![]() |
![]() ![]() |
![]() |
![]()
Post
#26
|
|
Moving Target ![]() ![]() Group: Members Posts: 973 Joined: 8-January 10 Member No.: 18,018 ![]() |
Yeah, but not all those skills are useful. Leadership really isn't that useful of a skill, and Performance is pretty much just fluff. True. The useful ones IMO are: Con Negotiate Etiquette Intimidate Getting +3 to all of them is 6 PP, and increasing their limit costs even more. Therefore, I believe that Pheromones are a cost-effective way to enhance a Face. Leadership did get more useful in SR5 though, since the skill now has clear rules and no longer relies on favorable DM interpretation. |
|
|
![]()
Post
#27
|
|
Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
True. The useful ones IMO are: Con Negotiate Etiquette Intimidate Getting +3 to all of them is 6 PP, and increasing their limit costs even more. Therefore, I believe that Pheromones are a cost-effective way to enhance a Face. Leadership did get more useful in SR5 though, since the skill now has clear rules and no longer relies on favorable DM interpretation. Well, your limits will increase with your Reputation, so not all that much of a concern, really. |
|
|
![]()
Post
#28
|
|
Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
|
|
|
![]()
Post
#29
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 ![]() |
Leadership is a lot less useless than people believe, provided you remember to use it. The ability to boost your entire group in a single complex action can be very valuable, particularly if it gives your combat-oriented allies an extra initiative pass. Likewise, a universal teamwork skill is nothing to sniff at, particularly in non-combat situations. It can be used over comms to shore up a weak point in the party (EG your street sam needs a boost to the con skill to get him past the cops) or to boost the efficiency of an ally with a high dice pool but a low limit (for whatever reason).
Of course, if you come into the minion master role somehow then a boost to your whole group is exponentially better. Hiring a gang to perform an ambush? Leadership boosts their surprise checks so that none of them fail when the trap is sprung. Said gang have only got 6+1d6 initiative? good leadership may just get them that second IP. This works just as well for enemies, gms. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 10th February 2025 - 04:05 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.