Divine Virus
Mar 16 2006, 06:39 PM
Are mundane and uncybered people obsolete? Reading through the 4th ed rulebook it seems to me that if you aren't magic or loaded with cybernets and wetwear you might as well stay home (unless you are a troll). I would like to have seen in this eddition more oppertunities for regular (meta)humans in the team. CUrrently it seems to me that the only real options open to non-troll, mundane, no-ncybered metahumans are faces and other charisma based characters (and even then you NEED a commlink and some skill with it) or a walking wallet (and then you would need some really great reason why you wouldn't have cyberwear. Any thoughts on this or ways to avoid it?
Moon-Hawk
Mar 16 2006, 06:42 PM
Edge is supposed to be the solution to this.
Build a mundane, spend half your BP on attributes, max out edge and take Lucky, then spend the rest on skills and gear. (mostly skills, since no cyber or magic toys)
That's the idea, anyway.
Whether that actually works in play is a matter of much debate.
Brahm
Mar 16 2006, 06:46 PM
Combat is a very tough row to hoe.
But mundanes are somewhat more feasible than in SR3. I started up that thread to talk about what I was finding playing a mundane.
I find he's a lot of fun, but I'm sure that is no small function of the group I'm playing with. Hopefully I'll be able to play Slim this weekend. The GM is still recovering from an illness, but he thinks he'll be able to run a session Sat.
TinkerGnome
Mar 16 2006, 06:53 PM
Several party roles can be well filled by a non-cybered mundane. The number one area of disadvantage you'll face, though, is in dealing with your single initiative pass. Combat drugs can help out a whole lot in that regard, or you can just resign yourself to being a poorer combatant and stay out of it as best you can.
You'll do well as a face (provided there's no face adept competition) or as a hacker.
The thing to remember is that even if a cybered guy could have two more dice than you, two dice don't really do a whole lot. It's 2/3 of a hit.
SR4 definitely makes playing a non-cyber mundane much easier than SR3, but it's still not overly easy.
fool
Mar 16 2006, 06:56 PM
or any tech head really.... mechanic, firstaid, locksmith etc. Though of course, many of these would be helped by a little bioware
Azralon
Mar 16 2006, 07:15 PM
An unaugmented mundane loaded up with lots of skills and a hefty Edge score can get a bunch of stuff accomplished pretty handily. They'll also be able to get into places that vatjobs (and most mages) can't.
The good news is that's also one of the most efficient builds. You'll need to spend less karma in the long run because most of your BPs are already invested in your skills. Your earned nuyen can go directly into getting augmentations later.... with competent Negotiations (Bargaining) rolls you're actually spending less money than the full-price stuff in character generation.
So, chrome gods that walk directly out of chargen will consistently outperform you, but in the long run you'll actually pull ahead.
Rooks
Mar 16 2006, 07:23 PM
Yes there is a place for uncybered types, its called being a fixer/johnson
Brahm
Mar 16 2006, 07:27 PM
QUOTE (Azralon) |
So, chrome gods that walk directly out of chargen will consistently outperform you, but in the long run you'll actually pull ahead. |
Evetually you'll end up with implants of some sort to do that though. The nice thing I'm seeing is that I'm playing the character and I still have a choice of which path he is going to go down, depending on the implants he eventually buys.
Azralon
Mar 16 2006, 07:27 PM
Are you kidding? If anyone needs built-in sensor suites, cranial cyberdecks, and tailored pheromones... it's a fixer or Johnson.
Cain
Mar 16 2006, 07:46 PM
Shadowrun has really never favored the uncybered mundane human. SR4 is no exception in that regard. Sure, you can have a hefty Edge, but so can everyone else, and they'll keep their bonuses in their own areas. While a lack of cyber can get you into a lot of places, you can do the same thing with bioware or just headware. And with the skill caps, you won't actually be able to have many strong skills-- you'll just have a lot of midrange ones.
If you want a character who doesn't really excel at any particular thing, then the uncybered mundane will work perfectly. And while I haven't experimented with it yet, I'd assume that you'd have a lot more points availiable for contacts. A larger contact list can more than make up for the lack of tailored pheromones, adept powers, and the like. You should also be able to take a few more edges than other characters, especially mages or otaku.
