ornot
Jan 10 2007, 12:04 AM
QUOTE (lorechaser) |
It's all a "big dumb troll like you" can do. It also creates some very interesting self-esteem issues, in my mind. And a giant troll with self-esteem issues is kinda funny.
"Why you not like Mongo? Mongo try hard be nice. Mongo not smell nice? Mongo use Toilet Water like you say to smell good, Mongo do hair, Mongo buy everyone rat pizza. But still, it 'Mongo. Go get shot. Mongo. Here come grenade, you jump on it.' Poor Mongo." |
Poor Mongo indeed! I could't read that without laughing.. Brilliant!
As for buying up magic after 'ware addition, I can scarcely understand why you'd want to. 'Ware is easiest to justify at character creation, so you'd need to sink enough points into magic to offset the 'ware you were planning on picking up. After that your essence is still limited to 6, so you can't add more 'ware indefinately. And without initiating your max magic rating is going to drop to 0 once your essence drops below 1.
Frankly if I was going to go through all the trouble of initiating I'd rather be able to have an enhanced magic cap (and presumably magic rating). Else you're cybered up, intiated up the whazoo street sam/mage is no more magically powerful than a starting mage can be. If you've got the karma to waste then fair enough, but if you've got that much karma why not be a kick ass magic 8 or 9 mage?
Banaticus
Jan 10 2007, 12:17 AM
What else does your average street sam spend the karma on? Sure, you can max out Body/Strength and your Ares Predator skill. But you have a hard essence cap. You can just keep on initiating.
The thing about adepts is that their magic attribute really doesn't matter. They don't have the strong correlation between a high magic attribute and high force spells that mages have. If an adept only really wants powers that cost two magic points, then he only needs two magic points.
Most street sams just care about nuyen so they can buy better grades of 'ware -- karma is nice but most really don't care. Being an adept street sam actually gives them goals that they can work towards and a reason to care about karma.
hyzmarca
Jan 10 2007, 12:24 AM
QUOTE (Banaticus) |
QUOTE (Catharz Godfoot @ Jan 8 2007, 05:27 PM) | You mean that education tells you that urine is a good idea when you have no access to sterile water? |
I said that an uneducated character would choose the "sterile" urine over the high-tech solution that's 10x bettter and which doesn't pack in possibly infected dirt into the wound (ignoring how difficult it's going to be to clean the wound later on). No to mention that, although urine itself might be sterile, that doesn't mean that the opening to the urethra is sterile. However, this character wouldn't know any of this, as he's uneducated and has spent no points in either First Aid or Medicine. So he'd be choosing the "natural" method over the high tech method that's far better.
|
By high tech solution you mean maggots, right?
ornot
Jan 10 2007, 12:59 AM
QUOTE (Banaticus) |
What else does your average street sam spend the karma on? Sure, you can max out Body/Strength and your Ares Predator skill. But you have a hard essence cap. You can just keep on initiating.
The thing about adepts is that their magic attribute really doesn't matter. They don't have the strong correlation between a high magic attribute and high force spells that mages have. If an adept only really wants powers that cost two magic points, then he only needs two magic points.
Most street sams just care about nuyen so they can buy better grades of 'ware -- karma is nice but most really don't care. Being an adept street sam actually gives them goals that they can work towards and a reason to care about karma. |
I can't help feeling that if you've gotten that much karma you're either earning it too quickly, or you've been playing the same character long enough that retirement might be in order.
I guess the GM could design a run that'll really stretch you, but by the time you're rolling 14 dice for every skill it's going to be a pretty bloody tough run.
I would also draw your attention to the last paragraph describing the adept quality.
Glyph
Jan 10 2007, 03:48 AM
Starting out with a cybered-up adept is not really that cost-effective. I mean, if you take 4 Essense points worth of 'ware, you have to buy a 5 magic to have 1 point of it left afterwards. So you are paying 45 points (adept quality and Magic of 5) in addition to the high resources that you needed in order to get the cyber in the first place.
