IPB

Welcome Guest ( Log In | Register )

8 Pages V   1 2 3 > »   
Reply to this topicStart new topic
> Is it just me or are Adepts still the weakest link
Cynic project
post Dec 10 2004, 10:34 PM
Post #1


Running Target
***

Group: Members
Posts: 1,032
Joined: 6-August 04
Member No.: 6,543



I have looked into the new power for adept,and I have the basic book,magic the shadows,and the new SOTA. But I see that for the most part adepts are masters of being just slightly better at one thing,in exchange for being worse at a whole lot of other things.

Yes, the Stealth,sense,gun,or Hand to Hand Adept is better than you street sam. But For the most part the street sams,can be just about as good as all the adepts in all those fields, at the same time. Adept powers just cost to much.
Go to the top of the page
 
+Quote Post
Synner
post Dec 10 2004, 10:38 PM
Post #2


Runner
******

Group: Members
Posts: 3,314
Joined: 26-February 02
From: Lisbon, Cidade do Pecado
Member No.: 185



For the most part it's just you. Adepts are indeed better specialists. However, in the (very) long run karma expenditure on Initiation and new powers pays off in a big way and adepts can expand their basic profile significantly, as compared to most sams (I've seen exceptions and the amount of money floating around in certain campaigns can skew things).
Go to the top of the page
 
+Quote Post
Cynic project
post Dec 10 2004, 10:40 PM
Post #3


Running Target
***

Group: Members
Posts: 1,032
Joined: 6-August 04
Member No.: 6,543



Well, I have yet to see an adept that is as good as a street sam or mage that wasn't basically a one(maybe two)trick pony. So care to prove me wrong?
Go to the top of the page
 
+Quote Post
Garland
post Dec 10 2004, 10:42 PM
Post #4


Moving Target
**

Group: Members
Posts: 527
Joined: 30-January 04
Member No.: 6,043



I think most people will tell you the Adept has no limits on progression, where eventually the Sam runs up against the brick wall of Essence limits.
Go to the top of the page
 
+Quote Post
Synner
post Dec 10 2004, 10:43 PM
Post #5


Runner
******

Group: Members
Posts: 3,314
Joined: 26-February 02
From: Lisbon, Cidade do Pecado
Member No.: 185



What would you like a starting character or a 100 karma one? Just gimme a comparable sam to build against.
Go to the top of the page
 
+Quote Post
Cynic project
post Dec 10 2004, 10:46 PM
Post #6


Running Target
***

Group: Members
Posts: 1,032
Joined: 6-August 04
Member No.: 6,543



Okay how about starting ,and 100 points. Use the same builds.
Go to the top of the page
 
+Quote Post
Mercer
post Dec 10 2004, 10:50 PM
Post #7


Running Target
***

Group: Members
Posts: 1,326
Joined: 15-April 02
Member No.: 2,600



To go back to something I've said for a long time, you can be a one trick pony as long as its a good trick.

Personally, I think the discussions on what's the "best" type of character to be largely pointless. I'll take an intelligently made character over a badly made one, and I'd back an intelligently played character against all the number crunching in the world. Every character has situations that he is better in and situations he's worse in.
Go to the top of the page
 
+Quote Post
mfb
post Dec 10 2004, 10:53 PM
Post #8


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



eh. i love adepts, but i have to say that it's more difficult to optimize them than it is sams. you can't really make an adept as versatile as you can a sam. however, i wouldn't say at all that they're weak.
Go to the top of the page
 
+Quote Post
Cynic project
post Dec 10 2004, 10:53 PM
Post #9


Running Target
***

Group: Members
Posts: 1,032
Joined: 6-August 04
Member No.: 6,543



QUOTE (Garland)
I think most people will tell you the Adept has no limits on progression, where eventually the Sam runs up against the brick wall of Essence limits.

Yes and no.There comes a time when you having to pay more karma than what power you will get back. Street sams can get ware that costs less and less essence.You can get cyber eyes that have thermal,Ultrasound,low light,image mag,micro,eye lights for about half an essence.One point tops. That would cost nearly cost almost all of an adepts power points,or about 100 karma.

So wile the adept would get better eyes, that would be a major of the character and a small part of the sam.
Go to the top of the page
 
+Quote Post
Cynic project
post Dec 10 2004, 10:55 PM
Post #10


Running Target
***

Group: Members
Posts: 1,032
Joined: 6-August 04
Member No.: 6,543



QUOTE (Mercer)
To go back to something I've said for a long time, you can be a one trick pony as long as its a good trick.

Personally, I think the discussions on what's the "best" type of character to be largely pointless. I'll take an intelligently made character over a badly made one, and I'd back an intelligently played character against all the number crunching in the world. Every character has situations that he is better in and situations he's worse in.

