IPB

Welcome Guest ( Log In | Register )

3 Pages V  < 1 2 3 >  
Reply to this topicStart new topic
> Balance Issues, SR3 & Firearms vs. Sorcery
Kagetenshi
post Dec 1 2003, 08:02 PM
Post #26


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (Cheops)
To be as effective as possible Sams, Deckers, and Riggers have to start with 1,000,000 nuyen

Bullshit.

~J
Go to the top of the page
 
+Quote Post
Sphynx
post Dec 1 2003, 08:03 PM
Post #27


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



It is true. He did say 'as effective as possible', not 'playable', so he's quite right. The more toys you have, the more effective you can be.

Sphynx
Go to the top of the page
 
+Quote Post
TinkerGnome
post Dec 1 2003, 08:05 PM
Post #28


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



If you're playing a game with rigid controls on cyber and weapons and none on magic, I can see why you'd think they were unbalanced.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Dec 1 2003, 08:05 PM
Post #29


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



But for a streetsam, maxing out on toys to begin with is pointless because of the nonavailability of higher grades of cyberware, and if the optional surgery rules in Man and Machine are used, maxing out cyberware at chargen can downright cripple you. Same with riggers; there's a limit to what you can get that won't get supplanted in-game, and what you can get can easily fit into ¥650k.
Deckers he may be right about. Other than that, I still say no.

~J
Go to the top of the page
 
+Quote Post
Sphynx
post Dec 1 2003, 08:24 PM
Post #30


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



First up, do you honestly need more than 6 essence worth of alpha/basic to be effective? Beta and Delta, even if you get them in-game and get the huge TN and Threshold needed to implant them without problems, the difference in essence vs the cost in nuyen makes it dumb, IMHO, to get them in-game. Never ever ever go delta, even with a Wired-Reflexes 3 (5.0 as Basic, 4.0 as Alpha, 3.0 as Beta, 2.5 as Delta) the costs... (500,000 as Basic, 1,000,000 as Alpha, 3,000,000 as Beta and 12,000,000 as Delta), it's just not going to happen (unless you guys are racking in some super duper serious nuyen).

Anything less Essencewise just isn't worth it to go past Alpha.

Hell, let's assume you go with something cheap and lower essence, like Titanium Lacing.
Basic: 2.25, 75,000 :nuyen:
Alpha: 1.80, 150,000 :nuyen:
Beta: 1.35, 675,000 :nuyen:
Delta: 1.125, 2,700,000 :nuyen:

Definitely pointless to go Delta for that huge savings of 0.225 essence and only plauysably worth it for Beta to save that 0.45 essence.

No, 1mil, char-gen resources is truly the most effective way to do it.

As for Riggers, well, since they only need 1 or 2 (if you assume they need a datajack with their VCR) pieces of cyberware, then starting with more toys at char-gen is definitely ALOT more effective when you add in the fact that the same cash is earned either way so you're only adding, and street index makes it cheaper to buy at char-gen anyhows.

Sphynx
Go to the top of the page
 
+Quote Post
John Campbell
post Dec 1 2003, 09:15 PM
Post #31


Running Target
***

Group: Members
Posts: 1,028
Joined: 9-November 02
From: The Republic of Vermont
Member No.: 3,581



QUOTE (Kagetenshi @ Dec 1 2003, 03:05 PM)
Deckers he may be right about. Other than that, I still say no.

I made an effective C-resources decker once.

He'd spent about a year and a half pre-game hacking on the mainframe at the university he attended. His deck was entirely home-made. Applying bug rules to every component of the deck was extremely amusing... but he was a good enough programmer that his bug occurance rate was not crippling, and he had a whole mess of software that he would otherwise have had to cut Skills or Attributes (A and B, respectively) to afford.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Dec 1 2003, 09:24 PM
Post #32


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



Oh yes, you can be an effective C-resources decker. The argument, as Sphynx said, is what makes them "as effective as possible."

~J
Go to the top of the page
 
+Quote Post
Rattler
post Dec 1 2003, 09:40 PM
Post #33


Target
*

Group: Members
Posts: 78
Joined: 29-November 03
Member No.: 5,861



QUOTE
You can't walk around with a drawn pistol without sticking out like a sore thumb and pissing off Joe Sarariman so the average sam goes into combat with 7+1d6 initiative and no pistol drawn.


