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> Fairly New to SR3: Would Welcome Tips
tete
post Mar 25 2010, 06:46 PM
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QUOTE (Casazil @ Mar 25 2010, 06:39 PM) *
Go buy Shadowrun 4th Edition!


Troll Hacker Hermetic Mages with Dog mentor spirits make me cry.
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Stahlseele
post Mar 25 2010, 06:53 PM
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That would make ANYBODY cry <.<
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Fatum
post Mar 25 2010, 07:21 PM
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QUOTE (Stahlseele @ Mar 25 2010, 09:53 PM) *
That would make ANYBODY cry <.<


And it has nothing to do with the relative values of the system. Well, unless, of course, you never read your player's sheets before starting a campaign.
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nezumi
post Mar 25 2010, 08:07 PM
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QUOTE (Stahlseele @ Mar 25 2010, 02:38 PM) *
No.
You can't get rid of it, you can't upgrade it to alpha, beta or delta later on.
You can't upgrade from level 1 to level 2 or level 3 later on.
You also can't get the vehicle control rig implant anymore.
That's the price you pay for a cheap ass basically undetectable and pretty essence friendly initiative boost.


Actually, I'm not sure about that. The rules say:
"can never use wired reflexes or a VCR, nor can they be removed at a later date".

Alpha/beta/delta is forbidden then because, to upgrade to alpha, you must remove the standard grade first.

However, I don't see anything there that forbids you from upgrading to rating 1 to rating 2. It is allowed in my game.
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Stahlseele
post Mar 25 2010, 08:13 PM
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Well, the ware is being described as a chemical coating of the complete spinal column.
And if you have it coated once, coating it over again and again or making a thicker coat usually won't help much.
And all of the other ware that gives initiative has to be replaced to be upgraded. Aside from the Synaptic Accellerator i think.
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Chance359
post Mar 25 2010, 08:13 PM
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Be sure to check out p. 93 of the BBB, Social modifers and cyberware. Personally I think the character build is trying to do too many things at once. You wanna be fast? Be a sam. With a Body of 3, you shouldn't be wading into combat. Reaction and the use of surprise tests will probably work better for you.
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Stahlseele
post Mar 25 2010, 08:18 PM
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Yeah, all in all, the character is a bit too thin.
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nezumi
post Mar 25 2010, 08:30 PM
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QUOTE (Stahlseele @ Mar 25 2010, 04:13 PM) *
And all of the other ware that gives initiative has to be replaced to be upgraded. Aside from the Synaptic Accellerator i think.


You have a page reference for that?

(If so, that would definitely settle it!)
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Stahlseele
post Mar 25 2010, 09:27 PM
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No, there is no Page-Reference.
But all of the other Stuff is Move by Wire and Wired Reflexes, which are both complete big very invasive systems.
This upgrading has never really been cleared up i think. Every group i know handles that different as far as i remember.
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Kliko
post Mar 25 2010, 09:58 PM
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And that is exactly the reason I brought it up... (IMG:style_emoticons/default/ork.gif)
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Stahlseele
post Mar 25 2010, 10:00 PM
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If you wanna be on the safe side, bite into the sour apple and take level 3 in alpha on character generation.
There is no official ruling either way.
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Valashar
post Mar 26 2010, 03:00 AM
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What I keep wondering as I read this is... who's playing your group's rigger and do they want to buy an RV missile boat cheap?

Last SR3 character I played loved his Long Haul Lolita and her many fruity flavors of flying death. Especially when it came time to let Mr. Johnson know just what he'd gotten into when he agreed to cover our ammunition expenses (although to be fair, he always provided a record for each missile fired to prove that any fired were in the course of the mission).

I enjoy SR4 a great deal for many reasons, not the least of which being that hacking and magic are more accessible to the average group, but I really do miss my SR3 riggers and all their juicy/meaty ride building glory.

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Regarding the question of removing/replacing reaction cyber/bio, my past SR3 groups reached the understanding that since all of this sort of tech is put in place with specialized nanosurgeons to build the pathways parallel to the subject's neurons that such things would be used to remove them as well. This led to our GM ruling that to get such things removed would be equivalent to buying/installing the same item at the next higher grade (so to upgrade from standard to alpha would involve TWO alpha grade purchases... one to remove the old stuff and one to implant the improvement). Each surgery had its own damage and recovery time. To keep things simple, he also ruled that /any/ cyber or bio could be removed in this manner but to get something removed such as the Boosted would require a delta clinic.
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serraph
post Mar 26 2010, 04:39 AM
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QUOTE (Casazil @ Mar 25 2010, 06:39 PM) *
And now because it hasn't been said yet I'll make the tip............ Go buy Shadowrun 4th Edition! Sorry I'm not an SR3 fan.


and so your going to disrupt a thread to say this? (IMG:style_emoticons/default/ohplease.gif)
Tell ya what, we will switch to 4th edition if you buy and ship us the books.

QUOTE (Chance359 @ Mar 25 2010, 08:13 PM) *
Be sure to check out p. 93 of the BBB, Social modifers and cyberware. Personally I think the character build is trying to do too many things at once. You wanna be fast? Be a sam. With a Body of 3, you shouldn't be wading into combat. Reaction and the use of surprise tests will probably work better for you.


Yeah, the character is a bit diluted. Sadly there will not be many characters [about three players] so I am looking at trying to fill in a role or two and still be able to relevant in combat. From a combat perspective, what would be some good benchmarks to be relevant? I don't want to go running in guns blazing, but I do want to be able to support my team mates. I would like to focus on three things for the role.

1) Be well connected, get information, supplies and solutions for the group.
2) Get the team into and out of the mission area, preferably as quietly as possible.
3) Not be dead weight or a burden in combat.

This post has been edited by serraph: Mar 26 2010, 04:41 AM
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Stahlseele
post Mar 26 2010, 08:06 AM
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I can only give tips for 3 i am afraid:
Cut Charisma and related skills in half.
Invest freed up points into Body and willpower.
You are quick, get your combat pool up. This means your dodge increases and you can deal more hurts.
Also, you can use combat pool to soak damage too by means of dodging.
Look up the ruthenium Polymer-Suit/Cloak. You can wear that one over your armor to still get full benefit.
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Arclight
post Mar 26 2010, 09:24 AM
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I wouldn't do that. You're pretty far in regards to 1) and 2), don't weaken those fields for some (still) half-assed 3).

In combat, try to support the other two guys. Get a tactics/small unit skill, get a primary weapon system that can suppress the enemy and lets you engage targets at some distance. Maybe use under-barrel launcher to deploy smoke/flashbangs to disrupt the enemy or conceal your teams advance/retreat.

There's no real need to have all three characters invest the majority of resources into combat. Just take a look at what the others can offer, fill the gaps, get all three to work as a team.
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serraph
post Mar 27 2010, 05:42 AM
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So my storyteller came in tonight to talk about char-gen and then pulled out the 4e book. (IMG:style_emoticons/default/rotate.gif)

Thanks to those that offered some direction and assistance. I promise that the effort was not in vain as it has helped out flesh out the concept if nothing else.

This post has been edited by serraph: Mar 27 2010, 05:43 AM
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Arclight
post Mar 27 2010, 10:51 AM
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I'll never understand why anyone chooses to play SR4 when they could play SR3. But I know, that's just me.
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