I am saying that I feel that adepts just get the short end of the stick.I am not saying that they are worthless. I mean I think they can be cool,but I also think people should not have to throw a way balance to be cool.I think that style shouldn't cost you anything.
Go to the top of the page
 
+Quote Post
Mercer
post Dec 10 2004, 11:02 PM
Post #11


Running Target
***

Group: Members
Posts: 1,326
Joined: 15-April 02
Member No.: 2,600



I'll say they come out different, but I can't say better or worse.

Sams can pack in the senseware, but adepts get the kickass "natural" vision modifiers. Sams tend to build up better stats, Phys Ads tend to have higher skills. Phys Ads can start with Inc Reflexes 3 for Priority B, Sams would have to go Priority A to get the same bonus to Reaction and Initiative. (This to me is the biggest change to the Phys Ad in 3ed, he tends to come off equal to a starting sam in regards to initiative, as opposed to SR2 when he was the slow poke).

Still, I think the strength of the character comes from how its player rather than the numbers on the sheet.
Go to the top of the page
 
+Quote Post
Cynic project
post Dec 10 2004, 11:06 PM
Post #12


Running Target
***

Group: Members
Posts: 1,032
Joined: 6-August 04
Member No.: 6,543



QUOTE (Mercer)
Still, I think the strength of the character comes from how its player rather than the numbers on the sheet.

I will never say other wise, but the numbers on the sheet matter. Because if you give da-uber deck and the noob decker to the same player.Das-uber deck will come out ahead in most cases.
Go to the top of the page
 
+Quote Post
vagranttimelord
post Dec 10 2004, 11:17 PM
Post #13


Target
*

Group: Members
Posts: 14
Joined: 19-October 04
Member No.: 6,771



Because I'm lazy I didn't read all of these posts... but I will state this. Magician way Adepts CAN be the most powerful Mages in the game...it will just take them the longest to do so... If you have read the new SOTA you will see why, they have access to ALL Metamagics and Foci.

But if you are looking at straight adept you will have to look at all of the new metamagics specifically for them... A lot of them require centering as a prerequisite which just shows how unbalancing they can get if they are Initiate 5 or higher....

And think of this... take an Adept... make him a sword fighter with a natural skill of say...6-8, a professional, give him Attunement metamagic and a weapon focus. That means he is rolling 6-8 dice for the skill plus the force of the focus all at -1 to the target number. Basically, he walks up to you with a sword and you fall down before you realize he swung....

Adepts are always worth their cred as characters.
Go to the top of the page
 
+Quote Post
mfb
post Dec 11 2004, 12:34 AM
Post #14


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



trust me, you can make an adepts whose numbers will blow a lot of other characters out of the water, and they don't necessarily have to be a one-trick pony to do so. sure, they won't be totally badass at everything--they'll only be okay at most things.
Go to the top of the page
 
+Quote Post
Rev
post Dec 11 2004, 12:36 AM
Post #15


Moving Target
**

Group: Members
Posts: 675
Joined: 26-February 02
From: Seattle
Member No.: 2,034



Adepts can go to the airport.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Dec 11 2004, 12:59 AM
Post #16


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



QUOTE (Rev @ Dec 10 2004, 07:36 PM)
Adepts can go to the airport.

Yeah right. They don't even let boxcutters on a plane these days; I know a guy who got hassled for a half hour over one of those little rubber reflex hammers. Do you really think they'll let someone who might have Killing Hands on one? Honestly I'm surprised magic isn't illegal in the UCAS, after the native americans spanked them with it. :P
Go to the top of the page
 
+Quote Post
akarenti
post Dec 11 2004, 01:20 AM
Post #17


Moving Target
**

Group: Members
Posts: 152
Joined: 24-October 04
Member No.: 6,785



QUOTE (Eyeless Blond)
Yeah right. They don't even let boxcutters on a plane these days; I know a guy who got hassled for a half hour over one of those little rubber reflex hammers. Do you really think they'll let someone who might have Killing Hands on one? Honestly I'm surprised magic isn't illegal in the UCAS, after the native americans spanked them with it. 


There's always Masking. I don't remember that you could detect specific powers just from Assensing an adept, but I could be wrong.

Anyway, the efficiency of airport security asside, the adept does have the advantage of not being obviously dangerous. He doesn't get the Charisma penalties for sporting obvious cyberwar, doesn't have the surgical scars from not obvious cyber, and can walk right through cyberware scanners. He can't be detected as anything but a normal mundane if he learns Masking (except by other initiates with Masking), which can be helpful in a lot more places than just airports.

