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InfidelZombie
post Sep 13 2010, 09:15 AM
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First off a big hello to you all out there, this is my first post to these fine forums and I hope it might actually contribute something, or at least sow the seeds of an idea amongst other players. At the least I might get a good discussion out of it. Now, onto the meat of the post!

I've been ghosting these forums for a while, and I'll be the first to admit that I've spent more than my fair share of time looking at peoples characters ideas and first time Game Masters issues. And through all of these threads, where Initiative Passes have been touted (And not incorrectly) as the one way to make the most out of your character, I have ever only ever seen people arguing for Wired Reflexes, or their bioware/adept counterpart. However not once have I seen a mention of the application of Combat drugs, and while the effects are temporary, they can also provide a much needed boost against tougher opponents than these less mundane options might.

Now I'm not going to pretend I'm not bias, because I most certainly am. As a player, I have a tendency to romanticize the less cybered or magical characters. I mean the only cyberware my character packs is Muscle Replacement (2), and I can mix it up with the best of any street sam or adept I've come across, and with my combat ax I usually come out on top and dealing damage that makes others either weep or drool. (Providing I don't shank any rolls Haha) And here's why. I use drugs! But what about the crash you say? The horrible stun damage that leaves me passed out in between a rock and a hard place. Well granted, that can be a problem, but is 6stun really all that much? Besides take Jazz for example, it's crash is only 10 minutes game time of -2 to tests. Not a bad price to pay for 10-60 minutes of +1 initiative, and +1 initiative passes. Then you have my personal ace in the hole. Kamikaze. Let's face it, almost everyone going's to get into a position every now and then when you need an equalizer, and just one initiative pass isn't enough. Can you afford to turn down it's +1 Body, agility, Willpower, Initiative Pass, +2 strength and High Pain Tolerance three when you're just about to go toe to toe with a Red Samurai or two and they don't plan to let you stand there and shoot them?

Get screwed over by a Johnson and you're in a situation that you don't expect to come out alive? Well if you want any chance to get out, or you at least want to take as many of those fraggers out with you as you can, try a little K10. Sure the crash is crazy and will probably kill you if the combat doesn't but there are ways to offset that too. Try cocktailing it with a little Immortal Flower. Nothing puts the laughter back into slaughter like +3 Body, +3 Agility, +6 Strength, +1 Willpower,+3 Initiative Pass, High Pain Tolerance 3, and Berserk topped off with a little Regeneration.

Now don't get me wrong, this isn't for everyone, but it just feels to me like no one really gives combat drugs serious consideration as an alternative to a heavily wared or wizzed char. Not everyone can can get the ware or spell/power. Any one can take a hit.
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Makki
post Sep 13 2010, 09:35 AM
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GMs tend to ask for addiction tests very fast, even more, when you speedball. depends ofc how many runs you do
my Edge7-Face likes to be where the action is, but was far two slow to participate, so he took some Jazz once in a while. Now he could afford a synaptic booster and he's very happy.

i like cram/jazz for some gangers to make them an unexpected threat
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InfidelZombie
post Sep 13 2010, 09:48 AM
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That's true, but depending on whether or not your GM considers it a physical or mental addiction test can make a big difference. With a body of 7 (Ork) I'm not all that worried about physical addiction, and even then it also really depends upon the level of addiction he sets you at. Mild and Moderate aren't exactly going to make or break a character. And I don't see anyone assigning you a Serious addiction without prior warning or abuse of a very addictive substance.
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MK Ultra
post Sep 13 2010, 09:56 AM
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Of course, this is not an everyday solution or a real replacement for ware, but it can help sometimes. I try to get some chemical backup for most of my characters -Cram &/or Jazz mostly, sometimes K- (even the ones that are already boosted a bit), but I try not to use it if possible (unless the character is an adict to begin with, of course). It´s good when you are really in a bad situation.

Most of the time, I GM, however. Most of my players are very reluctant, because they fear addiction - I think I tend to be very soft with that, but players seem to perceive or fear otherwise. Very few use the stuff at all, fewer still on a regular basis, almost noone wants to build adicts.

For NPCs, I often use it for gangers and low-life thugs (maybe 20-30% of the time), which for some reason still tends to surprise my players. I also use it for low-level security ppl occasionaly (they have a low probability of ever having to take it, but it may save their life when they are the unlucky ones to face some runners).