Divine Virus
Mar 16 2006, 08:13 PM
I did consider out maxing out the Edge, and I still question weither or not it would balance. Also, buying the qualitity that gives you a level 7 skill could be usefull in balanceing, however I still feel that non-cybered mundanes are at a disadvantage. As for hackers and fixers and the like, they would definatly want inplanted commlinks and the like.
Geekkake
Mar 16 2006, 08:13 PM
An uncybered mundane is not going to be able to stand up, statswise, to cybered or magical (or both) characters. You'll have to rely on your own brainpower and outwit the folks who rely on their stats. Crazy, I know.
SL James
Mar 16 2006, 08:32 PM
Assuming the augmented character isn't even smarter.
Adarael
Mar 16 2006, 08:39 PM
The unaugmented and mundane, in the world of Shadowrun, should be obsolete.
MaxHunter
Mar 16 2006, 08:44 PM
But doable, I must add.
I played a mundane elf in SR3 (actually my only long term character as a player ) It was great fun and effective at what he did too.
Of course, by the time the campaign was over, the character was quite cybered and had traded jobs from "elf techie/weapon specialist" to "elven hitman".
All in all I believe it's quite doable in SR4, best for "real roleplaying" than for "munchking", though.
Cheers,
Max
edit: prepositions
Divine Virus
Mar 16 2006, 08:49 PM
QUOTE (Adarael) |
The unaugmented and mundane, in the world of Shadowrun, should be obsolete. |
Indeed, they should be obsolete. THe World isn't fair. But RPG characters are. There should be some more balance to the mundane unaugmented peoples.
As for actually having to use their wits... at any level of power wits should be all important. Players can minmax, and so can I, and on occasion I do as a player. However I do not think that having a powerful character is a reason to turn off my brain, or a reason not to have a great backstory, if I ever manipulate the rules as a player I am always sure to have both. In my expeirence if players are stupid minmaxers, outwit them and watch them drop like flies till they smarten up. If they are good RPers will a love of the overpowered characters, then rise up to meet them as a GM, and find ways to challange them.
I think I just started to open up a can of worms that I didn't mean to. My point is that just because a person chooses a hyperaugmented street-samuri doesn't mean that the player isn't tame cunning as well, a point that SL James made and that I am reiterating.
Cain
Mar 16 2006, 09:57 PM
QUOTE |
Indeed, they should be obsolete. THe World isn't fair. But RPG characters are. There should be some more balance to the mundane unaugmented peoples. |
Why? The whole *point* of the game is: "Where man meets magic and machine."
If you want to give uncybered mundanes an edge, lift the skill and attribute caps for them. Right now, they hurt the unaugmented characters a whole lot more.
kigmatzomat
Mar 16 2006, 10:20 PM
There are 2 routes for the non-cyber/non-mage/non-technomancer types: skillbunny (probably with social skills) or rigger/hacker.
I've got a skillbunny I want to play next opportunity I get.
He's focused on social infiltration (bland & 1st impression; you don't notice him until he speaks to you) with the skills to blend. He's got a basic knowledge of military and police procedures, a decent business background, and a wide (if shallow) stockpile of history and political knowledge skills along with a bit of chemistry/pharmacology and biotech so he can fake being a doctor/EMT/pharmacist. He speaks seven north american languages at a functional level (yay specialization:spoken) and has a decent social skillset. He's no ninja but he can be sneaky and survive in the wilderness. In combat he's okay but not spectacular with firearms or unarmed combat; he mainly relies on his pain tolerance 3 to keep on trucking while injured.
As a general rule he can throw 6-8 dice at most any test without Edge (Yes, he is a human with Edge:6) so he will succeed a lot if not spectacularly. The main thing is that he can get close to people. He's not so big to be worrisome and has no magic or cyber to trigger alarms. In our games we like to schmooze past the outer line of defense, rather than detonating it.
TinkerGnome
Mar 16 2006, 11:16 PM
QUOTE (Divine Virus) |
As for hackers and fixers and the like, they would definatly want inplanted commlinks and the like. |
Not really. With trodes and DNI equal now, the hacker is at a marginal disadvantage from implanting his link since that makes it harder to upgrade. You can sneak you link in places, but I don't think you really need to sneak it in.
