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> Jack of all trades?, Character build
Iduno
post Apr 20 2016, 08:34 PM
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I remember building a character in 4th to see if a skillwire build could reasonably cover all skills, which morphed into a personal challenge to build a rules-legal starting character who didn't have less than 12 dice on any non-awakened skill test (minimum 14 on combat) without switching out skills in the skillwires. Probably not super playable, but it was an interesting personal challenge.

Has anyone tried anything similar in sr5? How high can we get the "not less than X, or X+2 for combat"? Dumpshock has one or two skilled min-maxers, so show me your best. Karmagen is probably easiest for this, but your call on build method. I'll see what I can cobble together as well.

Edit: bonus points if you can hit magic and resonance-linked skills, but not required.
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Zednark
post Apr 20 2016, 09:57 PM
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I had a GM who built such a character as a playtest GMPC (he was new to 5e and wanted t experiment). He was regularly rolling as few as four dice on tests, and that's in 5e.

Granted, he was going with magic and cyber, not just cyber, so there's that, but I can't see you ever having more than maybe 6 dice per skill without extensive skillwire usage. Use skillwires, that's what they're for.
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Iduno
post Apr 21 2016, 12:18 AM
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I meant skill+stat+bonus, not just skill. The total number of (pre-edge) dice rolled. Although I think I tacked on the skillwire tool that allowed you to use edge for skillwire skills because it's a small investment that fit the character.
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Glyph
post Apr 21 2016, 02:41 AM
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They had a similar generalist contest on the other board, which I contributed to. To be honest, skillwires and skillsofts are so expensive in SR5 that it is actually more cost-effective to just get the 46/10 skills instead. Notice that despite how different they were, every entry into that contest was A: skills, B: Attributes, and C: resources.

I have Run Faster now, but I have to say that priority/sum-to-ten is still the best for a generalist who has a lot of dice pools at the 12+ range. Point build and life modules can give you a glut of skills, but are not quite as optimal when you are trying for decent dice pools with them.
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Iduno
post Apr 21 2016, 01:57 PM
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Ah, that might be what I'm looking for. Thanks, Glyph.

Also, it doesn't surprise me that priority and sum to ten get you higher dicepools than karmagen. Those 2 are slightly-restricted build point generation from SR4.
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hermit
post Apr 21 2016, 02:01 PM
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QUOTE
Has anyone tried anything similar in sr5?

In SR5, an skillwire-based build is not feasible simply because of prohibitive costs. Especially since Skillwire skills in SR5 are capped at half the natural skill maximum. So, just like in airplane construction, an SR5 skillwire-based Jack of all Trades is a Master of None (but much more expensive than a team of specialists).
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Stahlseele
post Apr 22 2016, 09:53 PM
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And here i thought Skillwires were mostly worthless in SR3 . .
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hermit
post Apr 22 2016, 10:46 PM
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In SR3, before they fixed expert systems? They were much better than actual skills.
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Stahlseele
post Apr 23 2016, 12:27 AM
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Aside from being removeable from the character yes.(That one i got around with some creative implanting and rules lawyering)
Aside from being a HUGE essence and money drain yes.(That one is still a considerable problem in terms of actual character advancement)
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