Walking into a lower security club or buiseness with 1,000,000 :nuyen: in chrome will get a slightly different reaction than when an adept walks in.
Go to the top of the page
 
+Quote Post
ES_Riddle
post Dec 11 2004, 01:24 AM
Post #18


Moving Target
**

Group: Members
Posts: 210
Joined: 8-October 04
Member No.: 6,736



QUOTE (Mercer)
I'll say they come out different, but I can't say better or worse.

Sams can pack in the senseware, but adepts get the kickass "natural" vision modifiers.

Adepts can pack in the senseware, too. They don't have as much money to do it, but they can put any cyber they want in. It hurts their magic, but you have to just figure which is more valuable in that particular case. The eye example, for instance, you have to decide if .5 essense, 1 power point (and some space to put in more 'ware) and using the weaker cyber mods is better than 3 power points for the better natural mods.
Go to the top of the page
 
+Quote Post
kevyn668
post Dec 11 2004, 01:59 AM
Post #19


Runner
******

Group: Members
Posts: 2,751
Joined: 8-August 03
From: Neighbor of the Beast
Member No.: 5,375



QUOTE (Cynic project)
I have looked into the new power for adept,and I have the basic book,magic the shadows,and the new SOTA. But I see that for the most part adepts are masters of being just slightly better at one thing,in exchange for being worse at a whole lot of other things.

Yes, the Stealth,sense,gun,or Hand to Hand Adept is better than you street sam. But For the most part the street sams,can be just about as good as all the adepts in all those fields, at the same time. Adept powers just cost to much.

I need somethings cleared up:

Do you dislike the power level of the adept over all?

Are you unhappy with the percieved desparity in advacements from the supplements between the sam and the adept?

What kind of character do you like to play?

The adept, as you probably know, is a bit of a nich character but then again so is the face. Or the decker, or the rigger, or even the sam depending on your game.
Go to the top of the page
 
+Quote Post
Wounded Ronin
post Dec 11 2004, 02:03 AM
Post #20


Great Dragon
*********

Group: Members
Posts: 6,640
Joined: 6-June 04
Member No.: 6,383



I strongly prefer adepts because I'm lazy at chargen. For sammies I would wanna look in 2 or 3 sourcebooks. For physads I can make a decent one with just SR3.
Go to the top of the page
 
+Quote Post
kevyn668
post Dec 11 2004, 02:08 AM
Post #21


Runner
******

Group: Members
Posts: 2,751
Joined: 8-August 03
From: Neighbor of the Beast
Member No.: 5,375



Heh, I'll admit that I like adepts because I don't have to figure how to "best" spend all the damn :nuyen:

Then again, that's why my sams are pretty simplistic. [why don't we have a "lazy smiley"?]

edit: Nevermind. :sleepy: (close enough)
Go to the top of the page
 
+Quote Post
sidartha
post Dec 11 2004, 05:42 AM
Post #22


Moving Target
**

Group: Members
Posts: 216
Joined: 27-January 04
Member No.: 6,025



I've been playing 3rd Ed long enough to have seen about ten different builds of an Adept including a few of my own, self promotion aside here is my impression of Adapts.
A pure street sam can out of the box, using cannon build points rules, rock the world of another out-of-the-box Adapt in multiple situations. Note multiple.
A pure adapt can rock the world of that same sammie in only one or two situations.
However, in order to improve his base attributes(Quickness, Body, Strength, Initive) a sam must earn enough net profit and have the appropriate contacts and the down time to have Beta grade cyber installed. not an easy thing to do in my games(YMMV). All the Adapt has to do in order to improve those same attributes is spend karma and leaves him/her free to buy other neat toys like Runthenium or commission a completely broken assault rifle from CC's rules or perhaps a FAKE ID.
As I see it the advantage of a Street Sam is to have that 'So familiar with Death he's on my speed-dial' killing power. While the advantage of an Adapt is to be able to leap over the 15 foot wall, not set of the pressure sensors on the other side, gun down two Tir Ghosts and then bitch slap the patrolling Elemental into vapor type of craziness.
All that aside the best Adapts AND Street Sams have been half-breeds. Imagine the posabilitys of a physical mage with Retinal Duplication and the palm print altering nanites and Physical Mask....Eh?Eh?
Anybody?
Can I get a "Hell Yea"?
Please?
........... :(
Go to the top of the page
 
+Quote Post
Xavroc
post Dec 11 2004, 07:13 AM
Post #23


Target
*

Group: Members
Posts: 31
Joined: 6-December 04
From: Wichita Falls, Tejas
Member No.: 6,872



It's all situational and all depends how you wanna kill things. For the guy who wants to kill stuff h2h I'd go 'dept.
Reason 1: I can get more dice then you. The ability to bond to Weapon Foci is the factor.
Reason 2: I can ignore reach modifers with distant strike. MITS
Reason 3: I can kill you with a weapon I was born with. SR3

For the monkey in ranged combat.
Reason 1: I can get more dice then you. Skill increased with dept power. SR3 or MITS(i forgot which)
Reason 2: I can get an achored armor focus bonded to me. Eat Barrier loser.
Reason 3: I getr more dice then you. Eat it. More dice=Likeliness to Hit increased

Sneaky-Sneaky killer sniper guy killers:
Well they win, but only if the Dept sixth sense can't warn him....if he took the power.