Geekkake
Mar 16 2006, 11:27 PM
QUOTE (TinkerGnome) |
QUOTE (Divine Virus @ Mar 16 2006, 03:13 PM) | As for hackers and fixers and the like, they would definatly want inplanted commlinks and the like. |
Not really. With trodes and DNI equal now, the hacker is at a marginal disadvantage from implanting his link since that makes it harder to upgrade. You can sneak you link in places, but I don't think you really need to sneak it in.
|
Indeed. I'd imagine, from the corebook descriptions, that commlinks are more common than cellphones today. I can't imagine security stopping you anywhere for you cellphone. And I work in a really, really security-conscious office, where you can hardly bring anything with you into the place.
Zen Shooter01
Mar 16 2006, 11:42 PM
Somebody mentioned but I want to repeat that the unaugmented mundane will have more points for gear, safehouses, alternate identities, and contacts. Lose 60k nuyen worth of cyberware, gain a 6/6 contact.
Yes, edge can be a real monster advantage, too.
And don't forget more points for Qualities.
stevebugge
Mar 16 2006, 11:59 PM
I've played the no cyber, no magic, contact and resource character, and actually still do. While they are not as effective in a fight as the Physad or the Samurai or even the mage, when it comes to actually completing jobs they give you a huge amount of flexibility. The Uncybered Mundane with good social skills can simply go a lot of places without arousing suspicion, they can scout a corp facility on a perfectly legitimate pretext like applying for work. Airlines don't freak out when they try to check in. Restaurants don't look down their nose at them. And knowing a ton of people in all sorts of different lines of work can pay off big time. But when the bullets start to fly your instinct has to be duck and cover or make a run for it, not stand and fight, leave that to the pro's. In a lot of ways it is kind of like playing a fixer, but for your team it's like having a fixer you don't have to worry about a loyalty rating for. If you throw in a few technical or trade type skills you can become even more useful, the artisan skill is my next development area for this character, to go with his very high armorer skill. When the gun book comes out I hope to be able to make custom guns that are also works of art, should help make some more connections.
Geekkake
Mar 17 2006, 12:04 AM
That's what I like to see, stevebugge. Though, if the runners aren't ducking for cover when a fight breaks out regardless of their fighting prowess, they deserve every bullet that penetrates their fragile little forms.
SL James
Mar 17 2006, 01:32 AM
QUOTE (Rooks) |
Yes there is a place for uncybered types, its called being a fixer/johnson |
*cough* adepts with IA (social skills) + Kinesics *cough*
The Social Adept is my favorite type of adept, followed closely behind by the stealth adept.
Cain
Mar 17 2006, 03:11 AM
QUOTE |
The Uncybered Mundane with good social skills can simply go a lot of places without arousing suspicion, they can scout a corp facility on a perfectly legitimate pretext like applying for work. Airlines don't freak out when they try to check in. Restaurants don't look down their nose at them. |
You can get away with the same thing if you're only packing headware, and frequently bioware as well. Adepts, especially ones with Masking, can do the same. And with the skill caps, you can't have any more high skills than anyone else; an augmented Face can easily match you in base skill dice.
There's nothing an unaugmented person can do better than an augmented one; the only benefit is that you've got more BP. Unfortunately, with the skill caps, you can't use those BP to buy higher stats. The only unlimited area you can invest those points in is contacts-- which does count for a lot, but isn't something you'd want to rely on. You would make one heck of a fixer or Johnson, but not nearly as good of a runner.
QUOTE |
*cough* adepts with IA (social skills) + Kinesics *cough*
The Social Adept is my favorite type of adept, followed closely behind by the stealth adept. |
To be perfectly fair: an adept with Magic 5 has spent 45 points to gain his abilities. That's a heck of a lot to spend on contacts. Granted, he won't do as well with them individually; but he's got a lot more to pick from, and they'll probably have higher Loyalty ratings as well.
Glyph
Mar 17 2006, 03:35 AM
On the one hand, mundanes have an easier time in SR4 than they did in SR3. A high Edge Attribute makes them much more effective, and a lot of things like smartlinks and senseware are available in equally effective (or nearly so) cyber versions.
On the other hand, not getting magic or cyber is not worth it from a purely min-maxing perspective. The sammie or adept will, just like you, have 200 bp in Attributes and either one skill at 6 or two at 5. They might even have a decent Edge, too. The 45 points you have saved by not being an adept or sammie will generally translate into a bit of extra skills, non-cyber goodies, slightly higher Edge, and/or some extra contacts. These are all good things, but they generally won't be equal to the huge advantages that magic or cyber can give.
