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kingenemy
Alright - I've been told over and over that I've made a terribly min-maxy character for sr3 - though I didn't see it. The charm of SR's earlier editions is in no small part found in one's ability to create a really top-notch superspy right out of the box. Now I only played in Missions so my respectably good character was hugely overkill. (He was a version of the Elf-Hitman, Skillwired up so that he basically got 10 dice in every skill - he was hugely playable in the roleplaying way - the superbland guy who just happens to be great at everything who has to constantly wonder about the validity and ethics of his actions - but again, Missions doesn't really allow for roleplaying, at least not in a nuanced long-build kinda way.)

But I'm told that my character is terrible and I'm terrible for making him. So I'm looking at SR4 and I see they've done away with a lot of the front loading of characters which is mechanically superior - right you have a place to go at least - but I can't tell if you're meant to make a guy who's adequate at three or four things - or one who's great at only one thing. I'm playing around. Physad-magicians are pretty good because stat-buffing magic is the best magic you'll ever cast once (maybe look into that - far better than cyber and better than physad powers because it goes to all the attributes and isn't limited - maybe erratta should cover it?) So that's first attempt - Lots of kinesics to make a face + a pile of utility spells and conjuring - so Face/Magical Support guy - this build gets me about 20 dice in 2 or 3 things.

The other way to go is physad-magician melee fighter. The stat-buffing is still a great (if potentially broken) option + you get killing hands and critical strike - so with a magicked up str and say 2.5 magic worth of critical strike you can punch a whole lot harder than a panther cannon hits. This is a fun way to go, but a little one trick pony for me - you get the death touch-ninja man and that's sort of all - what to do when there's no-one to fight/kill?

I thought of a hacker/rigger but right - why bother till the rules are actually written.

Finally I ended up with a variation of the first two characters - who's o.k. at chatting, o.k. at fighting and o.k. at magic and pretty good at summoning. Magic characters are the easiest to make and the mentor spirit writes a lot of personality right into the guy in the first place so there's that little crutch.

My question is - are these bad characters? the SR missions are rediculously simple. A single well built character can dismantle all of them - at least the SR3 ones - but maybe that's what everyone's on about. I don't get it - advise me!
Azralon
QUOTE (kingenemy @ Feb 28 2006, 02:46 PM)
My question is - are these bad characters?

There are no bad characters; there are only bad campaigns for certain characters.
Shrike30
The only time I ever feel something gets truly munched out is when a character starts picking up totally random abilities/cyber/magic/what-have-you to just squeeze that one last die into the one or two things he's good at, to the defecit of just about everything else.

As a GM, I try and make sure that my players are regularly getting into a wide variety of situations. Be it chasing people down the block, jumping across alleyways on rooftops, trying to creep past motion detectors, sweet-talking a nervous guard, or blending in at a party, there's something every character is good at, and something he's bad at. In my games, at least, characters who aren't well-rounded encounter some difficulties. This leaves the players free to "munch out" as much as they want, but that point of diminishing returns can hit you really hard if your elven ubergunbunny with Str 1 suddenly finds himself knocked off the back of a ferry into Elliott Bay, and has to swim to shore.
hobgoblin
QUOTE (Azralon)
QUOTE (kingenemy @ Feb 28 2006, 02:46 PM)
My question is - are these bad characters?

There are no bad characters; there are only bad campaigns for certain characters.

or to put it another way: there are no bad characters, only diffrent ways to play...
Rotbart van Dainig
QUOTE (kingenemy)
the SR missions are rediculously simple.

Interesting.
the_dunner
QUOTE (Rotbart van Dainig)
QUOTE (kingenemy @ Feb 28 2006, 08:46 PM)
the SR missions are rediculously simple.

Interesting.

I'd have a hard time believing that a single character could dismantle all of them under an unforgiving GM. "Lost and Found" (This one had an exceptionally high mortality rate.) and "Duplicity" come to mind as particularly challenging. However, if you did blast through these single handedly, I'd encourage you to venture over to the Missions forum and offer your feedback about the adventures.

