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> Another sample character.
Kagetenshi
post Aug 18 2005, 10:24 PM
Post #126


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Another proposal based on the first character is a continuously-increasing cost: assuming the free points Ellery assumed with no first point free, and 5 points for the first additional, 10 for the second, 15 for the third.

Checking to see if that works with the second character now.

~J
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Shadow_Prophet
post Aug 18 2005, 10:26 PM
Post #127


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QUOTE
Actually, I speak from experience playing mages of all types for months. After you blow up part of Seattle with a sam in my group, they force you to play a different character type for awhile.

To be honest, I usually play a combat shaman when I play a mage. You have no idea how many many magical contests I have won simply by shooting the other guy in the forehead. Can't exactly cast spells when your brains are scattered all over the wall behind you. I also tended to carry a grenade launcher or two. Street sams have a problem dodging grenades when they go off at point-blank range.

However, at the same time, I never made a mage that stood up well in melee, no matter how hard I tried. Why? Because of only average or below skills in melee and no cyberwear. Even building one with excellent melee skills provided a problem, simply because of no cyberwear. I'll admit I could take on unskilled mundanes, but they typically died before they got close enough to cause a problem anyway. Hell, what good is a shaman if you can't have lookout spirits to guard your flanks?


You can out of chargen virtualy blow up part of seatle with your standard mage. Secondly where did i point out that he had to stand up well in melee? I said that he should have skills to fall back on so he wouldn't instantly be defenseless. Continuing on, you keep using your concept of a combat mage to discount the points I make using my own version of a combat mage.

Just as a aside, your mage is in the back supporting, and all of a suddent, that sneaky little stealther in the ruth cloak comes up from behind and engages you in melee without warning. You've effectively be taken out of the combat. Wounds affect spell casting, so does drain.

As for the weapons specialists of this ed easily with good tactics taking out your starting 3rd ed party. Yes I would say so even if the 3rd ed people were run well. As long as the weapon specialists are smart and make the 3rd ed chars play to their strengths, then yes the 3rd ed chars can easily become toast.

And in all honesty, if your gm basicaly just let you summon and summon and other such in the back and never took you out, well then shame on your GM. Whatever happened to 'Geek the mage first'?
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Kagetenshi
post Aug 18 2005, 10:30 PM
Post #128


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QUOTE (Shadow_Prophet @ Aug 18 2005, 05:26 PM)
You can out of chargen virtualy blow up part of seatle with your standard mage.

Bulldrek.
QUOTE
I said that he should have skills to fall back on so he wouldn't instantly be defenseless.

That's what spells are for.
QUOTE
Wounds affect spell casting, so does drain.

And it affects melee much more harshly. If you're wounded, better to cast than fight.

Edit: my breakdown doesn't hold up for the second character, it ends up being too expensive.

~J
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Garwyn
post Aug 18 2005, 10:38 PM
Post #129


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QUOTE (booklord)
It worries me that characters are now going to have to pay BPs for things they did naturally before. ( Perception, Dodge ) Counterspelling may be the new spell defense which would be another ability you now have to pay for. Seems kind of wonky to me. Do you actually go to "perception" classes?
"Okay class, now everyone open their "Where's Waldo" textbooks."

Well...all I can say is that you in fact -can- learn to have a hightened perception/awareness. I imagine "perception tests" will be made by rolling Intuition + Perception....which would me you still have a shot at noticing things without any training...but that ex army ranger is a bit more aware of his surroundings than ted from accounting.
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Sabosect
post Aug 18 2005, 10:47 PM
Post #130


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QUOTE (Shadow_Prophet @ Aug 18 2005, 05:26 PM)
You can out of chargen virtualy blow up part of seatle with your standard mage.  Secondly where did i point out that he had to stand up well in melee?  I said that he should have skills to fall back on so he wouldn't instantly be defenseless.  Continuing on, you keep using your concept of a combat mage to discount the points I make using my own version of a combat mage.

Actually, you can't. I've tried. Repeatedly. The standard mage gets cut apart by security long before they get into position to fireball the waste disposal plant.

And, really, the point of having melee combat is to be effective at it.

QUOTE
Just as a aside, your mage is in the back supporting, and all of a suddent, that sneaky little stealther in the ruth cloak comes up from behind and engages you in melee without warning.  You've effectively be taken out of the combat.  Wounds affect spell casting, so does drain.


Little hint: THAT'S WHAT SPIRITS AND ELEMENTALS ARE FOR. Have someone there to guard your hoop in case someone gets too close to you.

QUOTE
As for the weapons specialists of this ed easily with good tactics taking out your starting 3rd ed party.  Yes I would say so even if the 3rd ed people were run well.  As long as the weapon specialists are smart and make the 3rd ed chars play to their strengths, then yes the 3rd ed chars can easily become toast.


Cool. Let me know how well they do against a move-by-wire sammy with spurs and a 6 in cyberweapons combat, backed up by a shaman who uses Power 6 spells and spirits against you, a rigger with an army of drones, and a decker altering Lone Star files to have your weapons specialists wanted for international terrorism and then calling the Star on you. And, worse, they have a respectable business as a front with automated security, run by another rigger.

QUOTE
And in all honesty, if your gm basicaly just let you summon and summon and other such in the back and never took you out, well then shame on your GM.  Whatever happened to 'Geek the mage first'?


People sneaking up behind the mage/shaman getting raped by spirits or elementals and the shaman being a good shot with the Pred 3 or the portable grenade launchers. It's pretty damned hard to geek the mage when they are firing grenades at you.
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Shadow_Prophet
post Aug 18 2005, 10:49 PM
Post #131


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Actualy using the right combination of fetishes and bonus's you can easily blow up thigns on a grand scale, including leveling skyscrapers and such, out of chargen no less. Hell in 2nd ed it was even easier. Little bit more restricted in 3rd, but not by much.

