Onyx
Jan 20 2008, 03:21 AM
I know that Critical Strike can be used with Killing hands making adepts all the more deadly, but what I am wondering if there are any rules that allow the use of Critical Strike with a weapon (specialized or bonded)?
Whipstitch
Jan 20 2008, 04:04 AM
Afraid not. It'd take a smarter man than I to balance out such a thing, really. Imagine an attuned and bound monowhip combined with critical strike; you could end up with strength 1 PCes cleaving through citymasters that way. Such a thing might set Hellsing fanboy hearts a flutter, but it could also give a lot of GMs fits. Then again, it's not like we don't already have Quick Draw powered Trollbows to contend with...
Fortune
Jan 20 2008, 07:29 AM
Technically, Critical Strike can be used with unarmed combat weapons, like Hardliner Gloves and Brass Knuckles (both of which I expect to see in Arsenal). I wouldn't allow its use in conjunction with technical unarmed weapons like Shock Gloves though.
Stahlseele
Jan 20 2008, 10:22 AM
so an attuned weapon focus in the form of a glove(if you can do that) would be pretty much usable to just grip into a citymaster or the body of whoever and rip out whatever? O.o
Fortune
Jan 20 2008, 11:04 AM
Just combine Critical Strike with Smashing Blow for all your barrier busting needs.
Fortune
Jan 20 2008, 11:06 AM
QUOTE (Stahlseele) |
so an attuned weapon focus ... |
You can only attune mundane objects in SR4. No Attuned Foci.
Stahlseele
Jan 20 2008, 11:14 AM
must have overread that x.x
or i'm getting things mixed up with 3rd
Fortune
Jan 20 2008, 11:17 AM
There was no such restriction in SR3, so that might be it.
Stahlseele
Jan 20 2008, 11:19 AM
GAAAH! ò,Ó . . it's getting increasingly irritating with that smiley <.< . .
and increasingly harder to keep appart 3rd(playing) and 4th(not playing) rules in my Head x.x
Fortune
Jan 20 2008, 11:24 AM
QUOTE (Stahlseele) |
GAAAH! ò,Ó . . it's getting increasingly irritating with that smiley <.< . . |
I actually edited it out while you were posting.

But just for you ...

QUOTE |
and increasingly harder to keep appart 3rd(playing) and 4th(not playing) rules in my Head x.x |
Tell me about it. I still have legacy rules from SR1 and SR2 swimming around in there somewhere.
Stahlseele
Jan 20 2008, 11:29 AM
Fortune-atly(<= yes, i know that it would have to be fortunately) i don't have THAT problem anymore *g* . . SR1 has been more or less 15 Years ago for me if i remember correctly and i completely jumped 2nd ed ^^
btw: curse you! both for that smiley and your ninja editing skills <.< . .
Ryu
Jan 20 2008, 11:31 AM
QUOTE (Stahlseele) |
GAAAH! ò,Ó . . it's getting increasingly irritating with that smiley <.< . . and increasingly harder to keep appart 3rd(playing) and 4th(not playing) rules in my Head x.x |
Come... to... us...!
Stahlseele
Jan 20 2008, 11:47 AM
Nuh!
Nevarr!
i'll most likely buy most of the SR4 stuff anyway because i'm a sucker for new toys and fluff, but i seriously abhor the SR4 rules . . the only thing i really like about SR4 is the new cyber-limb rules as of yet *g*
Whipstitch
Jan 20 2008, 06:10 PM
What's there to abhor about the current rules? Not much of it at all is really that messy and the magic rules are particularly good relative to previous editions. I mean, I guess I'm fairly firm about how I make rulings on Agents, grenades and long shot tests, but even those much maligned topics aren't nearly as big a problem as many make them out to be. The script kiddy thing for example is mostly a thematic issue, and honestly, even in SR3 hackers progressed through building uber decks more than skill gains.
Stahlseele
Jan 20 2008, 07:06 PM
you don't really want me to go in a rant over why i(and my whole gaming group) think SR4 sucks do you? o.o
Whipstitch
Jan 20 2008, 07:24 PM
I'm pretty sure I just asked. A lot of your other posts seem rather reactionary or based on knee jerk misinterpretations of the RAW, so I'm pretty curious, although it'd probably best to go with a PM or starting another thread to avoid further derailing.