Having said that, the first 5 adventures are quite easy. They're intended to be an introduction to Shadowrun. After that, all of the adventures have adjustable difficulties with many suggestions for ways that the GM can tweak scenarios to make them more challenging for more skilled players. If you've found them to easy, your GM may not be taking advantage of those options.
Glyph
SR4 has different mechanics, but characters can be just as powerful - it's just measured on a different scale. You still have the basic choices you had in SR3 - make a character who is ultra-powerful in one area at the expense of everything else, make a character who is very good at one or more specialties and adequate elsewhere, make a character who is well-rounded but not exceptional in any one way, or make a character who tries to do too much and is spread too thin.

Some builds in SR4 are more effective than others - an elven sammie with Agility of 8 and Reaction of 9, someone who got a skill at 6 with a specialization, etc. But SR3 was like that, too. You probably just know how to do an optimal build, that's all. Munchkins generally sacrifice too much to squeeze those last few dice in, while others often prefer generalists who don't stand out in one area as much.
Clyde
So far, SR4 doesn't seem to have as many "broken" areas of the rules as SR3 did. However, we haven't seen the sourcebooks, yet. Chipjack expertdrivers plus high rating skillwires allowed you to make a pretty sick character for general stuff while saving points for those all important combat skills, for example.

My test for munchkinism is if a character simply cannot fail at one or more tasks, especially combat areas. These guys strain the suspension of disbelief in the game for me, because shadowrunners are human and humans are fallible - it's hardly a dark, gritty world where you have a dude who never ever screws up.
Liper
you've never seen the gunslinger throw 16 dice and still critical glitch
Glyph
Even normal skillwires are pretty good in SR4, and they don't cost much Essense. A rating of 3 in SR4 is nice and solid, especially if you have a high Attribute to use with it.

I don't think even the mega-dice throwers are that broken. Between a fixed TN of 5 and thresholds, even the people who can sling 25-30 dice or so still won't automatically succeed at everything.
Cain
Actually, they haven't done away with the frontloading in SR$. In fact, Edge is worse than Karma Pool for front-loading. The more I read into the Edge mechanics, the more broken they look to me. It is impossible to kill a PC with an Edge of 1 or better. I can't help but think that some munchkins will treat it like lives in video games: "Oh, hell, I'll charge the machine gun nest, I've got two Edge left."

What they have done is made it impossible to have someone who's good at more than one thing. You cannot start with more than one skill at 6, period; so instead of having a character who's good at several different things, you've got to create a super-specialist. The game then goes on to reward overspecialization, and still leaves you enough for a bunch of midrange skills. The net result is that you can create a character that's *more* overpowered in one category than before, while not leaving him totally incomptetent in every other area.
Ryu
Those concepts seem to be ok. No problem.

IŽd advice against the close-combat-monster because that one will always be a one-trick-pony.

Munching is only bad if it has a negative impact on the game. If the other players complain because there is nothing left to do, you munched to much. If the GM can hardly challenge you in your choosen speciality, you munched to much. If everyone has her niche in the game and has obstacles to overcome, FINE!

If all missions are to easy, either you or the GM have to change.
Azralon
QUOTE (Cain)
Edge is worse than Karma Pool for front-loading.

Agreed, to a point. Karma Pool definitely made you wait before you had your apparent minor reality manipulation powers. With a possible 8 Edge straight out of chargen, the waiting period is a design choice.

However, note that 8 is as far as you can go. There's a hard cap, and it's an extremely expensive cap to reach. Prior to SR4, a double-digit Karma Pool was just a matter of time; in SR4 it's a matter of impossibility.

It's easy to minmax something in SR, point to it, and say "OMFGWTFBBQ that's so broken." Just realize when that declaration is made that there has been some sort of Build/Karma/Essence/Nuyen cost associated with that powerful ability. Usually that cost is extremely expensive, and it always detracts from the other capabilities of the character.