So the majority of the combat that your characters engage in involves getting jumped on the street on the way to the local Stuffer Shack?

QUOTE
Mages on the other hand, don't suffer the "jumpy" penalty because it is "natural" and not "programmed." They can go around with 5+4d6 initiative all the time and wearing 6/6 armor without any penalties.


I would call alerting Lonestar that you're sporting a bunch of illegal foci a pretty big penalty. Not to mention telling every less than scrupulous person that you're carrying some powerful and expensive foci, ripe for the picking. They don't even need to be magically active, seeing as how you're glowing like a lightbulb with that Armor spell.
Go to the top of the page
 
+Quote Post
John Campbell
post Dec 1 2003, 09:50 PM
Post #34


Running Target
***

Group: Members
Posts: 1,028
Joined: 9-November 02
From: The Republic of Vermont
Member No.: 3,581



Well, except for the bug issue, which really wasn't all that big a deal, his deck was as good as any starting deck, and he had higher Attributes and Skills than he would have if he'd gone A Resources, which contributed directly to his effectiveness.
Go to the top of the page
 
+Quote Post
Dende
post Dec 1 2003, 10:05 PM
Post #35


Moving Target
**

Group: Members
Posts: 124
Joined: 21-November 03
Member No.: 5,837



But how much cyber combat did you do?
Did you do the canon approach to programs? if you did it takes 350k+ to get enough to do real combat and actually deck. Programs are by far the worst part of the SR system. They are so far off in use, size and everything else, I dont' even wanna get started. The whole size aspect of them alone is BS let alone the cost of them and and not to mention hardware...
Go to the top of the page
 
+Quote Post
Sphynx
post Dec 1 2003, 10:07 PM
Post #36


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



So you started the game with a custom-built deck? Paying only for parts to build it, and a computer shop? And the GM let you make the rolls etc, pre-game to turn it into a deck?

Personally, I let people buy the gear, shop, etc at char-gen, but there's no way they'd get to build it pre-game and write the programs pre-game instead of paying for them. One of the ideas of resources isn't just how much you spent, but what you aquired in life. A person who spent the 1 mil on deck/program/cyber may ahve written all the programs and built the deck himself (depends on how he wrote his background), but he still pays full price because that's what he's gained in life.

Sphynx
Go to the top of the page
 
+Quote Post
Chodav
post Dec 1 2003, 11:32 PM
Post #37


Target
*

Group: Members
Posts: 61
Joined: 26-November 03
Member No.: 5,852



QUOTE (Sphynx)
As for Riggers, well, since they only need 1 or 2 (if you assume they need a datajack with their VCR) pieces of cyberware . . .

VCR's come with a datajack. If you want to upgrade to an induction datajack (so as not to tell the whole world you're a rigger by virtue of your mid-brain 'jack), it takes an additional 0.1 Essence and 3,000 nuyen (for regular cyber) . . . or was it 2,000? M&M is upstairs and I'm feeling lazy.

I generally agree that beta- and delta- are both a waste of resources. My GM offered a cyber-warrior of mine a pass to a delta clinic as a run reward, and I said, "Thanks. Do they have regular?"

On the subject of magic, many posters sound as though they play in high-powered games.* I justed started a sorcerer last weekend. All 35 points went to Detection spells. If you want to be the end-all and be-all of combat, yes, a really good combat-mage is going to cost a fortune in karma. But why? That's what sammies and adepts are for. Do deckers and riggers worry about being combat-effective? Or does the decker worry about being the end-all and be-all of information-gathering and system-manipulating while a rigger worries about being the end-all and be-all of driving, flying, repairing, and maybe gunnery? To suggest that mages are out of balance because they are better than or worse than sammies and adepts is a horribly narrow position to take. Are your groups so hard-up for firepower that the mage has to fight all the time?

Note that I'm not really addressing the mage's need to be effective in astral combat or against spirits. Most of the posts seemed to be addressing physical world issues.

By the way, Mr. Detection Spells does one magical thing in combat. 12 dice to Spell Defense, every turn, free action. THAT'S being combat-effective . . .

(12 dice because he's brand new and hasn't earned much karma yet.)