Stahlseele
Jan 20 2008, 08:00 PM
ok, have it your way then . .
if anybody else wants to know why i personally think SR4 sucks (aside from the finally usefull rules for cyber limbs) i will add it here in spoiler tags too . .
mind you, this is strictly my own opinion, everybody is entitled to one of those and nobody has to agree with me on this . . but don't bother trying to argue with me about this please *g*
[ Spoiler ]
here's what i can think of off the top of my non existing hat . .
the rules may not actually BE all that bad . . but i damn well think and feel they are . .
to me those rules look like they were not all that thought trough . .
it looks to me as if they thought:"well, characters in 3rd started of with waayy too much power and too big dicepools and got modifiers to their targetnumber to boot! let's make that different, lets make target number fixed and instead have modifiers affect actual dice-ppols . . but let's try to keep the dicepools lower in the beginning . . oh, and let's add the attributes into those dicepools to make them have some sort of meaning . . oh and yeah, let's get even more attributes in there so they don't start out with high attributes and high dicepools . . oh and let's make the matrix wireless, because today there is Wireless LAN and it would not be realistic/futuristic(pick your favourite) if that wasn't there in the future . . and that way deckers and riggers can be combined into one . . and the decker has to leave his comfy couch at home to go in despite there being a wireless network than can be routed through comlinks and drones as a gateway . . ooh ooh! and let's make magic stronger! because you know even though earthdawn is now a big no-no . . the magic goes and comes in cycles so it will still get stronger from 3rd to 4th . . and let's limit ini-passes to 4 maximum ever! because we don't like those ultra-fast characters going through the game like nobodys business . ." and then there's the WAY they decided to have the transition from 3rd to 4th and the wireless matrix . . "ooh i know, we'll just declare a second matrix crash has happened! it worked once and they just did it in battletech to start fresh with Mechwarrior:dark age . . and of course nobody was smart enough after the first crash to actually make backups on a regular schedule in offline storage . . even though in SR4 it is commonplace that storage place is infinite which has to have happened some time before the crash . . and you know how we're going to pull this off? TERRORISTS! of course we're not going to make them arabic, let's instead have them be european, because the germans pissed us off again . . and let them have WMD's because we did not find them with Al Quaeda . . and you know what will be the bomb ever? they get nukes! nukes that in the whole history of shadowrun usually had an history of noit going boom beause of magic or something . . and let us have them actually enchant those bombs with magic! . . because everybody knows magitech and magical weapons and bombs are cool . . even though in shadowrun that is impossible. . and to top it off, let's get rid of some of the matrix power-horses because we need to level the field a bit . . yes! we will have an all out war between 2 or more AI's with their own otaku tribes each! . . and then there will be technomagics . . but not those stupid little otaku kids but new and improved who are their own WLAN-Router . . and let's have the population go ballistic and on a witch-hunt because of them again, because they are so much worse than usual deckers . . let's call them hackers by the way, because hackers are the bad people on the net who steal from our profits . . and after the big AI's are not so big any more . . let's have a whole slew of new AI's on the web, but let us call them something else and have them basically be something like those things from the neuromancer networks . . ooh ooh! and let us thrown in a pure luck attribute too . . karma is not cool because it sounds like one of those asian religious thingies . . and people can start with an 8 in that instead of having to earn it from playing because most people don't like to play long enough to get something like that . .
Fortune
Jan 20 2008, 08:39 PM
Uh huh.
Jhaiisiin
Jan 20 2008, 09:02 PM
Strangely, I agree with Stahl about one thing in particular. It seems to be a step backward instead of forward to suddenly adopt wireless. Being cyberneticly linked to a computer through a datajack was amazingly advanced. Doing the same through wi-fi (a signal that is VERY easily interrupted) seems like a dumb move. Maybe it's just me.
Beyond that, it's "to each their own" when I look at his other points.
Ryu
Jan 20 2008, 10:04 PM
The standard is and will be the AR. And you do not need DNI for that.
Kyoto Kid
Jan 20 2008, 10:12 PM
[Continued Derail][ Spoiler ]
...applause. That is one of the most concise summations I have seen on this board (much better than the diatribe going on in the hijack of the original
Game Level thread).
Yeah a lot of your points hit home for me as well. However, it goes deeper for me than the rules themselves.
About 2/3 the way into the first run of my
Rhapsody in Shadow campaign 4th ed was released. I had high hopes of submitting
RiS for publication when this occurred. I still finished the campaign but it seemed a hollow gesture. Everything I spent time writing after reading through the
London Sourcebook, Germany Sourcebook, Shadows of Europe, &
Shadows of Asia (Russia) suddenly seemed all for naught.
*Bang* it was now 2070. *Bang* Deckers and Riggers (a major facet of the campaign) were no longer unique. *Bang* the Matrix was now wireless and Cyberdecks now were dinosaurs just as mainframes are in RL today. Anyone, even a mage, could now get a top of the line commlink, programmes and agents. Beforehand, you had to be really good (and crafty) to own an Excalibur and be able to wield the dreaded Blackhammer. Prior to '64, runners were truly an "invisible" segment of the population. Credsticks were used as methods of payment & Fake IDs were only needed on a mission by mission basis. Following the crash, the Shadows (and I have said this before) no longer seemed like the shadows anymore.
