Adept Powers of SOTA 2064, Way to go, authors, you pooched mundanes |
Adept Powers of SOTA 2064, Way to go, authors, you pooched mundanes |
Feb 7 2005, 11:53 AM
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#1
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Moving Target Group: Members Posts: 157 Joined: 26-February 02 From: Perdition Member No.: 108 |
This is what my GM had to say about the adept powers in SOTA 2064. I agree with a lot of what he says, and quite frankly, I think the ball was dropped with this book. I'm posting this because he says very eloquently what most of my opinions are.
Feel free to share your opinions. |
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Feb 7 2005, 12:03 PM
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#2
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Moving Target Group: Members Posts: 673 Joined: 30-March 04 Member No.: 6,206 |
I like the fact that SR3 calls Adepts 'Adepts' and not 'Physical Adepts'. |
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Feb 7 2005, 12:07 PM
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#3
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Great Dragon Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 |
This reminds me, I just updated my metamagics page through SOTA: 2064 last night.
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Feb 7 2005, 12:15 PM
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#4
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
I agree and I think that's why the book is called SOTA 2064. It is perfectly fine for people to stay 2050s and have nothing against people who want to play SR2 but come on, people, let's get with the program, shall we? AH: Cognition reduces Karma for all skills, not just Knowledge skills. |
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Feb 7 2005, 12:24 PM
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#5
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Moving Target Group: Members Posts: 157 Joined: 26-February 02 From: Perdition Member No.: 108 |
Okay, folks, let's all harp on the guy for using a term which was ingrained into him from 2nd Edition, shall we? Frankly, if you have nothing else interesting to add besides laughing at the man for using outdated terms, I don't want to hear it. |
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Feb 7 2005, 12:38 PM
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#6
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Moving Target Group: Members Posts: 203 Joined: 26-February 02 From: The Golden Orchards Member No.: 2,011 |
Yeah, adepts are good at what they do, and the new powers are quite powerful, but mundanes at startup can do far more, even if they aren't as good at any one thing. A good cyber/bioware package at startup can be vastly more effective than an adept, and then you complain about the powers that make them different. Remember that an adepts powers are mostly built around what they believe that they should be able to do, and that spellcasting allows all of those to be done much cheaper. Adepts are still the weakest starting team member in my view, but now they can actually fully fulfil their paths, rather than just buying extra stuff to use power points up. Invisible way just ended up taking only about 2-3 points of powers, and then you'd finished before SOTA'64.
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Feb 7 2005, 12:39 PM
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#7
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
The only Powers I really have a problem with are the Social ones.
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Feb 7 2005, 12:43 PM
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#8
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Moving Target Group: Members Posts: 673 Joined: 30-March 04 Member No.: 6,206 |
It's not the term itself. It's that SR3 seemed to make adepts less defined as pure combat archetypes by removing the 'physical' from the front. It opens up more possibilities for exploring powers. |
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Feb 7 2005, 12:47 PM
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#9
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
And the opening of improved skill to b/r and technical skills. "i am the master adept of auto repair!". sure. |
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Feb 7 2005, 01:03 PM
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#10
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Moving Target Group: Members Posts: 123 Joined: 23-November 03 From: Chicago (post bug/pre nuke) Member No.: 5,839 |
I find the language power to be pretty useless aside from the near automatic language learning at 1.