(Edit) Oh yeah I forgot my groups favorites: Shapeshifter/Adepts

All these thing were situational but so is building a samurai. Some power can be used for espionage. But always remember that when a dept is being healed by magic TNs are easier then a sams. And magic healing is the way to go because it's faster and don't cost as much money. (cheesey note: don't heal all the boxes in one go, shoot the char with a L manabolt and let him take a light wound and start again.) Also the adept can take powers that increase stats and give extra init dice. Built right you can mix cyber and dept powers and come up with a super-beef cake.

My opinion riggers are the way to go. Hey Combat monkeys take 18LN damage from my howitzer from 1km away.
Go to the top of the page
 
+Quote Post
Dr. Black
post Dec 11 2004, 07:20 AM
Post #24


Target
*

Group: Members
Posts: 56
Joined: 5-October 04
Member No.: 6,729



I'll fall back on a character I've been running.

CyberAdept.

She is no one trick pony. Combination of cyberware, bioware and Physad abilities. Geasa to hang on to lost magic and get a discount. She has a magic attribute of 1 at chargen. Which will go up as she initiates. She is an excellent all around character. Over 80 chipped skills at 3 + CED. She is a Face (kinesics3), Sammy(Increased reflexes2), Stealthy (Improved ability stealth4), Breaking and entering using those chipped skills, lots of senses, suprathyroid, EA, Muscle augmentation and toner, cybereyes/ears, bone lacing, etc etc. 1 Million NY to spend at chargen so she has alot of toys. Starts with 12 contacts. The list goes on and on.

I see so many posts about adepts being 1 trick ponies, not having enough abilities, risking magic loss. Thats just BS. Use GEASA. They are in the book for a reason. Use voluntary Geasa on adept powers to get a 25% discount on the cost of the power. Turn 6 power points into 8 power points. Get cyber/bio at least for the special benefits you cannot get with Physad powers (smartlink, chipped skills, datajack, EA etc)

Do you realize that the less actual magic attribute you have, the lower your chances of suffering magic loss. An awakened with magic 6 has a 15 in 36 chance of suffering magic loss, whereas a magic 2 character has only a 1 in 36 chance of loosing magic.

So I say use up some of that magic attribute with beneficial items before you have to roll for magic loss and waste geasa.

DB
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Dec 11 2004, 08:54 AM
Post #25


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



Biggest problems with Geasea:

1) Other than Talisman and perhaps Gesture, nearly every Geas can and *will* have many possible, even likely, situations where they will force you into a bad situation. Even that dumb fasting geas can get you often enough, particularly if you're ambushed right after a meal. :D Add to this that most sane GMs won't ever let you take more than one of the same (read: Talisman) Geas, and you're in for lots of awkward situations.
2) Geasea taken for cost are unremovable; you're stuck with 'em forever. Removing your other Geasea costs you the best parts of an initiation, earning nothing extra for you but a jump in Grade.
3) You can only have (Willpower) of them. Normally mages never run anywhere near this limit, but for adepts who are constantly double-geasing everything they have--once for cost, once for Magic loss--will run into this limit rather quickly.
4) (EDIT: this is sorta a house rule, but one majorly hinted at and supported by the rules) If I caught one of my players trying to "cheat" their way around a Geas--things like making your underwear a Talisman, claiming that blinking is a Gesture, or that his Domain is "wherever I'm standing at the time,"--then I'd slowly begin to hint that his character is beginning to lose the focus that the Geas used to give him, and that he needed to rededicate himself to it, possibly making it more of a conscious effort or sacrifice. If he didn't get the hint and start shaping up, I'd have the Geas break on him in certain important times, telling him that his weakening Geas is just not providing the conscious control he needs to access his power. If that didn't work I'd simply invoke the rule that his character is consciously choosing to not honor his geasea, and he loses them all, starting on the road to burnout (last paragraph p. 33 MitS).

So yeah, Geasea are a choice. But they're not anything to be taken up lightly; much like the decision to lose Essence in the first place, there is a definite trade-off involved here.
Go to the top of the page
 
+Quote Post

8 Pages V   1 2 3 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 22nd April 2026 - 06:50 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.