But, you know: Drugs are bad, mmmmkay!
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Ascalaphus
post Sep 13 2010, 09:57 AM
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There are three turn-offs to drugs, I think;

- Addiction; it causes Notoriety, it's annoying and it seems to happen way too fast for drugs to be attractive.
- Reliability; implants are more reliable than drugs. You don't have to worry about being attacked while crashing, or running out.
- Non-stacking; you can usually afford implants, and they don't stack with the drugs, so why take the drugs? Particularly in the case of the all-important IP boost.
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Summerstorm
post Sep 13 2010, 09:57 AM
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HOLY... i just read the part of "K-10 AND Immortal Flower"... Hm.. of course not really viable for most characters... but if you really go the no cyberware route it is really good. Just make sure you have qualities for more overflow boxes and good will/body in general and you are good to go. Oh and also money... since both drugs really are not cheap. But yeah... it makes a normal troll down on his luck to a "Drop and forget" murdering tool.

Well, like i wrote in some other thread here, i am against fixed, unavoidable damage out of principle. K-10 should have a damage code like everything else too.

Well, back on topic: I have nothing against drugs and use them extensively as a GM for my NPC's. Streetfighters trying to cheat in the next round, beat cops finding themselves in a shootout. Corporate security ordered to "hold out till the HTR arrives", an "average" mage trying to get his mind sharp for that big spirit summoning etc. all use drugs.

HM, only my players don't seem to use them. (I even had one of them gain a drug-dealer contact... but he only uses him for party drugs)
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Notsoevildm
post Sep 13 2010, 10:03 AM
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Just remember that when you get hooked on those combat drugs, your supplier is the GM and he can cut off your supply whenever he likes.
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InfidelZombie
post Sep 13 2010, 10:03 AM
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Oh no, don't get me wrong I understand completely. It just seems that they're under appreciated by most players. I myself play a ganger and rely almost exclusively on Combat drugs both as a role playing device and because I just don't want to take the wired reflexes ware or it's equivalent. But that doesn't mean I have to abuse them. If you're using them everyday I can see why some players would be afraid of addiction, but really I only come across a need for them every few game days.
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Combat Mage
post Sep 13 2010, 10:06 AM
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I like reliability. I like to know my character is always ready to kick some ass even after waking up naked in a strange room with no memories. That's why I love magic and cyberware, reflexes and stat boosts that are always there, implanted monowhips and cyber-weapons and spells and all those other things that you have always at the ready.

Besides I'm normally already getting close to the augmented maximums on stats like agility and reaction (and strength with non-monowhip/electricity weapons chars) with my characters so most drugs wouldn't help that much (Or do they let you exceed augmented maximums?). But a dose of Kamikaze or even K-10 for absolute balls-to-the-wall situations is still something I could grow to like. I will have to try it.
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Ascalaphus
post Sep 13 2010, 11:11 AM
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QUOTE (InfidelZombie @ Sep 13 2010, 12:03 PM) *
Oh no, don't get me wrong I understand completely. It just seems that they're under appreciated by most players. I myself play a ganger and rely almost exclusively on Combat drugs both as a role playing device and because I just don't want to take the wired reflexes ware or it's equivalent. But that doesn't mean I have to abuse them. If you're using them everyday I can see why some players would be afraid of addiction, but really I only come across a need for them every few game days.


That's pretty nasty addiction territory you're walking across there. Somebody who uses PCP every few days is going to end up a paranoid wreck within months, that kind of insanity is a good reason to go for the relatively safe implants.
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Smokeskin
post Sep 13 2010, 11:22 AM
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For cops and guards, it is brilliant. They rarely get into firefights.

SWAT teams, infantry, runners - they see way too much action for combat drugs to be viable.
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KarmaInferno
post Sep 13 2010, 01:22 PM
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How do you check to see if an existing addiction gets WORSE?

I'm not that familiar with the rules regarding addiction, and while I see rules for GETTING addicted I can't seem to find ones for getting worse.



