General tips for a noobie?, Mew! |
General tips for a noobie?, Mew! |
Jul 21 2009, 01:36 PM
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#1
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Target Group: Members Posts: 17 Joined: 3-July 09 Member No.: 17,353 |
So. If you hadn't guessed from the title, I'm looking for some hints and tips; I'm not new to pen and paper myself, but I'm now currently in a solo game over Messenger, ran by a friend who frequents these boards. I'm pretty well-known by her for my less-than-optimal, Jack-of-all-Trade builds. =P To the point where I'm making a decently bio/cybered Adept gunslinger with bits and pieces all over the place; bit of rigging, combat, hacking... what have you.
Just wondering if anyone has any tips for anything which might particularly help my character (I've got the bioware and cyber in mind; datajack and commlink/cybereyes/ears, with the usual other bioware stuff; Strength, Agility boosts, bone density, suprathyroid, etc.) Also, anyway in particular I should be conducting my runs? Trying to get over my usual kill it and take it's stuff, including half the ganger's stuff which isn't nailed down... and in group games, I tend to be the guy who sits around and follows the others in the group, rather than makes the decisions. Hope that doesn't sound too convoluted... thanks! The character in question |
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Jul 21 2009, 03:08 PM
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#2
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Running Target Group: Members Posts: 1,000 Joined: 30-May 09 From: Germany Member No.: 17,225 |
Not to be too negative... but i can already see this character swimming face down in the river *g*. I am too a fan of Jack-of-all-trades characters, but this is a bit much.
In my opinion you can lose some skills. (Also i think you can save a bit by taking some groups. Athletics for example include running, climbing, swimming and gymnastics; You bought them all seperately? Or you just noted them as such?? haven't checked your BP's) Also you have noted an enemy (a complete faction?) with 11 points Ressources and 4 incidence... but in my opinion you can't survive that for long (or at all). Since you start with hoping that you get some Ki-powers really soon. You have no equipment, no cyberware, no training, no special gifts, no access to magic - No group will want to hire you. If this is a low starting campaign, with very young not-really-professional character it might be ok, of course. So to make you valuable... maybe go the con/negotiation/leader route. Pretend to be better than you are and use your group to your advantage. Hm well... can't say anything else than: lose a few skills and buy some stuff... Or try to survive. (If you do i am sure you can expand greatly in short time) P.S. Logic is missing |
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Jul 21 2009, 03:13 PM
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#3
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Target Group: Members Posts: 17 Joined: 3-July 09 Member No.: 17,353 |
QUOTE Since you start with hoping that you get some Ki-powers really soon. You have no equipment, no cyberware, no training, no special gifts, no access to magic - No group will want to hire you. If this is a low starting campaign, with very young not-really-professional character it might be ok, of course. So to make you valuable... maybe go the con/negotiation/leader route. Pretend to be better than you are and use your group to your advantage. Yep, it's basically bottom of the rung - I wanted some time to get my head around all the stuff in Shadowrun and build up as I went along. I hate playing established characters. ;D -Is currently doing low paying, small-time runs, obviously. Was playing up the Amnesia aspect- And yush, a group. That one was a recommendation from the GM. And yeah, I got the skills seperately, so I could specialize in them seperately. Not to mention, the skill groups are TERRIBLE and actually cost more in the long run (as even with my love of spreading out, I -really- don't see myself wanting Clubs, Unarmed AND Blades at the same level.) |
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Jul 21 2009, 03:20 PM
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#4
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Running Target Group: Members Posts: 1,000 Joined: 30-May 09 From: Germany Member No.: 17,225 |
The groups are no problem. You can ingame raise a skill alone. (This destroys the group). You can get a group to 1 for 10 points. and ingame raise one skill up and take specialisations for the skills seperately no problem, for your first karma. So they only cost more if you don't use all the skills and keep them together forever. (Which you don't have to... hell nobody does that, i think)
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Jul 21 2009, 03:30 PM
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#5
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Target Group: Members Posts: 17 Joined: 3-July 09 Member No.: 17,353 |
QUOTE P.S. Logic is missing Ah, yes! Thanks for pointing that out. QUOTE The groups are no problem. You can ingame raise a skill alone. (This destroys the group). You can get a group to 1 for 10 points. and ingame raise one skill up and take specialisations for the skills seperately no problem, for your first karma. So they only cost more if you don't use all the skills and keep them together forever. (Which you don't have to... hell nobody does that, i think) Seems overly convoluted way to do something when it's already groups which are broken up and can be specialized in... =P -Quickly points out that, he's not in chargen still, as he's in the middle of his second run and has Karma- |
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Jul 21 2009, 03:32 PM
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#6
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Target Group: Members Posts: 41 Joined: 23-June 06 Member No.: 8,768 |
One of the biggest boons for a flexible character, especially a non-Awakened one, is Skillwires. The ability to switch around skills and buy them for nuyen, rather than Karma, is enormously powerful in that it lets you be most effective in a chosen area, but then fill in gaps in other areas. True, you can't spend Edge effectively on them, but you only have 2 edge anyway, and low skill levels, so it's not much of a loss.