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Feb 7 2005, 01:06 PM
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#11
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
Exactly my point. In SR3, it is adepts. The Ways define the adept and there are many Ways, not just "physical" Ways. Social adepts are simply one manifestation. If he was complaining about upsetting game balance, then fine, it is his opinion that such powers upset game balance. But IMO, introducing these powers simply mean that the adept is no longer fixed into certain roles |
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Feb 7 2005, 01:09 PM
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#12
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Running Target Group: Members Posts: 1,311 Joined: 26-February 02 From: Calgary, Alberta Member No.: 2,062 |
Despite some of the powers detracting from other archtypes (taking even facing out of the realm of the relativly uncybered mundane), I cannot objectivly say that any of them are broken. Although you can be damn sure I ask adept characters in my games what their way is *much* more often now. "Wall running, improved negotiation and killing hands? Sounds like somebody's Way-less." |
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Feb 7 2005, 01:10 PM
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#13
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Moving Target Group: Members Posts: 345 Joined: 10-February 03 From: Leeds, UK Member No.: 4,046 |
Does this include things such as Computer, Electronics or Driving? Whilst I agree that Adepts can be weak sometimes - any Adept that wishes to specialise in a particular area (Face, Ranged Combat, Unarmed Combat) WILL be better than any other character who specialises in the same field. It's almost at the point where every character might as well be an Adept - you can have the face adept, combat adept, hiding and disguise adept, driving adept, computing adept etc, etc... |
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Feb 7 2005, 01:12 PM
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#14
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Technical Skills (computer/electronics/biotech/demolitions etc) are not included in the Improved Ability Power, but their B/R counterparts are (if applicable), as are Vehicle Skills.
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Feb 7 2005, 01:15 PM
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#15
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
The way we've decided to play these new adept rules is to make all adepts follow a "Path" that encompasses a set of abilities (Path of the Warrior, Path of the Invisible Way, Path of the Social Adept, etc.) and any purchase outside the set costs double the amount of power points. It's pretty much similar to the way we've been playing adepts anyway (except that my group typically doesn't purchase powers outside of Path). Adding a new "Path" (on top of the existing one) is a metamagic ability. Magician's Way adepts can choose one other Path to follow at character creation.
This is starting to sound a bit like Earthdawn, where every PC is an adept of some sort. :D |
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Feb 7 2005, 01:25 PM
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
The new adept-power "gliding" is a lot like the Earthdawn-talent "gliding stride". |
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Feb 7 2005, 01:29 PM
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#17
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Moving Target Group: Members Posts: 527 Joined: 30-January 04 Member No.: 6,043 |
Gee, almost like it's the same world or something. :P |
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Feb 7 2005, 01:46 PM
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#18
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Running Target Group: Members Posts: 1,428 Joined: 9-June 02 Member No.: 2,860 |
Someone beat me to it. Yes, it is. I like a lot of the new options in SOTA:2064. They're really opening up the adept field. No longer just "ninjas" and "kung fu masters," they're really starting to apply magic to many fields - much like in Earthdawn. |
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Feb 7 2005, 01:53 PM
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#19
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Moving Target Group: Members Posts: 345 Joined: 10-February 03 From: Leeds, UK Member No.: 4,046 |
I think the big issue is that you can now have an Adept who is, simultaneously, better at fighting than the Sammy, better at driving than the Rigger and better socially than the Face.
