I'm missing something about karmagen, and critique my mage |
I'm missing something about karmagen, and critique my mage |
Dec 19 2010, 02:46 AM
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#1
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Moving Target Group: Members Posts: 375 Joined: 15-November 06 From: Salem, Dwarven Hell (Tir Tairngier) Member No.: 9,865 |
First off, my goal was simply to make a summoner. Maybe not even take a casting skill other than counterspell. Then I expanded the idea to a rigger denial drone possession specialist. Then I actually read up on hear ideas and ended up making a fairly generalized voodoo tradition mage. And finally I switched it over to karmagen in the excel sheet I'm using (sr4cg_dk_1m.xls) or whatever the file is. So any critique would be appreciated given the characters lack of cohesive concept. I also think I'm missing something because using karmagen I have a lot of high attributes, a lot of skills and a lot of money.
I'll update this with full sheet once I get home but basically with a dwarf I have tributes mostly in the 4s with a couple of 5s. 230k nuyen, and 10 or so skills of about rating 3. Does this sound right? |
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Dec 19 2010, 03:05 AM
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#2
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
First off, my goal was simply to make a summoner. Maybe not even take a casting skill other than counterspell. Then I expanded the idea to a rigger denial drone possession specialist. Then I actually read up on hear ideas and ended up making a fairly generalized voodoo tradition mage. And finally I switched it over to karmagen in the excel sheet I'm using (sr4cg_dk_1m.xls) or whatever the file is. So any critique would be appreciated given the characters lack of cohesive concept. I also think I'm missing something because using karmagen I have a lot of high attributes, a lot of skills and a lot of money. I'll update this with full sheet once I get home but basically with a dwarf I have tributes mostly in the 4s with a couple of 5s. 230k nuyen, and 10 or so skills of about rating 3. Does this sound right? Sounds about right for Karmagen... |
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Dec 19 2010, 03:39 AM
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#3
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Moving Target Group: Members Posts: 197 Joined: 13-July 09 Member No.: 17,390 |
I don't have that much experience and even without a quick mathematical check I'm betting that you're using a 3x multiplier for attributes rather than a 5x multiplier. I could be wrong and I did no math to check you, but all 4's and a few 5's in attributes seemed like a huge tip-off that something was wrong.
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Dec 19 2010, 04:02 AM
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#4
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Moving Target Group: Members Posts: 375 Joined: 15-November 06 From: Salem, Dwarven Hell (Tir Tairngier) Member No.: 9,865 |
That is with the x3 for attributes which is according to the sheet RAW.
I am going to pin down the enemies quality and replace the sensitive neural structure but I am wanting to build this a bit more rounded character if karmagen is going to make him that much "stronger", so since hacking is mostly skill+money (I haven't read unwired much so probably missing some things in that field) I might have a side of hacking. Probably pull in some skills that usually aren't used very often or some gear that might be useful but also isn't bought very often. Here is a snapshot of what I have. Dwarf ATTRIBUTES Walk/Run 8 20 Body: 5 Charisma: 5 EDGE: 4 Agility: 4 Intuition: 4 Phys Init 7 Reaction: 3 Logic: 3 Passes 1 Strength: 4 Willpower: 6 Magic: 5 Counterspelling 4 Spellcasting 4 Summoning 5 Clubs 3 Firearms (Group) 3 Perception 2 Arcana 2 Enchanting 2 Binding 4 Survival 1 Pilot Ground Craft 2 Pilot Water Craft 1 Negotiation 2 Assensing 2 Astral Combat 3 Diving 2 QUALITIES Thermographic Vision Resistance to Pathogens (2) Restricted Gear 10 (Power Focus) Mentor Spirit 10 (Wise Warrior) Sensitive Neural Structure -10 Enemy (3) -30 Day Job (1000¥/10hrs) -10 Prejudiced (Common, Biased) -20 (Non Vory crime groups/gangs) |
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Dec 19 2010, 07:02 AM
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#5
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
It was RAW, until it was fixed. (IMG:style_emoticons/default/smile.gif)
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Dec 19 2010, 07:48 AM
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#6
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Running Target Group: Members Posts: 1,026 Joined: 13-February 10 Member No.: 18,155 |
It was RAW, until it was fixed. (IMG:style_emoticons/default/smile.gif) Thankfully.
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Dec 19 2010, 07:58 AM
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#7
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Moving Target Group: Members Posts: 375 Joined: 15-November 06 From: Salem, Dwarven Hell (Tir Tairngier) Member No.: 9,865 |
So was it fixed anywhere that is findable or is anyone going to fill me in.
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Dec 19 2010, 08:55 AM
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#8
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
The newer printings supposedly have it, but there has not been an official errata published for Runner's Companion yet.
The changes are fairly simple. Metatypes pay their BP cost in karma (elf costs 30 karma, etc.), and Attributes use the x 5 multiplier. Karmagen still comes out ahead of build points most of the time, but it is a lot closer, power-wise. |
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Dec 19 2010, 09:13 AM
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#9
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Moving Target Group: Members Posts: 375 Joined: 15-November 06 From: Salem, Dwarven Hell (Tir Tairngier) Member No.: 9,865 |
changes make sense. I'll put those in and see what happens.