If you are going to be an adept anyways, you will find that a few items are cheaper to get as 'ware (muscle toner, synaptic accelerator, synthcardium, some others), but most of the time adept powers are more effective. Mystic armor and combat sense are both pretty cheap to get, not to mention things like critical strike. Generally, your best bet, if optimizing a combat build, is to take one or two points of cyber or bio, and the rest in adept powers.
lorechaser
Jan 10 2007, 05:00 PM
QUOTE (Glyph) |
Starting out with a cybered-up adept is not really that cost-effective. I mean, if you take 4 Essense points worth of 'ware, you have to buy a 5 magic to have 1 point of it left afterwards. So you are paying 45 points (adept quality and Magic of 5) in addition to the high resources that you needed in order to get the cyber in the first place.
If you are going to be an adept anyways, you will find that a few items are cheaper to get as 'ware (muscle toner, synaptic accelerator, synthcardium, some others), but most of the time adept powers are more effective. Mystic armor and combat sense are both pretty cheap to get, not to mention things like critical strike. Generally, your best bet, if optimizing a combat build, is to take one or two points of cyber or bio, and the rest in adept powers. |
Agreed. The break points seems to be at 2 essence. Beyond that, and it's not worth being an Adept.
As for the convoluted method, consider this.
I have an Adept. He wants to eventually have 5 point of ware and 1 point of magic. For whatever reason, I started with 1 magic and no ware.
So, I'm in game, and now want to spend Karma.
Magic costs new rating * 3.
I can go to 2, to 3, to 4, to 5, to 6. That's 6+9+12+15+18 karma, or 60 karma. Then I buy 5 points of ware.
Or I can go to 2, and spend 6 karma. Then I can get 1 point of ware put in. Then I go to 2 again, and spend 6 karma. Then I get 1 point of ware put in. Rinse and repeat. 36 karma, versus 60. 24 karma difference is pretty significant. Granted, it's weird, and I can't pick up wired 3 with ware, but I wager I could wrangle it pretty well.
Moon-Hawk
Jan 10 2007, 05:34 PM
I will grant you that 24 karma is non-negligible, but it's hardly game-breaking either. And considering you survived as a 1-magic Adept for several sessions to accumulate all the money and cyber and karma, well, I'd say you've earned it.
ornot
Jan 10 2007, 05:59 PM
I'd also be inclined to suggest that a player doing that was not "intending to play as an adept" and would feel little or no remorse in having them lose their magic as a result.
lorechaser
Jan 10 2007, 07:57 PM
QUOTE (Moon-Hawk) |
I will grant you that 24 karma is non-negligible, but it's hardly game-breaking either. And considering you survived as a 1-magic Adept for several sessions to accumulate all the money and cyber and karma, well, I'd say you've earned it. |
Not really. You invested 1 magic point. That's 5 BP. And you got 1 magic point worth of skills - probably +2 to a gun skill. Which is 8 bp.
So you actually saved 3 bp.
Granted, it's not a great use of karma over all.
But the main point is that any ruling which encourages weirdness like this is a bad ruling, to me.
The other situation is someone playing a 400 point, 100 karma game. I'm fairly certain that you can use this ruling to abuse it as well. It won't be a huge gain - probably on the order of 8-10 karma or bps. But still, simply by saying "Oh, no, I bought things in *this* order, so I have more karma" is against what I see Shadowrun being about.
In d20? Sure. Par for the course. SR? Not so much.
Fortune
Jan 10 2007, 08:14 PM
QUOTE (ornot) |
I'd also be inclined to suggest that a player doing that was not "intending to play as an adept" and would feel little or no remorse in having them lose their magic as a result. |
Is there a 'right way' to play an Adept? One of the things I like about Shadowrun is the lack (or at least minimalization) of a character class system. I don't feel that players should be punished because they choose to play their characters outside the box.
Moon-Hawk
Jan 10 2007, 08:23 PM
QUOTE (lorechaser) |
QUOTE (Moon-Hawk @ Jan 10 2007, 11:34 AM) | I will grant you that 24 karma is non-negligible, but it's hardly game-breaking either. And considering you survived as a 1-magic Adept for several sessions to accumulate all the money and cyber and karma, well, I'd say you've earned it. |
Not really. You invested 1 magic point. That's 5 BP. And you got 1 magic point worth of skills - probably +2 to a gun skill. Which is 8 bp.
So you actually saved 3 bp.
Granted, it's not a great use of karma over all.
But the main point is that any ruling which encourages weirdness like this is a bad ruling, to me.