-karma
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Sengir
post Sep 13 2010, 01:26 PM
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Combat drugs are a great last resort, especially for essence-concious characters since a breakable tooth costs 0 essence, but that also means they only come into play when everything else fails.
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Nifft
post Sep 13 2010, 01:53 PM
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QUOTE (KarmaInferno @ Sep 13 2010, 08:22 AM) *
How do you check to see if an existing addiction gets WORSE?

"Pssssst! Hey kid, you want some free Karma?"
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CanRay
post Sep 13 2010, 01:54 PM
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And suddenly I'm reminded of Sleazy, the Free Spirit of Man, who would go around, buying Karma from people for money. Working out of the back of his windowless panel van.
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sabs
post Sep 13 2010, 02:07 PM
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QUOTE (Sengir @ Sep 13 2010, 02:26 PM) *
Combat drugs are a great last resort, especially for essence-conscious characters since a breakable tooth costs 0 essence, but that also means they only come into play when everything else fails.


remember Drug Use = Essence loss.. eventually.
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StealthSigma
post Sep 13 2010, 02:10 PM
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QUOTE (Smokeskin @ Sep 13 2010, 07:22 AM) *
SWAT teams, infantry, runners - they see way too much action for combat drugs to be viable.


Pretty much.

Most of these people would not use drugs for a couple reasons.

1. It's a temporary effect.
2. It's a liability.
3. Legality issues.
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CanRay
post Sep 13 2010, 02:11 PM
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QUOTE (sabs @ Sep 13 2010, 09:07 AM) *
remember Drug Use = Essence loss.. eventually.

"Hey, everything is Disposable! Especially YOU! Take your 'vitamins' and like it!" (IMG:style_emoticons/default/nyahnyah.gif)
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sabs
post Sep 13 2010, 02:23 PM
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QUOTE (CanRay @ Sep 13 2010, 03:11 PM) *
"Hey, everything is Disposable! Especially YOU! Take your 'vitamins' and like it!" (IMG:style_emoticons/default/nyahnyah.gif)


Exactly.

Btw, I disagree. I think that Military Units would totally have combat drugs for their front lines, deployed units.
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Sengir
post Sep 13 2010, 02:34 PM
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QUOTE (sabs @ Sep 13 2010, 02:07 PM) *
remember Drug Use = Essence loss.. eventually.

That's why attempting to use your support character as a drug-fueled combat monkey is a bad idea (IMG:style_emoticons/default/wink.gif)

But even if there were any pockets in a burial shroud, you couldn't put your Essence in them, so as a big red "Emergency" button the tooth with Kamikaze is great.
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CanRay
post Sep 13 2010, 02:40 PM
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"Hey, why does my K-12 smell like Almonds?" *Thud*

Yet another reason to always tip your Street Doc!
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StealthSigma
post Sep 13 2010, 02:44 PM
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QUOTE (sabs @ Sep 13 2010, 10:23 AM) *
Exactly.

Btw, I disagree. I think that Military Units would totally have combat drugs for their front lines, deployed units.


If they have it, it's going to be used sparingly as more of a last resort, due to the liability that the drugs incur as well as the fluff describing the symptoms of them.

Individual soldiers may be viewed as disposable in the future but you can't afford to have full squads and platoons become disabled due to the crashes from the drugs. You either double up on coverage to negate those weaknesses in the front lines that would allow enemies to slip through or you don't bust out the drugs frequently.
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Yerameyahu
post Sep 13 2010, 02:47 PM
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It depends on the military. A high-tech, professional US-style military would not; drugs are too expensive in terms of troop loss. If it's some poor African nation of conscripted child-soldiers, then the balance shifts, see? Personally, I wouldn't even call the latter 'military', so I disagree with sabs: military would not use drugs as presented in SR4, because they're too damaging, too fast.
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CanRay
post Sep 13 2010, 02:54 PM
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Aztlan would probably use a lot of drugs for their soldiers.

But I'm basing that off the theory that they're controlled by what was started as a Money Laundering company for the Narco-Gangs of Mexico... (IMG:style_emoticons/default/nyahnyah.gif)
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Smokeskin
post Sep 13 2010, 03:01 PM
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QUOTE (StealthSigma @ Sep 13 2010, 04:10 PM) *
Pretty much.

Most of these people would not use drugs for a couple reasons.

1. It's a temporary effect.
2. It's a liability.
3. Legality issues.


And addiction
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