Overall, I think mundanes are just about right, as far as the power scale goes. You can make a mundane character who can contribute to a firefight, and who is a bit more versatile in some areas. They are outclassed by magic and cyberware. As I've said before, they should be.
The second-class status of mundanes touches on two of the main themes running through Shadowrun. Cyberware represents the temptation to trade in your humanity in exchange for capabilities that are more than human. If an unaugmented human can do the same things, then what's the point of cyberware? Magic, on the other hand, represents this wondrous, inexplicable ability that sets awakened characters apart from the mass of metahumanity, which feels a mix of fear, mistrust, and envy towards them. You take all of that away if magic is nothing special.
Divine Virus
Mar 17 2006, 04:15 AM
Good points on theme Glyph, that is somthing I previously had not grasped. Thank you. I now have some pondering to do.
SL James
Mar 17 2006, 04:40 AM
QUOTE (Cain) |
QUOTE | The Uncybered Mundane with good social skills can simply go a lot of places without arousing suspicion, they can scout a corp facility on a perfectly legitimate pretext like applying for work. Airlines don't freak out when they try to check in. Restaurants don't look down their nose at them. |
You can get away with the same thing if you're only packing headware, and frequently bioware as well. Adepts, especially ones with Masking, can do the same. And with the skill caps, you can't have any more high skills than anyone else; an augmented Face can easily match you in base skill dice.
There's nothing an unaugmented person can do better than an augmented one; the only benefit is that you've got more BP. Unfortunately, with the skill caps, you can't use those BP to buy higher stats. The only unlimited area you can invest those points in is contacts-- which does count for a lot, but isn't something you'd want to rely on. You would make one heck of a fixer or Johnson, but not nearly as good of a runner.
QUOTE | *cough* adepts with IA (social skills) + Kinesics *cough*
The Social Adept is my favorite type of adept, followed closely behind by the stealth adept. |
To be perfectly fair: an adept with Magic 5 has spent 45 points to gain his abilities. That's a heck of a lot to spend on contacts. Granted, he won't do as well with them individually; but he's got a lot more to pick from, and they'll probably have higher Loyalty ratings as well.
|
I believe in making contacts during game play. If I'm going to get fucked in the ass at chargen, the least I can do is not allow them to stick on the studded c-ck ring that are the 1:1 loyalty/connection BP costs for contacts set in SR4.
Besides, Magic 3 or 4 will do. I'll still be better than a mundane at making friends and influencing people because I also jacked up Influence Group to 5 and maybe got Aptitude (Etiquette).
But my point is that I see no reason why mundanes should not suck. They suck. That's why people get augmentations if they don't have magic (magic being Magic or being a technomancer).
Cain
Mar 17 2006, 07:13 AM
QUOTE |
On the one hand, mundanes have an easier time in SR4 than they did in SR3. A high Edge Attribute makes them much more effective, and a lot of things like smartlinks and senseware are available in equally effective (or nearly so) cyber versions. |
You can still have a high Edge as both cybered and magical characters. Just being human jacks you up by a point, and that costs nothing. It doesn't cost you as much as you might think.
QUOTE |
Besides, Magic 3 or 4 will do. I'll still be better than a mundane at making friends and influencing people because I also jacked up Influence Group to 5 and maybe got Aptitude (Etiquette). |
Out of curioisity, how did you get a group that high? I thought all groups were limited to 4 at chargen. Also, IIRC Aptitude: Ettiquette is rather pointless if you have the group, since it only allows you to buy the skill up to 7, not the entire group. Aptitudes only help you if you have the skill at 6 to begin with.
QUOTE |
But my point is that I see no reason why mundanes should not suck. They suck. That's why people get augmentations if they don't have magic (magic being Magic or being a technomancer). |
Oh, I agree. That's the whole point of augmentations-- to make yourself into something better than average.
Thanee
Mar 17 2006, 09:12 AM
QUOTE (Divine Virus @ Mar 16 2006, 07:39 PM) |
Are mundane and uncybered people obsolete? |
I actually think that this is the first edition of shadowrun, where you can seriously consider going uncybered mundane and still not be completely outmatched.
Of course, cyber and magic does have a lot of advantages, but you can get along quite well without that stuff, too.
