Shadowrun 4: Magic |
Shadowrun 4: Magic |
Aug 27 2005, 03:03 AM
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#201
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
Thanks, tisoz! The hard cap on skill seems particularly harsh when you consider all the possible bonuses you can get from magic and/or cyber/bioware, specialization and a bunch of other little things. I mean: a high natural skill that could actually compete with skills boosted by cyber/bio/magic/etc., that was magical! The possibility that... possibly... there was a tiny chance for a non-cybered, non-magical guy to compete with the monsters...
I mean: How world class are you at Unarmed Combat 7 if a significant percentage of physads will have 8+ due to improved abilities? Doesn't quite seem to me like: "Someone whose expertise outranks all others in all of known history." Hmmm... I recall reading somewhere that what determines who's the best is results. Skill rating is just a number. If you get your ass kicked all the time, then you're no melee master, for sure. I don't want to see martial artists "whose expertise outranks all others in all of known history" get their ass kicked on a regular basis by guys with a few levels of muscle toners. Oh! Well, I guess I'll see when I get my hands on the book. |
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Aug 27 2005, 03:56 AM
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#202
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Moving Target Group: Members Posts: 239 Joined: 21-August 05 Member No.: 7,586 |
can someone please make a list of all adept powers in SR4 core book..
thx! |
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Aug 27 2005, 07:32 AM
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#203
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Moving Target Group: Members Posts: 239 Joined: 21-August 05 Member No.: 7,586 |
oh, and while i am at it, can someone of those fortunate to have book, please give us an example, how an attack with a stunbolt works.
with targets resistance and all.... thx |
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Aug 27 2005, 02:24 PM
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#204
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Moving Target Group: Members Posts: 669 Joined: 25-May 03 Member No.: 4,634 |
Triggerz: I plan to house rule that cap on skills out of existence. On attributes is one thing (although I'm a fan of cyberware being able to surpass normal limitations), but skills I always felt should be infinate in growth.
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Aug 27 2005, 02:37 PM
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#205
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
I like lower skill levels in general as they will help keep down the number of dice rolled. (You roll six, and then another six, and then six again, and...) Rolling lots of dice can slow a game down considerably. But yeah, I think I might go with some kind of exponential cost for skills to keep skills above 6 extremely rare - but still possible. The hard cap can make too many guys with a few bonuses act way too cocky. If an adept knows there is a possibility that the old man over there might actually have a skill of, say, 10, then maybe he'll be a bit more carefull about who he chooses to bully.
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Aug 28 2005, 07:39 PM
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#206
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Moving Target Group: Members Posts: 129 Joined: 26-February 02 Member No.: 400 |
i was wondering about the Combat Sense adept power. Does it add dice for certain tests, or does it actually add to reaction, thereby being subject to the hard cap on attributes?
i imagine it's also limited to a number of levels equal to your magic rating, but is it also limited by your reaction attribute? |
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Aug 28 2005, 07:45 PM
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#207
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
A little from column A, a little from column B.
Combat Sense adds to Reaction only in Surprise test and when rolling Reaction to defend against attacks (i.e. Dodge test), melee or ranged or otherwise. The wording makes it seem like it's also subject to the attribute cap for Reaction (because it adds to Reaction), but you can buy levels up to your Magic Attribute for it (no other limitation). Remember, since there are usually penalties involved, extra dice above the Attribute cap are still useful. |
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Aug 28 2005, 09:29 PM
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#208
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
hyzmarca
Attunment metamagic? Is that in the SR4 BBB? From SOTA 2063 or 2064? If it's from the SR4 BBB, can anyone tell me what it does and how it works? |
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Aug 28 2005, 09:33 PM
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#209
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Attunement is from SOTA 2064. It allows you spend Karma to bond a mundane item to yourself, gaining a -1 TN bonus when using that particular item (but linking that item to you).
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Aug 29 2005, 01:09 AM
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#210
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Moving Target Group: Members Posts: 355 Joined: 23-August 05 Member No.: 7,590 |
Cool!