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Dec 19 2010, 12:07 PM
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#10
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
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Dec 19 2010, 12:56 PM
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#11
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
Where's the source for where it has been fixed? Like.. can you link me to something? Sadly a bunch of different forums post stating how karmagen works in the german book and few more stating that the newst english printing has the same exact changes is all there is on the net about this as we haven't gotten an errata for RC and considering the other erratas we're missing i wouldn't get my hopes up on getting one any time in the next few years (IMG:style_emoticons/default/mad.gif) |
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Dec 19 2010, 03:26 PM
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#12
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Running Target Group: Members Posts: 1,026 Joined: 13-February 10 Member No.: 18,155 |
You could always use this.
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Dec 19 2010, 03:34 PM
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#13
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Prime Runner Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
You could always use this. he allready is. To OP just use the sheets German RAW preset, it has the correct karmagen settings IRC. |
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Dec 20 2010, 03:55 AM
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#14
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
Sadly a bunch of different forums post stating how karmagen works in the german book and few more stating that the newst english printing has the same exact changes is all there is on the net about this as we haven't gotten an errata for RC and considering the other erratas we're missing i wouldn't get my hopes up on getting one any time in the next few years (IMG:style_emoticons/default/mad.gif) That is amazingly stupid. |
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Dec 20 2010, 03:57 AM
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#15
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
It helps to adopt a warts-and-all attitude. (IMG:style_emoticons/default/smile.gif)
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Dec 20 2010, 04:00 AM
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#16
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
Meh, last game I ran I used BCP gen and advancement.
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Dec 22 2010, 07:57 AM
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#17
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
I am not a big fan of Karma-gen: I find it far more munchkin causing that the BP approach (which surprised me).
I like designing characters...when I am on a train, or have nothing better to do, so I design quite a lot. Every character I make in Karmagen is much more powerful and less balanced that the ones that I make in BP generation. Most of my 400 BP characters I can create for around 600 karma. (I am using the race cost karma = bp, and attributes cost *5) I also find that when helping other people make characters, explaining karma-gen is harder than the bp system, and far more mistakes are made in character design. |
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Dec 22 2010, 08:29 AM
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#18
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
Most of my 400 BP characters I can create for around 600 karma. (I am using the race cost karma = bp, and attributes cost *5) that can happen. yet some dice pools of BP-Chars will be very high, while karmagen-chars will have a lot more low dice pools. 10-15 skills at lvl1 is more realistic than unarmed 6 and nothing else ^^ I also find that when helping other people make characters, explaining karma-gen is harder than the bp system, and far more mistakes are made in character design. that's right |
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Dec 22 2010, 02:38 PM
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#19
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Shooting Target Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 |
I am not a big fan of Karma-gen: I find it far more munchkin causing that the BP approach (which surprised me). Our table considers Metatypes costing twice the BP in karma (akin to qualities' cost). Doesn't make characters more broke, but it sure avoids the kind of characters you have with BP with skills 5 or 6 and skill groups 4 and any other skill (or specialization) being bought later with karma because is cheaper. |
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Dec 22 2010, 02:48 PM
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#20
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Just another observation.
When I want to run Shadowrun at a convention or with friends that haven't played it before, a 400 or 750 pt system is extremely heavy weight. Given that these games are likely going to last for 2 or 3 sessions, I use the priority system (although I am a recent convert of PACKS). The priority system is easy to understand, easy to generate, still has plenty of choices so that people can make the character they want, and so far hasn't produced any "broken" or "munchkin" characters. I am sure it is possible to break it, but it seems perfectly usable to me. |
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Dec 22 2010, 03:27 PM
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#21
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
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Dec 22 2010, 05:19 PM
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#22
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
I've seen several people mention PACKS and I'm now wondering what is it? Where can I find information on it?
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Dec 22 2010, 09:42 PM
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#23
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
My search-fu was weak. But eventually
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Dec 22 2010, 11:28 PM
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#24
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Thanks, for some reason I could not find it when I did some searching myself.
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Dec 23 2010, 05:41 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 |
400 Karma or 750 karma are only "heavyweight" in the sense that they are the default power level - and this is a game of kung-fu adepts, cybernetic killing machines, mages channeling awesome power, and similar types, who do dirty, very dangerous jobs as their regular vocation. Typical shadowrunners are not first-level characters. Lower-end, starting-out runners can be made with 320 build points or 600 karma, although I would also recommend a few other limitations (such as lower starting skill/resource caps) if you go that route.
I have never liked the priority system in SR4 (I found it elegant and easy to use in SR3, even if I preferred the flexibility and scalability of the point system). It is clunky, inflexible, and does not offer the same ease of use for inexperienced players that the SR3 version did. You can make decent characters with it (there is a thread that does many archetypes in priority system versions, and does a great job), but it takes about the same effort that you would spend making a character using one of the more flexible systems. Karmagen typically results in characters worth more than 400 build points. Characters who are specialists will usually come out a bit ahead, while characters who are generalists will come out a lot ahead. So characters with lower dice pools will at least have more skills, and be more playable that way, compared to build points, where they will simply be gimped. |
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