The trouble was everyone I know seemed to flock to the new and abandon the old. Suddenly we were back to square one. None of the older supplements (save for a a couple of the total fluff ones maybe) were compatible because of the change to the mechanics. True the Core book was more comprehensive than earlier editions and I admire that, but there were a lot of things we had become so accustomed to which suddenly "disappeared". We've had to wait months, in some cases over a year, for the world to begin "fleshing out" again. Meanwhile that stack of SR3 books on my floor now looked more useful for propping up the coffee table that is missing a leg. (worth many times more than the coffee table they'd support). I shudder to think what is going on in the
D&D community with WotC announcing their 4th ed as that game has more supplements/sourcebooks, most of which hardbound and therefore a more expensive (my copy of the
Forgotten Realms core book listed for 49.95$)
It's not so much that the rules themselves are inherently bad (when kept in context of the new mechanic), it's more the total deviation that happened that made hundreds of dollars of material and hours upon hours of campaign development pretty much worthless that vexes me.
Yeah, I've been forced to succumb to pressure and pretty much realise If I want to keep playing SR I have to "cut the cord" so to say and join the "brave new post crash 2.0 world."
If there is any one facet I do not like in 4th, it is bringing in a "luck" factor that has such a sweeping effect. It's kind of like "Reset" on a videogame. In previous editions, you had one chance to keep a character alive when she faced certain death (and she had top burn all her Karma Pool and good karma to do so). Now she gets as many attempts to cheat death as she has Edge attribute, and she can buy that back with Karma. Even in D&D, you needed a lot to bring a character back from the dead whole and unscathed by the experience.
The one other thing that kind of irks me (and somewhat related to the OT) is how Adepts (my favourite next to Riggers) were crocked. For one, they were really not adjusted to fit the new scale (4 in the new = 6 in the old etc.). Few if any of the powers were adjusted accordingly in cost and a couple actually increased. Basically an Adept with an MA of 4 in 4th is pretty much the same as an adept with and MA of 4 in 3rd even though now she needs to spend a good chunk of BPs to even have an MA. Furthermore with the double whammy of having to both initiate
and increase MA to gain new powers, this makes Adepts progress at worse than a snail's pace unless every mission is a Karma haul. Meanwhile Mages have a number of other ways to improve their primary abilities outside of initiation, from Spirit assistance to Foci, to tweaking spells, to overcasting. So in a sense, an Adept is much more of a "Karma whore" than a mage.
...OK, now I feel better.
End of rant...
[/derail]
Fortune
Jan 20 2008, 10:20 PM
QUOTE (Kyoto Kid) |
Meanwhile Mages have a number of other ways to improve their primary abilities outside of initiation, from Spirit assistance to Foci, to tweaking spells, to overcasting. |
You left out the fact that Adepts can accept Gaesa to increase their Power Points.
Glyph
Jan 20 2008, 10:49 PM
overall, adepts actually do pretty well in SR4, although if you want to min-max them, you have to go about it differently than in SR3. Offensively, they have improved ability, weapon foci, and attunement for extra dice. Defensively, they have combat sense and mystic armor, and combat sense combined with counterstrike can give them even more offensive dice. Weapon foci and killing hands make them far more effective against spirits. Kinesics makes adepts hands-down the best faces, even if you don't stack it with cool resolve, improved ability, or tailored pheromes. They also have lots of powers oriented towards athletics and stealth, and lots of relatively cheap useful powers such as sustenance, nimble fingers, commanding voice, etc.
As always, they are better at specialist than generalist roles (which, given how SR4 rewards specialists in general, puts them in a good place).
The major changes are that initiative is more important, and that a point of Essense or two in bioware is a much more tempting prospect.
knasser
Jan 20 2008, 10:54 PM
Spoilered because everyone else is doing it...
[ Spoiler ]
QUOTE (kk) |
If there is any one facet I do not like in 4th, it is bringing in a "luck" factor that has such a sweeping effect. It's kind of like "Reset" on a videogame. In previous editions, you had one chance to keep a character alive when she faced certain death (and she had top burn all her Karma Pool and good karma to do so). Now she gets as many attempts to cheat death as she has Edge attribute, and she can buy that back with Karma. Even in D&D, you needed a lot to bring a character back from the dead whole and unscathed by the experience. |
I'm with you on that (and my heart bleeds for you and the devastation 4th edition wreaks on so much accumulated material). You might want to check out my [very short] list of house rules. I didn't like the introduction of "luck" into the game either and the best change I made was to start everyone on the minimum Edge for their race and tie them to a fixed progression. It has a very positive effect on the feel of the game. My house rules are
here.
