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> Question concerning Adepts...
Onyx
post Jan 20 2008, 03:21 AM
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I know that Critical Strike can be used with Killing hands making adepts all the more deadly, but what I am wondering if there are any rules that allow the use of Critical Strike with a weapon (specialized or bonded)?
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Whipstitch
post Jan 20 2008, 04:04 AM
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Afraid not. It'd take a smarter man than I to balance out such a thing, really. Imagine an attuned and bound monowhip combined with critical strike; you could end up with strength 1 PCes cleaving through citymasters that way. Such a thing might set Hellsing fanboy hearts a flutter, but it could also give a lot of GMs fits. Then again, it's not like we don't already have Quick Draw powered Trollbows to contend with...
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Fortune
post Jan 20 2008, 07:29 AM
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Technically, Critical Strike can be used with unarmed combat weapons, like Hardliner Gloves and Brass Knuckles (both of which I expect to see in Arsenal). I wouldn't allow its use in conjunction with technical unarmed weapons like Shock Gloves though.
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Stahlseele
post Jan 20 2008, 10:22 AM
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so an attuned weapon focus in the form of a glove(if you can do that) would be pretty much usable to just grip into a citymaster or the body of whoever and rip out whatever? O.o
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Fortune
post Jan 20 2008, 11:04 AM
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Just combine Critical Strike with Smashing Blow for all your barrier busting needs. ;)
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Fortune
post Jan 20 2008, 11:06 AM
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QUOTE (Stahlseele)
so an attuned weapon focus ...

You can only attune mundane objects in SR4. No Attuned Foci.
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Stahlseele
post Jan 20 2008, 11:14 AM
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must have overread that x.x
or i'm getting things mixed up with 3rd
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Fortune
post Jan 20 2008, 11:17 AM
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There was no such restriction in SR3, so that might be it.
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Stahlseele
post Jan 20 2008, 11:19 AM
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GAAAH! ò,Ó . . it's getting increasingly irritating with that smiley <.< . .
and increasingly harder to keep appart 3rd(playing) and 4th(not playing) rules in my Head x.x
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Fortune
post Jan 20 2008, 11:24 AM
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QUOTE (Stahlseele)
GAAAH! ò,Ó . . it's getting increasingly irritating with that smiley <.< . .

I actually edited it out while you were posting. :P

But just for you ... ;)

QUOTE
and increasingly harder to keep appart 3rd(playing) and 4th(not playing) rules in my Head x.x


Tell me about it. I still have legacy rules from SR1 and SR2 swimming around in there somewhere.
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Stahlseele
post Jan 20 2008, 11:29 AM
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Fortune-atly(<= yes, i know that it would have to be fortunately) i don't have THAT problem anymore *g* . . SR1 has been more or less 15 Years ago for me if i remember correctly and i completely jumped 2nd ed ^^
btw: curse you! both for that smiley and your ninja editing skills <.< . .
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Ryu
post Jan 20 2008, 11:31 AM
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QUOTE (Stahlseele)
GAAAH! ò,Ó . . it's getting increasingly irritating with that smiley <.< . .
and increasingly harder to keep appart 3rd(playing) and 4th(not playing) rules in my Head x.x