For example, starting with an Edge of 8 requires 0 BP (Human) + 20 BP (Lucky) + 75 (stat raise). That's 95 BP out of your starting 400 wrapped up in a single attribute. Provided you're spending your full 200 limit on physical and mental attributes, that leaves you with 105 for skills, gear, contacts, and whatnot. Doable, but you'll need to tighten up your belt.

Regarding the "Hand of God" rule: That requires you to permanently burn one point of Edge, right? That hurts someone with Edge 8 a lot more than anyone else. To recover that lost point will require 24 karma. So, nigh-immortal, maybe, but just like everything else there's an expense associated with it.

Cain
QUOTE
However, note that 8 is as far as you can go. There's a hard cap, and it's an extremely expensive cap to reach. Prior to SR4, a double-digit Karma Pool was just a matter of time; in SR4 it's a matter of impossibility.

Not if you were using the staggered-rate rules from the Companion, or if the players had to make a lot of Hooper-Nelson rolls. I've been playing Shadowrun since 1989, and I don't think I've ever seen a PC make it to double-digit Karma Pool without serious fudging.

QUOTE
For example, starting with an Edge of 8 requires 0 BP (Human) + 20 BP (Lucky) + 75 (stat raise). That's 95 BP out of your starting 400 wrapped up in a single attribute. Provided you're spending your full 200 limit on physical and mental attributes, that leaves you with 105 for skills, gear, contacts, and whatnot. Doable, but you'll need to tighten up your belt.

I was experimenting with two characters: an Edge 6 mage, and an edge 8 gun-fu samurai. Both turned out to be a lot more disgusting than any of the book archetypes *before* factoring in Edge. You can offset that "Lucky" cost by buying flaws, so you'll actually have 120 points left.

QUOTE
Regarding the "Hand of God" rule: That requires you to permanently burn one point of Edge, right? That hurts someone with Edge 8 a lot more than anyone else. To recover that lost point will require 24 karma. So, nigh-immortal, maybe, but just like everything else there's an expense associated with it.

But in the meanwhile, it removes any sense of threat from the game. Some players will treat it like a video game: "I just have to make it through the next few runs to get a new life". But you're right-- the problem isn't the Edge 8 characters, it's the Edge 1-3 characters, who can regain the lost point much more readily. Unfortunately, Edge 1-3 seems to be the most common ratings.
Brahm
QUOTE (Cain @ Mar 1 2006, 12:17 PM)
But in the meanwhile, it removes any sense of threat from the game.  Some players will treat it like a video game: "I just have to make it through the next few runs to get a new life".  But you're right-- the problem isn't the Edge 8 characters, it's the Edge 1-3 characters, who can regain the lost point much more readily.  Unfortunately, Edge 1-3 seems to be the most common ratings.

If by treating it like a video game you mean a hamhanded free-for-all shootup with no concern for their own safety, which isn't really even a great stategy with most video games, they will soon find their characters left in the dust by the rest of the team. Even replacing a point of Edge at 5 every 3rd or 4th run is likely to use up nearly all their karma, depending on the karma allocations. Meaning the character is will not improve, while the rest of the team steps up to bigger challenges. This will put the careless PC in even more of a bind as things get more dangerous.

If they are fubaring things they likely aren't even getting a steady flow of karma.

A single HoG doesn't nessasarily get your character straight out of a sticky situation by itself.
mfb
fear of not advancing as quickly isn't nearly as threatening to players as fear of character death, in most cases. i'll admit, i have known a few players who would rather let their character die and start over rather than continue play, if things don't go their way. they get really pissed when i don't give them any karma after chargen, on their new char.
Brahm
QUOTE (mfb @ Mar 1 2006, 12:54 PM)
fear of not advancing as quickly isn't nearly as threatening to players as fear of character death, in most cases.

It becomes quite possible they don't advance at all. If they pull a real bonehead move and get in deep enough that they use a couple back-to-back HoGs they are then moving backwards.