* My comments should not be taken as a flame or a slam against other's gaming styles . . . even though I prefer low-power games . . . ;)
Go to the top of the page
 
+Quote Post
TinkerGnome
post Dec 1 2003, 11:41 PM
Post #38


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



QUOTE (Chodav)
VCR's come with a datajack.

Third edition page reference? It's my understanding that they do not, though it is not explicitly stated (there is some circumstantial evidence in R3 that they don't, as well, and the templates have them purchased seperately).
Go to the top of the page
 
+Quote Post
Fortune
post Dec 1 2003, 11:53 PM
Post #39


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



In my opinion, VCRs most definitely do not come with a Datajack included.
Go to the top of the page
 
+Quote Post
Kurukami
post Dec 2 2003, 12:02 AM
Post #40


Moving Target
**

Group: Members
Posts: 488
Joined: 4-August 03
From: Amidst the ruins of Silicon Valley.
Member No.: 5,242



QUOTE (Sphynx @ Dec 1 2003, 08:24 PM)
Never ever ever go delta, even with a Wired-Reflexes 3 (5.0 as Basic, 4.0 as Alpha, 3.0 as Beta,  2.5 as Delta) the costs... (500,000 as Basic, 1,000,000 as Alpha, 3,000,000 as Beta and 12,000,000 as Delta), it's just not going to happen (unless you guys are racking in some super duper serious nuyen).

Anything less Essencewise just isn't worth it to go past Alpha.

Hell, let's assume you go with something cheap and lower essence, like Titanium Lacing.
Basic: 2.25, 75,000 :nuyen:
Alpha: 1.80, 150,000 :nuyen:
Beta: 1.35, 675,000 :nuyen:
Delta: 1.125, 2,700,000 :nuyen:

@ Sphynx:

Just out of curiosity, where are you pulling those numbers for nuyen costs from?

Basic cyberware costs the book listing.
Alpha-grade costs twice as much as basic.
Beta-grade costs four times as much as basic.
Delta-grade costs eight times as much as basic.

That, at least according to my copy of M&M, is canon. I've got to wonder where you're pulling the 6x cost for beta-grade and the 24x cost for delta-grade from in your first example, and the 9x and 36x costs respectively in your second. So, um, what's up with that?
Go to the top of the page
 
+Quote Post
Chodav
post Dec 2 2003, 12:23 AM
Post #41


Target
*

Group: Members
Posts: 61
Joined: 26-November 03
Member No.: 5,852



QUOTE (TinkerGnome)
QUOTE (Chodav @ Dec 1 2003, 07:32 PM)
VCR's come with a datajack.

Third edition page reference? It's my understanding that they do not, though it is not explicitly stated (there is some circumstantial evidence in R3 that they don't, as well, and the templates have them purchased seperately).

Okay, I stand corrected. I could swear that I saw something in R3r that said VCR's come with a datajack, but the only thing I can find now is the part where it says rigger adaptation includes a datajack port (p. 130). Damned game has too many rules . . . ;)
Go to the top of the page
 
+Quote Post
TinkerGnome
post Dec 2 2003, 02:58 AM
Post #42


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



Don't know about Sphynx's numbers, but the surgical costs for a piece of Deltaware is in the 120k range, before you add in bribes, etc.
Go to the top of the page
 
+Quote Post
John Campbell
post Dec 2 2003, 03:16 AM
Post #43


Running Target
***

Group: Members
Posts: 1,028
Joined: 9-November 02
From: The Republic of Vermont
Member No.: 3,581



My understanding is that the VCR does not come with a datajack, but neither is a datajack required to use the VCR. As I interpret it, the VCR includes the jacks necessary to plug it into a vehicle or RCD (usually located on the rear of the skull, as opposed to the temple that's typical for datajacks), but these jacks are not general purpose datajacks and cannot be used as such... but they can be used for things that general purpose datajacks can't.

Basically, the datajack connects to the forebrain, the VCR connects to the hindbrain, and, while there's some overlap in what you can do with them (either will allow controlling drones through an RCD in Captain's Chair mode, for example), they're generally two different tools for two different jobs. You can't jump into a drone through a datajack, but you can't deck a host through a VCR.

Of course, I generally figure that most anyone who has any cyber at all will have a datajack. They're cheap and useful enough that pretty much the only reason not to get one is if you're going totally cyber-free.
Go to the top of the page
 
+Quote Post
TinkerGnome
post Dec 2 2003, 03:28 AM
Post #44


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



Again, what's your source for that? The closest quote I can find of relevance is this:
QUOTE (Rigger 3 @ p25)
Datajack and vehicle control rig implants are essential to rigger characters.