Come... to... us...!
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Stahlseele
post Jan 20 2008, 11:47 AM
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Nuh!
Nevarr!
i'll most likely buy most of the SR4 stuff anyway because i'm a sucker for new toys and fluff, but i seriously abhor the SR4 rules . . the only thing i really like about SR4 is the new cyber-limb rules as of yet *g*
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Whipstitch
post Jan 20 2008, 06:10 PM
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What's there to abhor about the current rules? Not much of it at all is really that messy and the magic rules are particularly good relative to previous editions. I mean, I guess I'm fairly firm about how I make rulings on Agents, grenades and long shot tests, but even those much maligned topics aren't nearly as big a problem as many make them out to be. The script kiddy thing for example is mostly a thematic issue, and honestly, even in SR3 hackers progressed through building uber decks more than skill gains.
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Stahlseele
post Jan 20 2008, 07:06 PM
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you don't really want me to go in a rant over why i(and my whole gaming group) think SR4 sucks do you? o.o
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Whipstitch
post Jan 20 2008, 07:24 PM
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I'm pretty sure I just asked. A lot of your other posts seem rather reactionary or based on knee jerk misinterpretations of the RAW, so I'm pretty curious, although it'd probably best to go with a PM or starting another thread to avoid further derailing.
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Stahlseele
post Jan 20 2008, 08:00 PM
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ok, have it your way then . .
if anybody else wants to know why i personally think SR4 sucks (aside from the finally usefull rules for cyber limbs) i will add it here in spoiler tags too . .
mind you, this is strictly my own opinion, everybody is entitled to one of those and nobody has to agree with me on this . . but don't bother trying to argue with me about this please *g*
[ Spoiler ]
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Fortune
post Jan 20 2008, 08:39 PM
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Uh huh.
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Jhaiisiin
post Jan 20 2008, 09:02 PM
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Strangely, I agree with Stahl about one thing in particular. It seems to be a step backward instead of forward to suddenly adopt wireless. Being cyberneticly linked to a computer through a datajack was amazingly advanced. Doing the same through wi-fi (a signal that is VERY easily interrupted) seems like a dumb move. Maybe it's just me.

Beyond that, it's "to each their own" when I look at his other points.
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Ryu
post Jan 20 2008, 10:04 PM
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The standard is and will be the AR. And you do not need DNI for that.
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Kyoto Kid
post Jan 20 2008, 10:12 PM
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[Continued Derail]

[ Spoiler ]

[/derail]
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Fortune
post Jan 20 2008, 10:20 PM
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QUOTE (Kyoto Kid)
Meanwhile Mages have a number of other ways to improve their primary abilities outside of initiation, from Spirit assistance to Foci, to tweaking spells, to overcasting.

You left out the fact that Adepts can accept Gaesa to increase their Power Points.
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Glyph
post Jan 20 2008, 10:49 PM
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overall, adepts actually do pretty well in SR4, although if you want to min-max them, you have to go about it differently than in SR3. Offensively, they have improved ability, weapon foci, and attunement for extra dice. Defensively, they have combat sense and mystic armor, and combat sense combined with counterstrike can give them even more offensive dice. Weapon foci and killing hands make them far more effective against spirits. Kinesics makes adepts hands-down the best faces, even if you don't stack it with cool resolve, improved ability, or tailored pheromes. They also have lots of powers oriented towards athletics and stealth, and lots of relatively cheap useful powers such as sustenance, nimble fingers, commanding voice, etc.

As always, they are better at specialist than generalist roles (which, given how SR4 rewards specialists in general, puts them in a good place).

The major changes are that initiative is more important, and that a point of Essense or two in bioware is a much more tempting prospect.
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knasser
post Jan 20 2008, 10:54 PM
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Spoilered because everyone else is doing it...

[ Spoiler ]
QUOTE (kk)

If there is any one facet I do not like in 4th, it is bringing in a "luck" factor that has such a sweeping effect. It's kind of like "Reset" on a videogame. In previous editions, you had one chance to keep a character alive when she faced certain death (and she had top burn all her Karma Pool and good karma to do so). Now she gets as many attempts to cheat death as she has Edge attribute, and she can buy that back with Karma. Even in D&D, you needed a lot to bring a character back from the dead whole and unscathed by the experience.


I'm with you on that (and my heart bleeds for you and the devastation 4th edition wreaks on so much accumulated material). You might want to check out my [very short] list of house rules. I didn't like the introduction of "luck" into the game either and the best change I made was to start everyone on the minimum Edge for their race and tie them to a fixed progression. It has a very positive effect on the feel of the game. My house rules are here.

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Stahlseele
post Jan 21 2008, 12:04 AM
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yeah, i forgot to mention magical guys now being able to be almost as good at hacking as only the hacker should be . . but hey, you guys managed to rerail the thread *g*
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