Sure they might be too daft initially to catch on, even if you out and out explicitly them. But eventually their character will get ground down and it will become all too obvious.
mfb
yes, but that's not nearly as threatening, to most players, as actual character death. if a character's going to pull bonehead moves, i as a GM would prefer they only get one or two chances--beyond that, threats related to what almost happened don't seem effective, to me, and their slowed advancement is just going to make me look like a bad guy.
Azralon
QUOTE (Cain)
QUOTE
However, note that 8 is as far as you can go. There's a hard cap, and it's an extremely expensive cap to reach. Prior to SR4, a double-digit Karma Pool was just a matter of time; in SR4 it's a matter of impossibility.

Not if you were using the staggered-rate rules from the Companion, or if the players had to make a lot of Hooper-Nelson rolls. I've been playing Shadowrun since 1989, and I don't think I've ever seen a PC make it to double-digit Karma Pool without serious fudging.

I've seen 300+ career karma in SR2. I've had 270-something, myself. That's after two years of the same character, nonstop. At that point the GM is no longer concerned with doing Physical damage to you; it's Karma Pool damage that needs to be done before anyone starts to get nervous.

That's why I like the new Edge mechanic. You have some latitude, but you still need to use it wisely.
Brahm
QUOTE (mfb @ Mar 1 2006, 01:20 PM)
yes, but that's not nearly as threatening, to most players, as actual character death. if a character's going to pull bonehead moves, i as a GM would prefer they only get one or two chances--beyond that, threats related to what almost happened don't seem effective, to me, and their slowed advancement is just going to make me look like a bad guy.

If what almost happened isn't an effective threat then why would dieing be a threat? Die and build another PC. You don't give him extra karma? So. If they really are playing that reckless then a new starting character will have higher stats than one that burned multiple HoG. smile.gif
mfb
Cain's saying that in his experience, such characters' karma pool is still in the single-digits, due to the karma pool damage you mentioned. that's not my experience, really; unfortunately, there's no guidance in SR3 on how GMs should deal with karma pool, so different games are going to have wildly different experiences with it. my primary character is just over 170 earned karma, and the only reason he doesn't have 17 karma pool is because he sunk 5 of it into his team karma pool (which he's dug into twice, all told). i'd like to think it's not because my various GMs haven't been putting him in dangerous enough situations, but "dangerous enough" varies from GM to GM.

i like the concept of the Edge mechanic. i have serious reservations about the execution of it.

edit: Brahm, in my experience, killing a character's PC--or, rather, allowing circumstances generated by the PC to kill them--has worked pretty well as an object lesson. it's the difference between your mom telling you not to stick a fork in the electrical socket, and actually doing it and experiencing the consequences. some kids stick a fork in an electrical socket. very few do it twice.
Azralon
QUOTE (Cain @ Mar 1 2006, 01:17 PM)
But you're right-- the problem isn't the Edge 8 characters, it's the Edge 1-3 characters, who can regain the lost point much more readily.

Actually, I didn't mean that at all. This is my position with regards to that:

Low Edge: More likely to get in serious trouble, cheaper to bounce back.
High Edge: Less likely to get in serious trouble, more expensive to bounce back.

A trade-off, but one that still makes the investment in a high Edge more desirable.

... To me, anyway. Someone who treats their characters as short-lived disposables (due to player and/or GM tendencies) will obviously get more bang for their buck playing an Edge 1 glass cannon. That's neither my style nor the style of my GMs to date, so Edge has value per my experience.

My sympathies to those who have endured otherwise. smile.gif
Zolhex
Um ok question how do you get an edge of 8?

max edge is 6 like all stats with lucky you get +1 for 7 being human (the way it reads to me is) you start with 2 instead of 1 edge. like elves start with 3 charisma but they still max at 6 at least at character generation unless the elf has exceptional attribute quality then it is 7.
Azralon
The Human Edge cap is 7. Lucky increases any character's Edge cap by 1. So, a Lucky Human caps Edge at 8.