Which seems to indicate that riggers need both.
Go to the top of the page
 
+Quote Post
RedmondLarry
post Dec 2 2003, 04:24 AM
Post #45


Senior GM
***

Group: Dumpshocked
Posts: 1,406
Joined: 12-April 03
From: Redmond, WA
Member No.: 4,442



I'm with TinkerGnome on this. I believe the Rigger needs both.
Go to the top of the page
 
+Quote Post
Fortune
post Dec 2 2003, 04:49 AM
Post #46


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



Me too!
Go to the top of the page
 
+Quote Post
Sphynx
post Dec 2 2003, 08:08 AM
Post #47


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



Kag, my numbers did not include Surgery, they were adding in StreetIndex since you have to wait til post char-gen to get Beta/Delta.

Sphynx
Go to the top of the page
 
+Quote Post
tisoz
post Dec 6 2003, 01:28 PM
Post #48


Free Spirit
*******

Group: Dumpshocked
Posts: 3,950
Joined: 26-February 02
From: Bloomington, IN UCAS
Member No.: 1,920



QUOTE (bwdemon)
I've been working with SR3 for so long now that I forgot some of the things that set me off when I first looked at the revision. Among those was the switch from a single Firearms skill to the former concentrations thereof. While that alone didn't bother me (I approved of it wholeheartedly), the fact that they did not do this to Sorcery was wrong.

Maybe you need to remember all the other ways they toned down mages.

Remember how they used to get all metamagics upon first initiation? How about spell locks? How about being able to cast just fine with a sorcery skill of 1 because the number of dice rolled was the force of the spell? I don't remember any spells, not that there weren't any but I don't recall them right now, that successes were capped by force.

And remember, just because they can learn any spell, doesn't mean they know every spell. Same as firearms.
Go to the top of the page
 
+Quote Post
Lilt
post Dec 6 2003, 02:45 PM
Post #49


Shooting Target
****

Group: Members
Posts: 1,965
Joined: 26-February 02
From: Edinburgh, Scotland
Member No.: 2,032



QUOTE (John Campbell)
I made an effective C-resources decker once.

He'd spent about a year and a half pre-game hacking on the mainframe at the university he attended. His deck was entirely home-made. Applying bug rules to every component of the deck was extremely amusing... but he was a good enough programmer that his bug occurance rate was not crippling, and he had a whole mess of software that he would otherwise have had to cut Skills or Attributes (A and B, respectively) to afford.

A year and a half down-time pre game? *DROOL*
Consider what a mage with enchanting/talismongering 6 could do with that:

Char-gen: 6 units of raw gold (60K :nuyen:)
Refining 6 units of raw gold: 3-4 days
Radical circulation on 3 of the above units: 28 days
Final product: 3*4 = 12 units of radical gold
Radical circulation on the 2nd 3 units: 28 days
Final product: 3*4 = 12 units of radical gold
Final worth: 960k :nuyen:
Lather, rinse, repeat 8 times or so.

After 1 year the mage hands you a farlight excalibur.
Go to the top of the page
 
+Quote Post
Glyph
post Dec 7 2003, 02:59 AM
Post #50


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



I want to point out that under the current rules, it is possible to specialize by spell category. This option is probably especially attractive to shamanists and elementalists.

I think requiring a separate skill for sorcery by spell category would be far too limiting, though, and does not make a lot of sense. Like someone else already pointed out, sorcery is limited by spell points, not skill. If you want variety to matter, have your mage buy specializations in a certain category after char-gen. Specializations are much cheaper than improving the entire base skill, so if you wanted, you could have someone with Sorcery: 6/Healing Spells: 12 after 57 Karma points (less if your Willpower if higher than 6). Between all of the possible sorcery and conjuring specializations, totem and hermetic modifiers, and aspected variants, there are a bewildering variety of magical specialties to choose from.

Balance-wise, I think the "classes" mesh together well. Most imbalances occur when the GM restricts one without similarly restricting the other.
Go to the top of the page
 
+Quote Post

3 Pages V  < 1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 28th June 2026 - 11:16 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.