Move by wire, the reaction, dodge bonuses - add per level, or one off? |
Move by wire, the reaction, dodge bonuses - add per level, or one off? |
Apr 7 2012, 01:57 PM
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#1
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Moving Target Group: Members Posts: 292 Joined: 20-April 09 From: Sydney 'plex Member No.: 17,094 |
As the title suggests, are the reaction and dodge bonuses for MBW per level, like the IP bonus? Or are those bonuses a one-off bonus, with just the IP per level?
cheers! |
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Apr 7 2012, 01:59 PM
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#2
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Neophyte Runner Group: Members Posts: 2,001 Joined: 26-February 02 From: Michigan Member No.: 1,514 |
I believe it's cumulative.
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Apr 7 2012, 02:09 PM
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#3
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jacked in Group: Admin Posts: 9,365 Joined: 26-February 02 Member No.: 463 |
All the bonuses are per level.
"The move-by-wire system confers a bonus of <LIST OF BONUSES> per point of rating." Bye Thanee |
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Apr 7 2012, 10:13 PM
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#4
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Moving Target Group: Members Posts: 292 Joined: 20-April 09 From: Sydney 'plex Member No.: 17,094 |
A follow up question - is max reaction for all core races 9? (or 10 with that max attribute boosting quality). If so, and if you're planning on taking high level movebywire, or if you decide to add reaction enhancers to it - you would not want a high natural reaction attribute - maybe 3? - because otherwise you'll end up with redundant reaction points? That sound right?
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Apr 7 2012, 10:18 PM
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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's a very metagame consideration, but yes.
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Apr 7 2012, 10:24 PM
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#6
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Prime Runner Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
You could easily find justification IC for the slow kid to want to have that kind of 'ware.
Min/Max: REA=1 natural +6 MBWIII + 2 Reaction Enhancers=9 |
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Apr 7 2012, 11:13 PM
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#7
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Well, you can always find *some* justification. (And if not: escaped experimental supersoldier!)
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Apr 7 2012, 11:49 PM
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#8
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Moving Target Group: Members Posts: 292 Joined: 20-April 09 From: Sydney 'plex Member No.: 17,094 |
I was just concerned movebywire was obviously far far better than wired reflexes, but in some ways it is overly good - in many cases you dont need all that speed. Which keeps wired a real option, esp as it's so cheap.
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Apr 8 2012, 12:52 AM
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#9
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Running Target Group: Members Posts: 1,000 Joined: 30-May 09 From: Germany Member No.: 17,225 |
Eh, M-b-W got a bit watered down even. I remember the time where it did cost a cool mil and took .. what, 7 Essence or something? And also allowed you to take a full action outside of TIME just because.
And you also needed to nearly have a lobotomy every 3 months to keep away the seizures *g* Man i miss the time where power fucked you up. (Only drugs and the adrenal pump still have some negative effects it seems, sigh) But yeah. Having a M-b-W 1 for Combatants who are not exclusively specialized in murdering is very good. Just a bit more cash than Wired Reflexes, but great side-boni (Low Level Skillwires, some dodge...) My Rigger had one for example, just to keep up when shit went down. |
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Apr 8 2012, 01:49 AM
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#10
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Move-by-wire used to be almost exclusively cyberzombie territory. The high Essence cost, high Nuyen cost, and extremely serious drawbacks kept it out of most PC hands without out-and-out banning it for them (which I always thought was a clever way to do it).
In a way, it still is a good deal for cyberzombies. Their natural and augmented maximums are raised by their negative Essence, so a cyberzombie with MBW: 3 and reaction enhancers: 3 can often get the full effect from them. |
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Apr 8 2012, 01:56 AM
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#11
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Moving Target Group: Members Posts: 292 Joined: 20-April 09 From: Sydney 'plex Member No.: 17,094 |
ah right yeah so good for a cyberzombie then
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Apr 8 2012, 10:33 AM
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#12
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jacked in Group: Admin Posts: 9,365 Joined: 26-February 02 Member No.: 463 |
If you're planning on taking high level movebywire, or if you decide to add reaction enhancers to it - you would not want a high natural reaction attribute - maybe 3? - because otherwise you'll end up with redundant reaction points? That sound right? That is right, yes. Because the bonus to Reaction is so high, you would just waste some of it with a high natural Reaction. There is, of course, also the other way, where you boost your maximum natural Reaction to 8 (via Quality and Genetech). Bye Thanee |
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Apr 8 2012, 11:35 PM
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#13
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Moving Target Group: Members Posts: 292 Joined: 20-April 09 From: Sydney 'plex Member No.: 17,094 |
oh yeah genetic optimistation - i never noticed that before - how awesome!