Bye
Thanee
Grinder
Mar 17 2006, 10:08 AM
QUOTE (Cain) |
And with the skill caps, you can't have any more high skills than anyone else |
One could throw away skills caps...
mfb
Mar 17 2006, 01:46 PM
why should uncybered mundanes not suck? i have yet to see a satisfactory explanation for this. the whole point of magic and cyber is that it makes you better than an unaugmented human. the "it's not fair" arugment doesn't fly, for the simple reason that the SR chargen system (even SR4) is open and classless. that means that i can sit down and make a scientist character who's spent most of his life in a biochemical lab. this character will have no social skills, no combat skills, no cyber except for maybe a jack, a smattering of technical skills, and lots of flaws that will make him useless in combat. if i submit this character to a game, i have no right to complain when the other characters outmatch him in every way--i've made a useless character! this isn't D&D, where i can take two levels in every base class and have a reasonably viable character.
Geekkake
Mar 17 2006, 03:45 PM
QUOTE (mfb) |
why should uncybered mundanes not suck? i have yet to see a satisfactory explanation for this. the whole point of magic and cyber is that it makes you better than an unaugmented human. the "it's not fair" arugment doesn't fly, for the simple reason that the SR chargen system (even SR4) is open and classless. that means that i can sit down and make a scientist character who's spent most of his life in a biochemical lab. this character will have no social skills, no combat skills, no cyber except for maybe a jack, a smattering of technical skills, and lots of flaws that will make him useless in combat. if i submit this character to a game, i have no right to complain when the other characters outmatch him in every way--i've made a useless character! this isn't D&D, where i can take two levels in every base class and have a reasonably viable character. |
This is basically correct, and was very eloquently put earlier in the thread, as well. If you're a numbers guy and you want a challenge, make an unaugmented mundane. If you're a hardcore roleplayer and you want a challenge, make an unaugmented mundane with no hands.
Azralon
Mar 17 2006, 03:47 PM
QUOTE (Geekkake) |
If you're a numbers guy and you want a challenge, make an unaugmented mundane. If you're a hardcore roleplayer and you want a challenge, make an unaugmented mundane with no hands. |
I vote that the above statement be considered the summation of this thread.
stevebugge
Mar 17 2006, 03:53 PM
The play style of your group will make a big difference in how useful the uncybered mundane is too. In a combat or action heavy group they will be pretty useless. Ditto a magic heavy campaign. If you do more social work or your games involve more puzzles and mysteries than combat then the uncybered mundane isn't at as big a disadvantage. Personally I make a lot of oddball characters for the challenge.
Brahm
Mar 17 2006, 04:04 PM
QUOTE (stevebugge @ Mar 17 2006, 10:53 AM) |
The play style of your group will make a big difference in how useful the uncybered mundane is too. In a combat or action heavy group they will be pretty useless. Ditto a magic heavy campaign. If you do more social work or your games involve more puzzles and mysteries than combat then the uncybered mundane isn't at as big a disadvantage. Personally I make a lot of oddball characters for the challenge. |
When I started playing Slim I had him explicitly vocalize that his goal was to have the team shoot less people. I knew that if the team went down the combat heavy route I'd probably have to have Slim move on.
So far we've only snuffed an entire shadowteam, wounded one guard, and killed another guard. I don't really count the shadowteam though because our job was to stop them by any means nessasary. Dead shadownrunners are usually less dangerous than live shadowrunners. The guard was regretable though. But we did put in an honest effort to avoid shooting them, so I'm pretty happy with that. It just didn't work out.
On the magic heavy part I intentionally gave Slim background knowledge on magic so he wouldn't be completely useless when the story took a bit of a magical turn. So far that has worked fairly well, he has actually had a couple of uses for that. Though I'm sure it is partially the GM playing into the fact that Slim can do that, it does allow the GM to play those parts up. Without it the team would just miss noticing some things in the world, or at least understanding them.
Kyoto Kid
Mar 17 2006, 05:37 PM
QUOTE (stevebugge) |
If you do more social work or your games involve more puzzles and mysteries than combat then the uncybered mundane isn't at as big a disadvantage. Personally I make a lot of oddball characters for the challenge. |
Same here...
Many of my characters have some interesting quirks that make them more fun to play.
My SR3 characters rarely had more than 2d of initiative
In SR4 they usually have 1 - 2 IPs (with the exception of KK4.1 who has 3, but she is a Blade & Athletic Adept).