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Aug 29 2005, 04:51 AM
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#211
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Moving Target Group: Members Posts: 124 Joined: 7-February 05 Member No.: 7,063 |
This is from another thread:
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Aug 29 2005, 05:05 PM
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#212
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Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
We're torn. On the one hand we like the idea of diminishing returns; but on the other hand we don't want to say this far, and no further ... ever (without magic or 'ware). Attributes, yes to the hard cap (and we like it here): but not skills. Our compromise will be a soft cap taking into account both the SR4 hard cap (6) and the SR3 idea of linked attributes, usable for individual skills only. Each skill level over the attribute level will cost double. Additionally, every skill level over six will have +1 added to the multiplier. Thus: Improving an Active Skill by 1 (<= linked attribute, <= 6) - (New Rating) x 2 Karma Improving an Active Skill by 1 (> linked attribute, <= 6) - (New Rating) x 4 Karma Improving an Active Skill by 1 (> linked attribute, >6) - (New Rating) x (4 + [new level-6]) Karma |
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Aug 29 2005, 05:37 PM
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#213
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Incertum est quo loco te mors expectet; Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Keep in mind, diminishing returns isn't the same as NO returns. |
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Aug 29 2005, 06:22 PM
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#214
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Moving Target Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 |
I think we've diverged from topic, but in this instance.... We here also have tossed out the Skill Cap, but we are *NOT* going to sack the karma totals for skills greater than the rating of the attributes. We have not officially come up with the final number, but given that the cost for skills is already greater than it was in third edition, we'll either leave the costs as is or increased them to a x3 for ratings greater than attribute. |
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Aug 29 2005, 07:28 PM
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#215
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Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
True. I misworded. End pseudo thread hijack :) |
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Aug 31 2005, 08:04 PM
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#216
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Target Group: Members Posts: 15 Joined: 20-August 05 Member No.: 7,576 |
Does it take an action to use the adept power Attribute Boost? What kind of action? If it doesn't take an action, can it be used outside of the adepts action phase?
(Just got the pdf. Looks good!) - Magnus |
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Sep 1 2005, 10:07 AM
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#217
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Target Group: Members Posts: 40 Joined: 26-February 02 From: Pueblo Corporate Council Member No.: 1,644 |
Anyone notice any spells that fall into the old "why cast above force 1?" argument? In my quick read through I've noticed that Shapechange seems to. Are there any others?
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Sep 1 2005, 11:15 AM
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#218
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Mr. Johnson Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 |
Poltergeist is pretty similar, but the drain for it is pretty hideous anyway (Even at Force 1, you are going to have 3 boxes of Drain). Shapechange does have one effect that's linked to Force: Bonus Attribute points. That alone seems... unbalancing to cast even at low Force (considering it does the work of all 4 Physical Increase Attribute spells simultaneously). |
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Sep 1 2005, 04:43 PM
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#219
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Oh? Does this mean that Detection spells that obviously shouldn't be resisted (like Nightvision and Clairvoyance) are actually not resisted? Sweet. |
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Sep 4 2005, 07:54 PM
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#220
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Karma Police Group: Dumpshocked Posts: 1,358 Joined: 22-July 04 From: Gothenburg, SE Member No.: 6,505 |
Wow. I haven´t read every spell discription yet so this one I hadn´t seen. How can it be so badly written? There´s no way I can let any player have that spell as it stands. Hmm off the top of my head I figure a threshold equal to the difference in body. Same amount of hits as the threshold transforms player into a sub-par creature of -1 attributes, one net hit you get the stock attributes, and any hits above that is bonus. |
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Sep 5 2005, 01:24 AM
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#221
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Running Target Group: Members Posts: 1,133 Joined: 3-October 04 Member No.: 6,722 |
On that subject, is the Enhance Aim spell still floating around? If it doesn't have to be resisted, that would be very nice (although in all fairness we usually ignored that aspect anyway for ordinary "bit part" characters) |
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Sep 5 2005, 07:47 AM
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#222
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Moving Target Group: Members Posts: 104 Joined: 26-February 02 Member No.: 1,453 |
That's what Edge is for. |
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Sep 5 2005, 01:40 PM
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#223
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Target Group: Members Posts: 10 Joined: 26-February 02 From: New York Somewhere Member No.: 635 |
I'm not sure if anyones mentioned this but it is in the offical errata:
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Sep 9 2005, 05:16 AM
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#224
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Target Group: Members Posts: 70 Joined: 2-September 05 Member No.: 7,673 |
I assume because riposting has been removed from melee combat that the counter attack adept power has also not made a showing?
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Sep 9 2005, 06:48 AM
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#225
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Moving Target Group: Members Posts: 124 Joined: 7-February 05 Member No.: 7,063 |
Correct, Counter Attack is not in the core book. Here's a list from another thread:
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