The other situation is someone playing a 400 point, 100 karma game. I'm fairly certain that you can use this ruling to abuse it as well. It won't be a huge gain - probably on the order of 8-10 karma or bps. But still, simply by saying "Oh, no, I bought things in *this* order, so I have more karma" is against what I see Shadowrun being about.
In d20? Sure. Par for the course. SR? Not so much.
|
Okay, so for your example. You now have a completely uncybered character who has two extra dice for one skill. (although really with a magic rating of 1 you can't have any power with a rating higher than 1, so it would have to be two skills each with one extra die, but that's not my point) The point is, while this character has saved 3BP, an uncybered character who's only magical ability is a couple extra skill dice is hardly a broken, munchy, overpowered character.
And if they ARE taking cyberware, then they're paying for magic points that they aren't benefiting from, so I'm not that worried about it.
For your example of the 400BP + 100karma game. It's a good point. I wouldn't want to make a player choose between making an "efficient" choice of character history vs. the background they really want. I'd give them the cheaper price, and let them describe their background however they wanted.
Similarly I'd let the Samurai make his character with all alphaware, but would allow him to describe having other ware that was upgraded or replaced completely in his background without expecting him to pay for it.
Basically, build the mechanics of your character as efficiently as you want. Then describe them however you want, fleshing out their history to make them into the person you really want them to be.
Maybe I'm wrong and this is actually a much bigger problem than I think it is, and if I find that it is becoming a problem in any of my games I'll gladly admit it. But so far? It just hasn't been a problem for me.
Banaticus
Jan 11 2007, 01:31 AM
QUOTE (Moon-Hawk) |
I wouldn't want to make a player choose between making an "efficient" choice of character history vs. the background they really want. |
Now that we've thoroughly hijacked this thread...
We still have that problem of "efficiency" in character creation. It was why BeCKS was created so many years ago. To buy a skill up in game, it costs more and more every time you raise it, it's a factorial difference (*2, *3, *4, *5, etc.). But the first point of a skill during character creation costs exactly the same amount as the fourth point of that skill during character creation.
Fortune
Jan 11 2007, 08:57 AM
QUOTE (Banaticus) |
We still have that problem of "efficiency" in character creation. It was why BeCKS was created so many years ago. To buy a skill up in game, it costs more and more every time you raise it, it's a factorial difference (*2, *3, *4, *5, etc.). But the first point of a skill during character creation costs exactly the same amount as the fourth point of that skill during character creation. |
You might be interested in
this thread.
Moon-Hawk
Jan 11 2007, 03:02 PM
QUOTE (Banaticus) |
QUOTE (Moon-Hawk @ Jan 10 2007, 12:23 PM) | I wouldn't want to make a player choose between making an "efficient" choice of character history vs. the background they really want. |
Now that we've thoroughly hijacked this thread... We still have that problem of "efficiency" in character creation. It was why BeCKS was created so many years ago. To buy a skill up in game, it costs more and more every time you raise it, it's a factorial difference (*2, *3, *4, *5, etc.). But the first point of a skill during character creation costs exactly the same amount as the fourth point of that skill during character creation.
|
That is true. And I've never really liked that disconnect between pre- and post-generation. So I completely agree with you that it's a bad thing, but I don't think it really has anything to do with cyberadepts in particular.
ornot
Jan 12 2007, 12:19 AM
QUOTE (Fortune) |
QUOTE (ornot @ Jan 11 2007, 04:59 AM) | I'd also be inclined to suggest that a player doing that was not "intending to play as an adept" and would feel little or no remorse in having them lose their magic as a result. |
Is there a 'right way' to play an Adept? One of the things I like about Shadowrun is the lack (or at least minimalization) of a character class system. I don't feel that players should be punished because they choose to play their characters outside the box.
|
I would suggest that magic requires a commitment to that magic by the magical character. It's not specified in the adept quality, but I feel that a character who takes the adept quality should also adopt a tradition or paradigm that they follow. I don't much care what it is, so long as they have one.
I personally feel that deliberately thrashing your magic rating with 'ware repeatedly is breaking that commitment to magic.
djinni
Jan 12 2007, 12:56 AM
QUOTE (ornot) |
I personally feel that deliberately thrashing your magic rating with 'ware repeatedly is breaking that commitment to magic. |
but that's assuming they wanted to be an adept in the first place.
it's not DnD, or Gurps.