You have no extra initiative passes, and act slowly. If you get into combat, your effectiveness will be LOW. After effective tactics, speed is life. Or death. Fortunately, there is a solution that helps both of these problems: Spend 5 of your quality points on Restricted Gear: Move-By-Wire 2 (quality is in Runner's Companion, and I'd drop Latent Awakening for it- not a very effective buy, even though it can be flavorful). Then reduce surplus skills (those outside your main combat or social focus) until you have enough points to spend on Move-by-Wire 2 from Augmentation (takes 85k). If you want to reduce the Essence cost from 3, you can either spend double cash to make the MbW2 Alpha grade, or switch your Biocompatability to Cyberware, or both. Buy the (now more expensive) Skillsofts for additional skills (cracked software from Unwired p.94 is cheaper but takes maintenance). Voila- you have a much more efficient character that is more flexible, and can handle actual combat. I'd also look into fake licenses to attach to your SIN for restricted gear you are carrying. It's pretty cheap, and can save hassles with the STAR. |
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Jul 21 2009, 03:36 PM
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#7
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Target Group: Members Posts: 17 Joined: 3-July 09 Member No.: 17,353 |
I didn't give him cyberware to begin for a reason... =P Let alone ultra-invasive, highly illegal combat-ware.
-Is looking to Awaken as an Adept, and mix Adept powers with Bioware; is going for Muscle Toner/the other one and... the Reaction/IP boosting Bioware when he has the 'yen- |
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Jul 21 2009, 04:17 PM
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#8
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Target Group: Members Posts: 41 Joined: 23-June 06 Member No.: 8,768 |
Actually, MbW2 is only restricted, not illegal, and gives not only reaction, initiative passes, and skillwires, but also added dodge dice. It is one of the best buys in the game, if you can afford the the Essence.
You will take a long time to get far as an adept with latent awakening, especially if you plan to lose any Essence due to bioware/cyber. The karma costs are huge to increase your magic stat after character creation, especially now that they have changed the cost for improving new attributes to 5x the new cost (although this can be somewhat improved by the added karma gains they recommend). Magic 5 takes 70 karma to get to from Magic 1, as opposed to 40 BP in creation, and longer if you drop it due to bio/cyber. That's karma that you could be spending on skills, or other attributes. You could buy Adept and the actual magic and start with it instead of taking the Latent Awakening much quicker and more easily. In addition, the really good bioware, like Synaptic Boosters, cost a whole lot of Nuyen. Depending on how long the campaign goes, and how much each run pays (which isn't much if you are talking about a street level game) you will not be able to buy them after character creation for a very long time, during which you are much less effective. In the end, it's going to depend on the flavor that you want for the character, and the type of game you will be playing in. The way you are designed, however, be prepared to sit through a lot of sessions where you are not contributing a lot to the team. |
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Jul 21 2009, 04:23 PM
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#9
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Target Group: Members Posts: 17 Joined: 3-July 09 Member No.: 17,353 |
QUOTE Actually, MbW2 is only restricted, not illegal, and gives not only reaction, initiative passes, and skillwires, but also added dodge dice. It is one of the best buys in the game, if you can afford the the Essence. You will take a long time to get far as an adept with latent awakening, especially if you plan to lose any Essence due to bioware/cyber. The karma costs are huge to increase your magic stat after character creation, especially now that they have changed the cost for improving new attributes to 5x the new cost (although this can be somewhat improved by the added karma gains they recommend). Magic 5 takes 70 karma to get to from Magic 1, as opposed to 40 BP in creation, and longer if you drop it due to bio/cyber. That's karma that you could be spending on skills, or other attributes. You could buy Adept and the actual magic and start with it instead of taking the Latent Awakening much quicker and more easily. In addition, the really good bioware, like Synaptic Boosters, cost a whole lot of Nuyen. Depending on how long the campaign goes, and how much each run pays (which isn't much if you are talking about a street level game) you will not be able to buy them after character creation for a very long time, during which you are much less effective. In the end, it's going to depend on the flavor that you want for the character, and the type of game you will be playing in. The way you are designed, however, be prepared to sit through a lot of sessions where you are not contributing a lot to the team. -Points out the solo part- =P Not got a team, other than the GM mentioning I may have an NPC hand helping me on the odd 'run or two... not to mention, way out of char-gen, so nothing I can really do about that. 'Starting with tons of Magic and awesome abilities from char-gen' doesn't exactly do 'low-rung runner who doesn't even know his own name, let alone runs three times faster than anyone else with Ki-Gun-Power... because it was more efficient at the beginning'- |
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Jul 21 2009, 04:39 PM
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#10
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
Actually, MbW2 is only restricted, not illegal, and gives not only reaction, initiative passes, and skillwires, but also added dodge dice. It is one of the best buys in the game, if you can afford the the Essence. I don't have augmentation with me, but wasn't there some negative side effects with that bodyware? |
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Jul 21 2009, 04:47 PM
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#11
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Target Group: Members Posts: 3 Joined: 22-March 05 Member No.: 7,211 |
Sorry I have to be so negative but...