(The writeup of the "Lucky" quality even uses an Edge:8 human as an example.)
Zolhex
that's the cap but unless I misread a post I thought someone was saying they were starting with 8 and the rules say 6 is max for chargen.
Azralon
The skill cap in chargen is 6, not the attribute cap.

You can't have more than one attribute at your racial maximum out of chargen. Humans have a racial max of 7 in Edge, and Lucky raises that racial max to an 8.
Magus
6 is the max for chargen then you factor in race positives so for a human a 6 trns into a 7 and with Lucky you can goto 8 at chargen. It is the exceptional attribute for Edge.
Zolhex
ok so question edge is an attribute right? so if your human your 6 goes to 7 lucky makes for 8 and then you can take the quality of exceptional attribute for 9?
Moon-Hawk
Exceptional Attribute only applies to the big 8, not to magic, resonance, essence, initiative, or edge.
Cain
QUOTE (Azralon)
The skill cap in chargen is 6, not the attribute cap.

You can't have more than one attribute at your racial maximum out of chargen. Humans have a racial max of 7 in Edge, and Lucky raises that racial max to an 8.

Actually, you can't have a normal attribute over the max. Edge, Magic, and Resonance aren't normal attributes-- they don't count against the 200-point cap, for example. Of course, there's nothing that allows a Magic or Resonance over 6; but you can have both Quickness and Edge at max.
Brahm
QUOTE (Casazil)
ok so question edge is an attribute right? so if your human your 6 goes to 7 lucky makes for 8 and then you can take the quality of exceptional attribute for 9?

No. Exception Attribute is only available for the the base 8 Mental and Physical Attritbutes. To be more clear being Human increases your Edge value AND cap by 1. Lucky only increases the cap by 1. You have to spend the extra BP or karma to lift it up to 7.
Azralon
QUOTE (Cain @ Mar 1 2006, 03:09 PM)
Actually, you can't have a normal attribute over the max.  Edge, Magic, and Resonance aren't normal attributes-- they don't count against the 200-point cap, for example.  Of course, there's nothing that allows a Magic or Resonance over 6; but you can have both Quickness and Edge at max.

True dat.
Brahm
QUOTE (Cain @ Mar 1 2006, 02:09 PM)
QUOTE (Azralon @ Mar 1 2006, 11:50 AM)
The skill cap in chargen is 6, not the attribute cap.

You can't have more than one attribute at your racial maximum out of chargen.  Humans have a racial max of 7 in Edge, and Lucky raises that racial max to an 8.

Actually, you can't have a normal attribute over the max. Edge, Magic, and Resonance aren't normal attributes-- they don't count against the 200-point cap, for example. Of course, there's nothing that allows a Magic or Resonance over 6; but you can have both Quickness and Edge at max.

Ya, the rules aren't particularly clear on this but the best reading seems to be that the one at maximum is only for the 8 Attributes.

EDIT However laying out the costs for taking two to maximum is damn pricey. With Lucky it would cost 85 BP just to max out Edge. Along with maximizing Quickness and 20 BP for Lucky that is 170 BP. 43% of your BP spent on just two Attributes? Ouch! frown.gif
Zolhex
actually initation allows for magic and resonance to go over 6 and while I am not sure I would think if you wanted to spend the build points you could initate at chargen yes?
Brahm
QUOTE (Casazil)
actually initation allows for magic and resonance to go over 6 and while I am not sure I would think if you wanted to spend the build points you could initate at chargen yes?

In the main book there is no BP cost given for Initiation, it is not part of standard character generation. The GM would have to allocate karma to the starting character as well, and you'd basically be past character generation at that point.
Azralon
You can't initiate in chargen. Brahm's method of post-chargen karma would be valid.
Shrike30
I'm pretty sure we'll see rules for Chargen-initiation in the next Magic book, but at the moment, they don't exist.
Brahm
QUOTE (mfb @ Mar 1 2006, 01:34 PM)
edit: Brahm, in my experience, killing a character's PC--or, rather, allowing circumstances generated by the PC to kill them--has worked pretty well as an object lesson. it's the difference between your mom telling you not to stick a fork in the electrical socket, and actually doing it and experiencing the consequences. some kids stick a fork in an electrical socket. very few do it twice.