WhiskeyMac
Jan 12 2007, 01:38 AM
I agree with ornot on the commitment to magic. It wouldn't make sense to find out that you're an adept and then just slowly put in 1 essence every time you got a new point of magic instead of making yourself a kick-ass adept instead. I think it's up to the particular GM but I fully endorse magic attribute caps for this specific reason. Abuse.
farlanghn
Jan 15 2007, 07:33 AM
Have you figured out what your Severe Allergy (Uncommon) is going to be yet?
lorechaser
Jan 15 2007, 04:00 PM
QUOTE (WhiskeyMac) |
I agree with ornot on the commitment to magic. It wouldn't make sense to find out that you're an adept and then just slowly put in 1 essence every time you got a new point of magic instead of making yourself a kick-ass adept instead. I think it's up to the particular GM but I fully endorse magic attribute caps for this specific reason. Abuse. |
>>>>>[Chummer, it's folks like you that keep mages in business, and voodoo in the streets. Magic's a tool, bub. Nothin' more, nothin' less. You keep babbling on about 'commitment to magic' and the 'special bond between a boy and his fetish' and it'll be elf poncers and corp-mages from here till the Seventh World. Once ya open yer eyes, and realize that all of us can benefit from a little Mana-infusion (with a mango topper), we'll finally get magic outta the mysterious forests, and in to the hands of the folks that need it.
Imagine it - yer dear ol' gran don't need Wired 3 and a Cerebral booster. But imagine if she could cast herself a couple of low level sustenance spells a day? Maybe a 'relieve aches n' pains' and then a levitate, for high stairs? Not to mention boostin' yer self just a touch above what everyone else has. I swear.]<<<<<
-The Chromed Hermetic (no relation) <03:03:03/09-03-72>
djinni
Jan 16 2007, 10:20 AM
QUOTE (farlanghn @ Jan 15 2007, 02:33 AM) |
Have you figured out what your Severe Allergy (Uncommon) is going to be yet? |
nothing really catches my eye the pregen character templates have "gold" as an allergy though that doesn't much make sense to me for a flaw, how often does one come in contact with it to justify 15 BP. but if I can't think of anything then I'll most likely take it.
I also haven't found anything that fits for those extra 20 BP in flaws.
toturi
Jan 16 2007, 03:12 PM
QUOTE (Banaticus) |
QUOTE (Moon-Hawk @ Jan 10 2007, 12:23 PM) | I wouldn't want to make a player choose between making an "efficient" choice of character history vs. the background they really want. |
Now that we've thoroughly hijacked this thread... We still have that problem of "efficiency" in character creation. It was why BeCKS was created so many years ago. To buy a skill up in game, it costs more and more every time you raise it, it's a factorial difference (*2, *3, *4, *5, etc.). But the first point of a skill during character creation costs exactly the same amount as the fourth point of that skill during character creation.
|
Karma and how it is gained is a function of "roleplay" and the interaction of the present character with the game world and game mechanics. To start off, you are born - what karma has been "gained" by the PC at birth? What roleplaying was done? So how did you get the karma to get "elf" or "troll"? Are you Awakened? How did you get the karma to "buy" your Awakening(while you Awaken at sometime in your life, whether you have the potential to do so is determined at birth unless your GM is allowing Awakened qualities to be bought with karma)? What's that you say? Karma was accumulated in your PC's previous life? Even if I did believe in karma and reincarnation, then let's go back to the time where the very first metahumans walked the earth, where did they get their karma?
A background that has to be stretched to fit everything in is difficult to roleplay well(the fact that RP karma is only given once and 1 measly point besides is another non-chargen matter). A background that is highly plausible is easier to roleplay. So yes, I think that there has to be different tracks for character creation and character improvement and the efficiencies that the interaction of the different methods generate.
Butterblume
Jan 16 2007, 05:45 PM
Just a random thought: Fanpro Germany's biggest baby, 'das Schwarze Auge', the Dark Eye, has progressive costs at chargen, so higher skills and attributes cost more. They still fumbled, because they use another mechanic at chargen as during the game.
Still, I was dissapointed that SR4 had that old static system.
I have said it before, SR4 needs official karma based char generation rules.
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