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> Social Adept in SR5
Elfenlied
post Aug 21 2013, 08:24 AM
Post #26


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QUOTE (Cain @ Aug 21 2013, 05:18 AM) *
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.
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Tymeaus Jalynsfe...
post Aug 21 2013, 01:15 PM
Post #27


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QUOTE (Elfenlied @ Aug 21 2013, 01:24 AM) *
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.
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Cain
post Aug 22 2013, 11:33 AM
Post #28


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QUOTE (Elfenlied @ Aug 21 2013, 12:24 AM) *
True. The useful ones IMO are:
Con
Negotiate
Etiquette
Intimidate

Really? I'd peg Etiquette and Intimidate as much less useful than Con and Negotiate. Not useless, per se, but they definitely get used about as often as Leadership, IME.
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FuelDrop
post Aug 22 2013, 12:05 PM
Post #29


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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.
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