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> Unarmed Adept Advancement, how can i make depth rewarding?
Marcus
post Jan 5 2010, 06:03 AM
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QUOTE (Karoline @ Jan 4 2010, 11:58 AM) *
Why would that be a concern? It sounds like something they should encourage. There is a martial arts maneuver that allows you to break weapons (including guns) so why would a 1 PP power not help you out with that? Personally I think it sounds like a decent way to render someone a non-threat. Then again, for the effort in destroying the gun with your bare hands, I guess you could have just done an S damage punch and knocked them out.


Its like the old Sunder Weapon methodology in D&D breaking loot is rarely a good idea. Further down that path
how happy will your Follow pcs be when suddenly all their weapons start getting broken.

As to Martial Arts, if you choose to follow then elven thing make sure you get the kicking maneuver, lets face it
kicking is the best thing to happen to unarmed combat sense punching, and having a +1 to Reach is I'm told by
my friends among the math geeks is infinitely better then having a reach of 0.

Its possible to get bio-ware that will let you punch for electrical damage and after having taken a look at elemental damage types I would have to agree with getting Acid. So Acid+Electrical will give you 1/2 impact with a chance of the target losing an action a certainty of them taking a die penalty, and will begin destroying whatever armor/barriers you were up against.

So if your prioritizing, I would recommend kicking, an elemental effect (both if you can do Bioware, and just acid if you cant, it sounds like you got a bunch of Critical strike, after that i think the smashing power could have it uses but Acid will take care of that almost as well as that power and its cheaper. After you have maxed out all you can look at things like distance strike, adept centering, living Foci etc. (All being fairly costly, and really only making the strong stronger.)
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Glyph
post Jan 5 2010, 07:47 AM
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A +1 reach bonus is not that great in SR4 - all it is is +1 die. In SR3, it was a huge advantage, because reach affected the TN.

In SR4 martial arts, everyone gloms onto the +3 DV you can get - yeah, including me. But another good combo is to get, say, Aikido, Capoeira, Pentjak-Silat, Tae Kwon Do, and Wrestling, for +5 to Attacks to Knockdown, then get the Sweep maneuver, which lets you do damage on a knockdown attack.
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Dakka Dakka
post Jan 5 2010, 07:57 AM
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While not unarmed, I do like the two-weapon style, disarm, riposte combo. Full defense when attacking, a bonus to disarm and an extra attack if you are indeed attacked
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Glyph
post Jan 5 2010, 08:25 AM
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Plus, one of the advantages of Arnis De Mano is that you can do damage when you use the Disarm maneuver.
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Dakka Dakka
post Jan 5 2010, 11:09 AM
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I had someone dual-wielding monoswords in mind but rattans sticks can be quited deadly as well.
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Omenowl
post Jan 5 2010, 12:12 PM
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QUOTE (Marcus @ Jan 5 2010, 12:03 AM) *
Its like the old Sunder Weapon methodology in D&D breaking loot is rarely a good idea. Further down that path
how happy will your Follow pcs be when suddenly all their weapons start getting broken.

As to Martial Arts, if you choose to follow then elven thing make sure you get the kicking maneuver, lets face it
kicking is the best thing to happen to unarmed combat sense punching, and having a +1 to Reach is I'm told by
my friends among the math geeks is infinitely better then having a reach of 0.

Its possible to get bio-ware that will let you punch for electrical damage and after having taken a look at elemental damage types I would have to agree with getting Acid. So Acid+Electrical will give you 1/2 impact with a chance of the target losing an action a certainty of them taking a die penalty, and will begin destroying whatever armor/barriers you were up against.

So if your prioritizing, I would recommend kicking, an elemental effect (both if you can do Bioware, and just acid if you cant, it sounds like you got a bunch of Critical strike, after that i think the smashing power could have it uses but Acid will take care of that almost as well as that power and its cheaper. After you have maxed out all you can look at things like distance strike, adept centering, living Foci etc. (All being fairly costly, and really only making the strong stronger.)


DnD doesn't view equipment (minus scrolls and potions) as expendable. Especially if it took you months to get a +5 holy avenger. In Shadowrun everything is expendable, guns, drones, cars, installed cyberware/bioware and people.
ie ropes). It can also cover ground with a hit so if you are ambushing or being chased that you can use an action to cause the floor to become slick or road causing crashes, etc. Smoke might be cool also, but since it only affects 1 target this is a personal call.
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Marcus
post Jan 5 2010, 04:45 PM
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QUOTE (Omenowl @ Jan 5 2010, 07:12 AM) *
DnD doesn't view equipment (minus scrolls and potions) as expendable. Especially if it took you months to get a +5 holy avenger. In Shadowrun everything is expendable, guns, drones, cars, installed cyberware/bioware and people.
ie ropes). It can also cover ground with a hit so if you are ambushing or being chased that you can use an action to cause the floor to become slick or road causing crashes, etc. Smoke might be cool also, but since it only affects 1 target this is a personal call.


My level 5 weapon focus is not expandable.
My permeant luxury life style is not expandable.
My AI ally also not expandable.
I'm not sure I can agree.
(IMG:style_emoticons/default/cyber.gif)
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Dakka Dakka
post Jan 5 2010, 05:06 PM
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My modified HMG isn't expendable either. Nor are my gyrostabilization unit and my ride. They are replaceable but not expendable.
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