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Apr 9 2012, 05:25 AM
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#14
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Moving Target Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 |
MBW is better than WR, but still takes a big whack out of your essence. With the skillwires and (Vehicular) Dodge bonus it is still pretty much the go-to IP booster of choice for riggers.
Fortunately you are limited to MBW 2 (using Restricted Gear) in CharGen ... |
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Apr 9 2012, 02:02 PM
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#15
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Great Dragon Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 |
Human 1/6(9)
Genetic Optimization Exceptional Attribute SURGE I (Metagenetic Improvement) End: 2/9(13) |
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Apr 9 2012, 04:15 PM
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#16
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Prime Runner Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
MBW is better than WR, but still takes a big whack out of your essence. With the skillwires and (Vehicular) Dodge bonus it is still pretty much the go-to IP booster of choice for riggers. Neither MBW nor WR are the go-to IP booster for riggers. Unless they drive anything with their hands, they never use their physical IPs for their job. They use Matrix initiative for nearly any operation. The skillwires are nice but you can get them cheaper as - you know - skillwires. You cannot get that kind of dodge bonus anywhere else as a mundane, but that alone is hardly a selling point for riggers IMHO. To use the full bonus of MBW 3 you would need Dodge 5 or 6 (not sure how you are supposed to round in that case). |
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Apr 9 2012, 07:59 PM
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#17
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jacked in Group: Admin Posts: 9,365 Joined: 26-February 02 Member No.: 463 |
Yep, SURGE is another option to get that natural attribute max rating higher.
Bye Thanee |
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Apr 10 2012, 01:17 PM
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#18
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Great Dragon Group: Members Posts: 5,542 Joined: 30-September 08 From: D/FW Megaplex Member No.: 16,387 |
Neither MBW nor WR are the go-to IP booster for riggers. Unless they drive anything with their hands, they never use their physical IPs for their job. They use Matrix initiative for nearly any operation. The skillwires are nice but you can get them cheaper as - you know - skillwires. You cannot get that kind of dodge bonus anywhere else as a mundane, but that alone is hardly a selling point for riggers IMHO. To use the full bonus of MBW 3 you would need Dodge 5 or 6 (not sure how you are supposed to round in that case). 6, you round down for skills. |
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Apr 10 2012, 01:54 PM
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#19
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Running Target Group: Members Posts: 1,018 Joined: 3-July 10 Member No.: 18,786 |
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Apr 10 2012, 01:55 PM
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#20
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Prime Runner Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
You are right. But if someone needs to have Skill 7 written on his character sheet....
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Apr 10 2012, 02:03 PM
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#21
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Running Target Group: Members Posts: 1,018 Joined: 3-July 10 Member No.: 18,786 |
You are right. But if someone needs to have Skill 7 written on his character sheet.... That's what cheating is for (IMG:style_emoticons/default/biggrin.gif) I mean, who has a gamemaster who actually checks what you're writing on your sheet. |
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Apr 10 2012, 03:24 PM
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#22
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
That's what cheating is for (IMG:style_emoticons/default/biggrin.gif) I mean, who has a gamemaster who actually checks what you're writing on your sheet. *Raises Hand* Mine checks occasionally. Mostly at character creation to verify the concept/build execution. |
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Apr 10 2012, 10:17 PM
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#23
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Running Target Group: Members Posts: 1,018 Joined: 3-July 10 Member No.: 18,786 |
*Raises Hand* Mine checks occasionally. Mostly at character creation to verify the concept/build execution. I assumed that was a given. Write things down after creation, obviously (IMG:style_emoticons/default/nyahnyah.gif) |
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Apr 10 2012, 10:22 PM
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#24
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
I assumed that was a given. Write things down after creation, obviously (IMG:style_emoticons/default/nyahnyah.gif) *Gasp* But, But, But... that would be cheating !!!!! (IMG:style_emoticons/default/nyahnyah.gif) |
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Apr 11 2012, 12:34 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 |
Which honestly makes the aptitude quality silly. 18 BP or 48 karma for a +1 bonus to a skill. Why bother. Would be (slightly) different if it meant that your adept could get another +1 on top of that. For all of the complaints about hyperspecialists, this is how Shadowrun handles them, and I think it is fairly elegant. They let you reach certain hard caps, and at character creation if you want to, but they make you pay disproportionately for those last few points. On the other hand, it is fairly easy to boost skills and Attributes using technology and magic, but again, that's (in my opinion) intentional - magic and technology are supposed to be both "shortcuts" for ordinary Joes, and a way for more capable people to become superhuman. One other drastic way to raise your Reaction - become a ghoul. I say drastic, because it costs you both a point of Essence and the ability to get genetic optimization (geneware doesn't work on infected). |
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