So when it comes time to spend karma to bring their Edge from 3 back up to 5 they won't notice that their teammate was able raise their Magic from 5 to 6 and have nearly enough left over to Initiate? If he doesn't notice it with one other PC how about when he looks around the table and sees the other PCs doing similar things?

Maybe he'll be stupid enough that it will take him twice. Or maybe he'll first have to play without those 2 points of Edge for a bit for it to sink in. But only the daftest won't notice, and in the end it doesn't matter if he notices or not. Eventually the PC is going to end up dead because Edge isn't forever, and a HoG only delays death.
mfb
i'm not saying that method isn't eventually effective, Brahm. i'm saying it's not as effective, and is not effective as quickly.
emo samurai
Did they have chargen initiation in older editions?
Brahm
QUOTE (emo samurai @ Mar 1 2006, 02:53 PM)
Did they have chargen initiation in older editions?

In MitS, on GM approval, you could spend on Initiation the Spell Points you got for buying your spells. IIRC it allowed you to get as many as 3 Grades times depending on the Initiation options. It cost a lot though. A standard mage had to spend extra cash to get that many points, and you ended up with at most 1 spell known at Force 6.
Dissonance
Oh, boy! Exchange all of my money and nearly all of my spell points in order to get three extra points in a stat I can't even really use without the aforementioned goodies?

SIGN ME UP!

Seriously. Who wants to initiate in chargen? That's like getting deltaware before doing Food Fight.
Shrike30
Usually the first (and second, third, fourth...) thing a couple of my players do after rolling their magical characters up is initiate. If they had the option at chargen, they'd do it then, unless it was obviously more efficient to do it afterwards.
neko128
QUOTE (Shrike30)
Usually the first (and second, third, fourth...) thing a couple of my players do after rolling their magical characters up is initiate. If they had the option at chargen, they'd do it then, unless it was obviously more efficient to do it afterwards.

Yes, but isn't the "initiate first, last, and in the middle, to the expense of everything" mentality is less effective in SR4, due to it increasing the magic cap, but not actually increasing magic?
TinkerGnome
It made sense for some characters. Shamanics focused on conjuration for instance.
Brahm
The first Grade wasn't that bad at all, and two were doable without even spending anything on 25,000 nuyen.gif / Spell Points, although he had very little left for spells. It really came down to how important the metamagic you got was, and how many spells were important to the character. If your character was a conjuring aspected shaman, meaning no Spells, you not only had extra Spell Points but you likely couldn't afford all the foci to spend the Spell Points on binding. Without Initiating at least once you usually had lots of leftover Spell Points.
Shrike30
QUOTE (neko128)
Yes, but isn't the "initiate first, last, and in the middle, to the expense of everything" mentality is less effective in SR4, due to it increasing the magic cap, but not actually increasing magic?

Under SR4, they'd probably initiate, raise their magic, initiate again, raise it again... all the seperation in SR4 did in this case was delay the inevitable nyahnyah.gif

We've only had about 5 runs (I got a second printing book)... so far, the one at Magic 6 has just dug up enough to initiate, and the one at Magic 5 (to be efficient with build points during creation) has just upped his to 6.
Dissonance
I guess I'm weird in the fact that I'd like to have more spells. I could see how adepts could really benefit from multi-initiation, but as a mage or a shaman, I'd likely put off initiation once I get the one or two metamagic techniques I wanted.

Generally, Centering and Masking. I did have fun with the one guy who knew Tattooing, though.
mfb
in SR3, yeah. in SR4, it's a toss-up--cast the spells you know better (assuming you're also raising your magic score), or cast more spells?
Shrike30
I'm a *huge* fan of "Cast more spells." Trick is getting people to understand that there are useful things beyond Stunball, Powerbolt, Armor, Enhance Reflexes, and Heal.
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