a full burst. I can say with all honesty, with a completely straight face, that so far the most complete and useful melee artist I have personally had in a shadowrunning team was an ork luchador who dabbled in archery but made sure to have other talents as well.
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GentlemanLoser
post Dec 6 2007, 06:43 PM
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Elemental Strike Blast doesn't really help you though. It adds nothing to breaking barriers.

I don't think the 1/2 Impact armour has any effect on Barrier, maybe Elemental Strike Metal, for the +2 Damage (again, I don't think the +2 AP Penalty would effect the Barrier) would help more?
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HappyDaze
post Dec 6 2007, 07:19 PM
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Mystic adepts are absolute crap if all you intend to do is mix in a tiny bit of sorcery.

I've generally seen them played as an adept with Counterspelling. That often seems to be worth the 5 extra BP, the effective -1 to Magic, and whatever BPs are spent on the Counterspelling skill since Magic rating really doens't mater for spell defense.
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Serial_Peacemake...
post Dec 6 2007, 09:14 PM
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Plus if you are a mystic adept you can eventually learn the filter metamagic. Which makes you able to function in domains, which depending on game style can really help.
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Kyoto Kid
post Dec 6 2007, 09:34 PM
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QUOTE (Whipstitch)
What I don't get about melee characters is the bizarre fascination people have with overkill for them. Honestly now, a troll with 11 strength and a decent pool will be able to subdue anyone short of other melee trolls on a pretty consistent basis, and at at that point the opponent cannot even fight back at all and you get to deal 11S vs. the opponents Body+Armor until they break free. All you need for this li'l trick is an unarmed combat, decent attributes and some muscle bioware. I'd much rather try for that than take a swing at a guy, have them soak the 8 damage and then answer back with a full burst. I can say with all honesty, with a completely straight face, that so far the most complete and useful melee artist I have personally had in a shadowrunning team was an ork luchador who dabbled in archery but made sure to have other talents as well.

...an Ork Luchador? Sweeeeet...:grinbig:

I cannot remember the last time I saw someone actually use grapple against an opponent in games I've been in. Can't remember if there is an adept power that augments this (other than the Improved/Boosted Attribute powers).
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Whipstitch
post Dec 6 2007, 09:47 PM
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QUOTE (HappyDaze @ Dec 6 2007, 02:19 PM)
QUOTE
Mystic adepts are absolute crap if all you intend to do is mix in a tiny bit of sorcery.

I've generally seen them played as an adept with Counterspelling. That often seems to be worth the 5 extra BP, the effective -1 to Magic, and whatever BPs are spent on the Counterspelling skill since Magic rating really doens't mater for spell defense.

Yeah, I actually meant just Spellcasting/Ritual magic. My bad.

And yeah KK, I really don't see why it doesn't come up more often. It's an incredible way for GMs to ruin the day of Mr. Min-Maxed 1-2 strength and a monowhip type runners. Getting jumped in close quarters by a bunch of gutterpunk trolls amped up on Nitro can actually become scary. I really miss the Luchadores; the previous title to most awesome melee runner I'd seen had been held by a troll luchador who died in an earlier run (the ork was his old tag team partner who joined up to avenge him; not as good of a wrestler but a better runner).
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Jhaiisiin
post Dec 7 2007, 01:48 AM
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QUOTE ("")
Elemental Strike Blast doesn't really help you though. It adds nothing to breaking barriers.

I don't think the 1/2 Impact armour has any effect on Barrier, maybe Elemental Strike Metal, for the +2 Damage (again, I don't think the +2 AP Penalty would effect the Barrier) would help more?

After the discussions here and the insights leading to me correcting what I thought I knew about the setup, you're right. Now it's serving as fluff to turn the wall-bits into frivolous shrapnel when I blow through it.
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Fortune
post Dec 7 2007, 01:50 AM
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Fluff is good! :)
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Jhaiisiin
post Dec 7 2007, 02:54 AM
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My thoughts exactly. Plus, if your GM likes you, you can blow through a wall at full force and hurt/injure/kill the fragger on the other side of it. :-)
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MaxHunter
post Dec 7 2007, 03:40 AM
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Hey, even without maxing out "weaknesses" I really liked the idea of the character. Sounds like fun. Plus, I loved him to be a dwarf. I have a soft spot for dwarf shadowrunners...

Cheers,

Max
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Jhaiisiin
post Dec 7 2007, 04:58 AM
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For some reason, it struck me as amusing to have a 4 foot nothin' wrecking ball blowing 3 meter holes in walls. *shrug* Hooray for concept characters.
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Tarantula
post Dec 7 2007, 05:31 PM
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QUOTE (Jhaiisiin)
Second, the character concept and background don't require or even support stealth. So that's why you see no stealth skills. His job was a point man who helps breach locations without having to carry explosives.

Oh, and for someone who "isn't really great at punching through things", nothing short of a military blast bunker wall will stop him. I'm not sure how that's considered "not really great."

Well, lets see his punching through things... Strength 6, + average 3 boosted strength = 9 total. /2 round up gives you 5. +4 for critical strike is 9. Average of 2 hits on the attack test, bringing it up to 11. I wouldd give you the half armor on the barrier, but barriers ignore AP which is what that is. Assuming you're punching a concrete wall (Armor 16 structure 13), you now double your 11 to a 22. It gets 2x armor (32), averaging 10 hits, dropping you down to 12 damage. Thats less than the structure rating, so you do nothing.

Now, your average drywall wall, or a wood door someone shuts in your face, sure, you your average melee troll can blow through those too without even needing smashing blow.

Just for kicks though, if you punched a door someone slammed in your face (armor: 2 structure: 3) you'd average your 22 damage. It soaks 1 dropping it to 21. 21/3 = 7 meters of the door destroyed. :P
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