Your current character doesn't even qualify as a "low-rung runner etc...". As someone said. Who would ever hire this guy? He has no noteworthy skills or abilities. If there was a competition for inefficient builds he would have a good shot at winning it without trying... Just because you want to start out low on tech and magic doesn't mean you have to make a bad character. As already mentioned, you have way to many skills. At least the attributes look good. Would lose a point of strength as even numbers doesn't do much for strength. One way to compensate for a lack of ware or magic is with a good edge stat. That could be a sign of his future potential/talent/guts Take a look at the many character builds on the forum for inspiration. There are so many, I'm sure you'll even find some good mundane/jack of all trade builds. |
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Jul 21 2009, 04:48 PM
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#12
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
Well, back in SR3 you accumulated Streess-Points per Month.
And after 6 Months the stress reaches deadly limits. You die. In SR4? Nope, all good. No bad Side-Effects. Aside from YOUR BODY basically deciding when to move how. But that's only fluff. |
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Jul 21 2009, 04:58 PM
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#13
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Target Group: Members Posts: 17 Joined: 3-July 09 Member No.: 17,353 |
QUOTE Sorry I have to be so negative but... Your current character doesn't even qualify as a "low-rung runner etc...". As someone said. Who would ever hire this guy? He has no noteworthy skills or abilities. If there was a competition for inefficient builds he would have a good shot at winning it without trying... Just because you want to start out low on tech and magic doesn't mean you have to make a bad character. As already mentioned, you have way to many skills. At least the attributes look good. Would lose a point of strength as even numbers doesn't do much for strength. One way to compensate for a lack of ware or magic is with a good edge stat. That could be a sign of his future potential/talent/guts Take a look at the many character builds on the forum for inspiration. There are so many, I'm sure you'll even find some good mundane/jack of all trade builds. Very unoptimized, but I'd hardly say ridiculuosly unefficient. :/ Storyline-wise, people apparently know him as a 'runner, he has ultra-damaged abilities... and he's doing minor jobs at the moment. He's done well so far, so I wouldn't say he's -that- bad... |
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Jul 21 2009, 05:50 PM
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#14
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Moving Target Group: Members Posts: 228 Joined: 27-July 08 Member No.: 16,168 |
Very unoptimized, but I'd hardly say ridiculuosly unefficient. :/ Storyline-wise, people apparently know him as a 'runner, he has ultra-damaged abilities... and he's doing minor jobs at the moment. He's done well so far, so I wouldn't say he's -that- bad... No, not ridiculously inefficient but just a street punk. On average, you get 1 hit for any skill roll you make which does make things succeed but only if you have time for it. That's the guy who the bomb squad sends out if the bomb is not going to do any collateral damage even if it blows up (IMG:style_emoticons/default/wink.gif) But if you like to play a char that isn't good at anything, go for it. I know it's also a style to play: making such Joe Average that can't do jack but who just tags along and is issued mostly to go get pizza for the rest. But for shadowrun, why would a group actually give that guy a share for just tagging along? One has to have some skill for a group to take a guy along or then be just really good friends and for pity sake allow the guy along. Probably an interesting and well thought up character, but not a shadowrunner, methinks (IMG:style_emoticons/default/wink.gif) Try to come up some focus for the guy, then we can help you out (IMG:style_emoticons/default/smile.gif) |
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Jul 21 2009, 05:56 PM
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#15
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Target Group: Members Posts: 17 Joined: 3-July 09 Member No.: 17,353 |
^^' Once again, it's a solo game... he doesn't have a group... the run's he's done have been on his own. And he's succeeded. And earnt the money himself...