First hard to cast when engaged in melee combat, and if they have no melee skills as you would suggest because they should rely on their spells, they're much more likely to recieve a even larger wound on the first attack. Wound penalties can most certainly affect melee more. But, if you're just falling back on your spells, if that guy sneaks up on you and attacks you, and you decide all you're going to rely on is spells, and he gives you a D stun, right out of the bag, your toast spells or no spells.

Now to respond to sabosect who responded while i wrote the above.

And no, the point of having melee combat is not nessicarily to be effective at it. Melee combat can easily be used to keep yourself alive if someone gets in close.

Elementals ARE indeed great for that, untill someone manages to get in close and your fire elemental pops right near you, and cooks off your grenade rounds.

Furthermore, melee combat is not the only way to take care of a mage. Heck that mage up there in that heli copter a mile or two away with those binoculars, pops a spell, and you're toast, or heck even a lonely sniper, pop.

Oh as for the weapon specialists vs that team. Quite simple. The move by wire sammy? I created him before. Effective character, you can even make him excedingly effective in both ranged and closer, but he's not without his flaws. Neither is the rigger, and the decker, and most especialy the mage.

Mistake 1 tip the weapon specialists off that you're comin for em by having lonstar chase them. Well assuming that they all have to eat at somepoint, all the weapon specs have to do is sit back and wait. That sec grid isn't going to be up 24/7 with one rigger, and neither are those drones. Lonestar is not that hard to avoid in seatle. They all have to eat and sleep. Timing is key, but, play the cards right, do enough recon. I am more than confident that a team of dudes could take out the afore mentioned team.

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Sabosect
post Aug 18 2005, 11:16 PM
Post #132


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QUOTE
And no, the point of having melee combat is not nessicarily to be effective at it. Melee combat can easily be used to keep yourself alive if someone gets in close.


Typically, if you're not effective at it, you fail at that goal.

QUOTE
Elementals ARE indeed great for that, untill someone manages to get in close and your fire elemental pops right near you, and cooks off your grenade rounds.


That's why you don't use fire elementals for it.

QUOTE
Furthermore, melee combat is not the only way to take care of a mage. Heck that mage up there in that heli copter a mile or two away with those binoculars, pops a spell, and you're toast, or heck even a lonely sniper, pop.


That's why most of my mages and shamans have an invisibility spell.

QUOTE
Oh as for the weapon specialists vs that team. Quite simple. The move by wire sammy? I created him before. Effective character, you can even make him excedingly effective in both ranged and closer, but he's not without his flaws. Neither is the rigger, and the decker, and most especialy the mage.


Aye. That's why they work together.

QUOTE
Mistake 1 tip the weapon specialists off that you're comin for em by having lonstar chase them.


Not really. Lone Star will send as many units and as much firepower as they can. Assuming your specialists escape and come to attack, my group simply has the Star come to help them.

QUOTE
Well assuming that they all have to eat at somepoint, all the weapon specs have to do is sit back and wait. That sec grid isn't going to be up 24/7 with one rigger, and neither are those drones. Lonestar is not that hard to avoid in seatle. They all have to eat and sleep. Timing is key, but, play the cards right, do enough recon. I am more than confident that a team of dudes could take out the afore mentioned team.


Want to try a run to find out? I'll let you handle the weapons specialists, I'll handle the rest. And, I will make it a point to be fair. We'll have someone judge it just to be sure.
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Milo Simpkin
post Aug 19 2005, 12:00 AM
Post #133


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QUOTE (Sabosect)
The move by wire sammy? I created him before. Effective character, you can even make him excedingly effective in both ranged and closer, but he's not without his flaws.


Biggest flaw being he's basically moving so much slower than any other Speedster Sammie out there for more Essence cost and Nuyen ;)
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Blacken
post Aug 19 2005, 12:08 AM
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You forgot another flaw. He's dead in what...two weeks? :P
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Sabosect
post Aug 19 2005, 12:16 AM
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Week and a half.

What's funny is the sammy who is a demolitions expert and forgets to turn off the wired reflexes or move-by-wire before they attempt to disarm the bomb.
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Milo Simpkin
post Aug 19 2005, 12:20 AM
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No what would be funnier is the demolitions expert who _does_ turn off his move by wire before attempting to defuse the bomb. :)
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warrior_allanon
post Aug 19 2005, 12:23 AM
Post #137


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remind me to tell you guys about my groups game of hand grenade hot potato......note it was a live grenade and we won the game
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Blacken
post Aug 19 2005, 12:24 AM
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Hot potato with a grenade?

I've had characters with razor-edged hockey sticks as primary weapons for a very similar game. We called it Slapshot.
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warrior_allanon
post Aug 19 2005, 12:34 AM
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after the game i told the guys that i'm bringing a tennis raquet for the next mission but were off topic....will pm you my email to tell you about it
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Shadow_Prophet
post Aug 19 2005, 12:55 AM
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With a init of 12 + 2D6 the mbw'd sam is not all that slow. Futhermore speed is not nessicarily key. One would also not the bonus' to certain skills and the fact you're not twitchy like wireds, you're nice and smooth.

A note, I'm not sure you can turn mbw's off, I don't remember any text about being able to turn them on/off up or down. I'm prety sure they're always on keeping your body in a constant state of siezure hence why you accumulate stress points.
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apollo124
post Aug 19 2005, 05:28 AM
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I gotta say, looking at the Combat Mage, I don't know if I would trust a BTL chiphead, drugged up slot slinging lightning bolts around me. Like someone else said, they must have gotten rid of the penalty for magicians using stim patches. I also notice there is no power level listed for any of the spells, and he has a Force 5 Magical Lodge(for conjuring?), and a smartlinked gun.
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