This was actually always my complaint about the Adept in particular (and magicians in general to a lesser extent) - every other character type becomes redundant. I recall playing 1st edition when adepts (and sorry, they'll always be //physical// adepts to me as well) were first introduced and it didn't seem that bad - pretty effective martial artists with some nice mystical skills. Then the improved ability got extended to modern weapons which took the emphasis away from other characters. Then you get a few more powers added - it's the way that it creeps along, just getting better and better that really bothers me. It doesn't help that idiot fanbois create more super powers because they think adepts are the ultimate power and should be able to flip out and kill everyone. I specifically remember having a conversation with my group about 15 years ago during which I raised the issue that magicial types were getting too powerful, to which I was told that my character (a pretty archetypal sammy) could have all those cool toys from the SSC. A quick scan round everyone's character sheets showed that those toys were been used by EVERYONE - the mage had milspec armour and a PAC, the physad was using forearm guards. You get the idea. Basically, any character type that uses technology can easily be replicated by an adept because they have access to the same tech at no cost to their skills - in some areas Adepts are just better (vision mods count as natural for a start). Spell slinging can be replicated by Adepts already at only marginal loss of skills. Now Adepts also make the best faces. Will SOTA65 include the computing adepts (I know, they're just like Otaku), driving adepts (a natural VCR or some crap like it)? Whilst the notion of having a "way" should constrain things a bit I don't see how this can be enforced. How long before someone wants a Ninja (who as we all know are a combination of Warrior's Way, Invisible Way, Social Way, Disguise Way and Every Which Way)? Bah. //edit: (wow, I ranted more than i thought..!)// |
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Feb 7 2005, 02:02 PM
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#20
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
Yes, the Path of the Munchkin would pretty much give you access to any power you'd like. :D
Looking at it from a IC POV, I see it as why the Awakened are often allowed things that a mundane suit would not be allowed to do. An Awakened asset is an asset that no mundane can ever hope to duplicate. All the mundane PC have over the magical PC is the advantage of having earlier access to technological toys than the magical types and not having to worry about magical loss from deadly damage. |
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Feb 7 2005, 02:24 PM
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#21
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Neophyte Runner Group: Members Posts: 2,078 Joined: 26-February 02 Member No.: 67 |
I'm all for criticism, feedback, and discussion, but that guy's rant is all over the map. I'm not even sure where his point is. Some powers he describes as overpowered, some underpowered, some not "popular" enough for entry, some he just "doesn't like." I want to respond, but I'm not really sure I can, because I can't see where his position is. What is he saying?
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Guest_Crimsondude 2.0_* |
Feb 7 2005, 02:46 PM
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#22
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Guests |
You use the term, "pooched mundanes" like it's a bad thing.
Frankly, I look at the SR1 and SR2 physads (LIke I'm going to use terms created by Steve Kenson. Right.), and compared to SR3 they just flat-out suck. The rules for attribute (including Reaction) bonuses was just awful, as was the decoupling of Inc. Reaction and Inc. Reflexes. You didn't have any of the Centering bonuses--You had to actually get a power called Enhanced Centering for 2 pp each. Frankly, for nearly ten years (I was a latecomer to SR3) my reaction to physads was: Why bother? Besides, a physad may now be a better driver than a Rigger. But they'll never be faster, nor will they be able to do anything Rigger-like except drive the car. Oooooooh. |
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Feb 7 2005, 02:52 PM
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#23
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
quick translation: "omg SOTA:64 is teh suck!!1!!!"
seriously, some of the complaints he made are just plain wrong. for instance, his complaint about Empathic Reading centers around the fact that using Negotiation to lie is "a new one on him". page 88 of SR3, which specifically states that Negotiation is what you roll when you're trying to lie to someone, has been around long enough that anyone it catches by surprise has only themselves to blame. most of his other complaints are based on the fact that he wouldn't want to play an adept with these powers--which automatically means, apparently, that no one else should either, making the entire book a waste of money. not to mention the fact that he missed the most glaring flaw in the entire book: Three-D Memory is measured in square meters. |
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Feb 7 2005, 02:52 PM
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#24
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Moving Target Group: Members Posts: 527 Joined: 30-January 04 Member No.: 6,043 |
I'm not sure how creating "useless" powers "pooches mundanes." Then again, I'm not sure what "pooching" is.
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Feb 7 2005, 03:03 PM
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#25
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
We use the designations listed in Magic in the Shadows, along with Way of the Beast, Way of the Social Adept, Way of the Explorer (Vehicle Skills), and Way of the Creator (B/R). It is enforced by group consensus (since we have long since done away with GM fiat). Plus, my group is pretty concerned about maintaining balance and respect to the genre (again, we've never had anyone take powers "outside" of their way before). It's not that we oppose the new powers (I like the fact that there are Music and Social adepts finally), which breathe a long breath of fresh air into the adept rules (whether they like it or not :) ). I'm personally looking forward to the resurgance of the Rocker archetype. I'm glad folks caught the Earthdawn reference with the big cheesy grin. |
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