-Mentioned the responses to his GM, who replied simply: This is what it takes to be a Runner... Do you have a SIN? No? Good, that helps. Do you need money? Probably, as you can't get a real job without a SIN. Are you willing to perform illegal acts for a lot of people named Johnson? Yes? Then you're a Runner. Take a look at the Sprawl Ganger archetype. Commando she ain't.- |
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Jul 21 2009, 06:00 PM
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#16
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Shooting Target Group: Members Posts: 1,706 Joined: 30-June 06 From: Fort Wayne, IN Member No.: 8,814 |
Damn...a lot of bashing going on...
You definitely have a ton of skills, but seeing this is a solo character, its not a deal breaker. You don't have group competition and I think your thought process is to try and cover all your bases up front and as you need to use some skills more frequently, you can spend karma where its needed. Now, if this character was part of a 4-5 man team, I'd agree with some of the bashing, that you would be looked at as a weak-link on a team of highly specialized runners. The 1 IP thing could be rough, but its not a deal breaker. Depending on what the GM is throwing at you, you may not notice it at all. But the first time you come up against someone with 3 IPs and is shooting a gun at your face...you may be in for a lot of trouble. For that, I'd suggest some combat drugs and good use of your Edge to give you extra IPs. Since you are already past chargen, my advice would be to be wary of increasing your combat IPs. If not with cyberware, then at least drugs and Edge. Secondly, your biggest increase to skills, for the lowest cost will be to get some specializations. That will give you +2 dice right there. So, if you only ever use semi-auto pistols or some other class of weapon, you might as well get your specialization to improve your dice pool. I'd say that most people giving you negative comments are comparing your character to a highly optimized runner that works with a team of 4-5 other runners that are also highly optimized. So, don't put to much weight in that. Plus, each GM has their own style and power level that they will run...so if you are doing fine already, don't sweat the negativity. Just realize that most chargen runners focus on a handful of skills and try to build to a single, highly specialized concept... |
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Jul 21 2009, 06:06 PM
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#17
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Target Group: Members Posts: 17 Joined: 3-July 09 Member No.: 17,353 |
QUOTE Damn...a lot of bashing going on... You definitely have a ton of skills, but seeing this is a solo character, its not a deal breaker. You don't have group competition and I think your thought process is to try and cover all your bases up front and as you need to use some skills more frequently, you can spend karma where its needed. Now, if this character was part of a 4-5 man team, I'd agree with some of the bashing, that you would be looked at as a weak-link on a team of highly specialized runners. The 1 IP thing could be rough, but its not a deal breaker. Depending on what the GM is throwing at you, you may not notice it at all. But the first time you come up against someone with 3 IPs and is shooting a gun at your face...you may be in for a lot of trouble. For that, I'd suggest some combat drugs and good use of your Edge to give you extra IPs. Since you are already past chargen, my advice would be to be wary of increasing your combat IPs. If not with cyberware, then at least drugs and Edge. Secondly, your biggest increase to skills, for the lowest cost will be to get some specializations. That will give you +2 dice right there. So, if you only ever use semi-auto pistols or some other class of weapon, you might as well get your specialization to improve your dice pool. I'd say that most people giving you negative comments are comparing your character to a highly optimized runner that works with a team of 4-5 other runners that are also highly optimized. So, don't put to much weight in that. Plus, each GM has their own style and power level that they will run...so if you are doing fine already, don't sweat the negativity. Just realize that most chargen runners focus on a handful of skills and try to build to a single, highly specialized concept... Thanks. =3 And yeah, I do plan on upping my IP's when possible - I was going to go somewhat straight edge with the character, considering I'm not too keen on the drug aspect. ;D But as soon as 'yen is available, one of my top purchases in mind is a set of Cybereyes with a Smartlink and a 'linked gun, a Pistols (Semiautomatic) specialization (when I get some downtime to spend all this yummy Karma =3) and Synaptic Enhancer (I think the Bioware speed boost was?) |
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Jul 21 2009, 11:20 PM
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#18
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Moving Target Group: Members Posts: 422 Joined: 14-August 08 Member No.: 16,237 |
it seems to me that you are playing a campaign focused more on story than anything else. your character is good for it because he may be the only main character. if your character was apart of a full team he wouldnt fare so well. no offense but i know you wouldnt last in our game, and probably not in the majority of the others here. plenty of good suggestions here. but the main idea in them is more focus less spread.
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Jul 21 2009, 11:24 PM
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#19
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Target Group: Members Posts: 1 Joined: 21-July 09 Member No.: 17,418 |
well i just signed up and well i guess this is the place to ask...
well first off where and how do i make a character? how and where do i get my missions? and is this based on stats correct? perhaps theres a FAQs i can be directed too. |
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Jul 21 2009, 11:34 PM
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#20
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Moving Target Group: Members Posts: 422 Joined: 14-August 08 Member No.: 16,237 |
ummm? my guess is you think this is an online game? go out buy the books, become or find a gm, find other players. everything you need to know is in the books, which can be bought at almost any game retailer.
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Jul 22 2009, 02:49 AM
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#21
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Target Group: Members Posts: 40 Joined: 7-May 09 From: Sydney Member No.: 17,147 |
So. If you hadn't guessed from the title, I'm looking for some hints and tips; I'm not new to pen and paper myself, but I'm now currently in a solo game over Messenger, ran by a friend who frequents these boards. I'm pretty well-known by her for my less-than-optimal, Jack-of-all-Trade builds. =P To the point where I'm making a decently bio/cybered Adept gunslinger with bits and pieces all over the place; bit of rigging, combat, hacking... what have you. Thinking outside the normal box of what 'you' can do, have you considered the option of playing something along the lines of an investigator/face type of character with lots of friends? Rather than you doing the magic, matrix, transport and combat support you could have 3 x contacts at about Loyalty 4-5, Connection 2-3 you know that could fill the roles while you fill in the blanks in terms of legwork, negotiation and finding jobs. Just add in a couple of others in terms of a fixer, doc, talis/arms dealer to round it out. Far as self defence and combat goes, you can do that either magically or mundane as a build. Just an alternative idea |
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Jul 22 2009, 03:27 AM
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#22
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Runner Group: Members Posts: 2,654 Joined: 29-October 06 Member No.: 9,731 |
My ork knife adept would murder "Ravyn Darkthorne" just for having such a laughably stereotypical Gothique name.
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Jul 22 2009, 05:34 AM
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#23
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Moving Target Group: Members Posts: 325 Joined: 24-February 06 From: Kansas Member No.: 8,304 |
Jack of all trades is fun, but what you need is skill wires! oh and an expert system, you can fit a lot in for 1 essence point, now gettting the skills will take time becouse of the massive cost changes so buy what you can at char gen and then devote your cash from runs to getting new programs, (IMG:style_emoticons/default/smile.gif)
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Jul 22 2009, 07:17 AM
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#24
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Moving Target Group: Members Posts: 115 Joined: 5-March 09 From: Bay Area, CA Member No.: 16,942 |
Nobody has mentioned this and I don't know if you are aware, but:
First you keep talking about getting bioware... Truth is if you are going to be an adapt with bioware you are still going to lose essence. Your best bet is to get BOTH bioware and cyberware, because the essence lose of having both is the larger of the two plus of the other. Meaning if you have 2 essence worth of cyber and 1.5 essence of bio, you only lose 2.75 essence. Next if you are going to awaken you are going to need to cram in all the 'ware you want before you do. When you awaken your magic goes to 1 as long as you have at least 1 essence. Since you are going to need to spend a lot of karma on skills since your highest is 2, you don't want to waste it on magic. I would suggest getting 3.5 points of cyber/bio and 3 points of the other, leaving you with 1 essence. But talk to your GM about using the alternate rules for Adapt initiation where you get a point of magic instead of a meta magic. Then you can spend the karma to initate, raising your max Magic from 1 to 2 and raise your magic to 2 at the same time. Maybe also spend karma to get some of the quality Biocompatability. The fact is as the only player you are going to need to grow in every way, combat, magic, hacking, social.... Hacking is easy to get better at using just money. Combat is too, but requires mostly gear and 'ware. Since you are going to become an Adapt, you need to maximize the amount of 'ware you can get. Magic only gets better with karma..... and lots of karma. Those are my thoughts..... of course if your game is mostly story based then asking what is the best game mechanics-wise for your character is kinda silly. Which is way everyone is telling you stuff you don't want to hear. |
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Jul 22 2009, 07:52 AM
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#25
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
I won't comment on his power, since it's a solo game, and you explicitly said that you were trying to make a newbie (keep in mind that this is only your personal preference - actually, 400 BP is enough to make an established pro, not in the uppermost echelons yet but with the potential to get there. Unlike D&D, there really isn't a "first level" for runners).
The only potential problem I see, advancement-wise, is that such a wide spread of skills is going to be murder to try and improve. Increasing your Attributes or getting some 'ware will both result in much more noticeable increases. I'm not sure how successful he'll be at getting 'ware, though, if he's stuck doing really small-time stuff. That's the trouble with low power level characters - unless the GM is really generous with the Karma/money, they're really stuck there for a long time. |
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