Stahlseele
Jan 21 2008, 12:04 AM
yeah, i forgot to mention magical guys now being able to be almost as good at hacking as only the hacker should be . . but hey, you guys managed to rerail the thread *g*
Fortune
Jan 21 2008, 12:19 AM
QUOTE (knasser) |
Spoilered because everyone else is doing it... |
Well then, then least you could have done is spoiler it
properly.
Fortune
Jan 21 2008, 12:21 AM
QUOTE (Stahlseele) |
yeah, i forgot to mention magical guys now being able to be almost as good at hacking as only the hacker should be . . |
You can make a pretty decent Decker-Adept in SR3, using some of the Powers in SotA:'64.
Stahlseele
Jan 21 2008, 12:50 AM
you can? O.o
only if you allow improved ability for technical skills like decking or am i wrong there?
ElFenrir
Jan 21 2008, 01:04 AM
well, as far as i know in SR4(havn't played a hacker yet...played around with making one up), Adept Improved Ability works like a bloody charm with the non combat skills. Combat skills cost .5 points per level. Not terrible; but it'll cost you to toss on those three dice.
Improved Ability: Something Other Than Combat only cost .25 per die. Allowing a tech/face/whatnot adept to have stupidly high dice pools. Adepts these days work out even better as a non combatant. Sure, physads are still really good; but wow, those faces or techies.
and yeah, im sort of on the(ok, i AM on), the SR3 wagon as well. I like 4 and play it, but there are many things(touched on by a couple folks already) that im not too fond of.
Cardul
Jan 21 2008, 11:07 AM
Honestly, I think that Improved Ability is kind of a waste of power points. Attribute Boost, though, while short lived and causing a drain resist, is over-all better. If you have a magic of 4, and 2 ranks of Agility Boost, you will, on average, get 4 round(not initiative passes..rounds) of the boost, so, if say you need to switch from hand to hand to melee for some reason, or need to pull out your back up pistol, you have 2 extra dice to ALL of those.
However, I do agree, it would have been nice if they had lowered the Increased Reflexes so that it was 1 PP or even 1.5 PP per level. It is rediculously easy for Sammie to have higher initiative then it is for an Adept. Heck, I often wonder if that ability would stack with Synaptic Booster(in fact..one would almost rather go Synaptic Booster for 1 Essence and magic and 32 BP then use the Increase Reflexes ability)
Stahlseele
Jan 21 2008, 11:34 AM
as far as i remember the point of adept reflexes and bio reflexes stacking has been errataed as no once . . of course, i could be wrong . .
Kyoto Kid
Jan 21 2008, 04:26 PM
QUOTE (knasser) |
Spoilered because everyone else is doing it...
[ Spoiler ] |
...sweet
@Fortune: True, but Geasa also have negative effects that Foci don't.
@knasser: Our group has adopted your houserule for Edge and basing it on Karma earned instead of being able to just buy it up.
@Glyph: The only thing, based on the cost to purchase MA at chargen, an adept usually ends up with an MA of 5. The "rescaling" of the overall power level has left the Adept pretty much in the dust and they have not benefited from a "downscaling" of their costs as other archetypes have. Mages only need to buy a spell once instead of relearning it for each force level they want to cast it at. Cyber has come down drastically in price. but Adept powers have remained the same.
On the subject of Kinesics, I think that power is just poorly written. Why was its cost reduced while most of the Physad powers weren't? As a GM I have found this power way too unbalancing in that it is cheaper (and therefore more "munchy" in my view) than if there was an Increase Attribute power for Charisma. Furthermore, unlike Improved Ability, Kinesics has no cap except MA and stacks with Improved Ability in Social Skills.
If Initiative is so bloody important, then adepts should get a break. It is far more cost effective for a mage to start with 3 IPs than an adept (sustaining Focus 3 vs. half one's power points). The whole concept of an Adept is supposed to be to develop one's power from within. Having to resort to artificial augmentations basically compromises the entire concept of being an adept in my book. You may as well just go the way of the chrome/wetware Sammy and save 45 - 70 BPs. I believe that my suggestion of having the power cost 1 PP per level and not having it add to the Reaction Attribute (as there are already the Boosted and Improved Attribute powers) is fair and I may implement this for my next campaign.
Whipstitch
Jan 21 2008, 05:11 PM
See, I disagree with that thematically and mechanically. I actually think that Adepts are sitting pretty this edition and would be bordering upon broken if their powers were lowered in costs because if you did that they'd be less reliant on 'ware when as it now stands essence is one of the few limiters on their power. The second you lower the costs the second I make an even better cybered adept.
Plus, I really like the lessened emphasis on Magic Doe Not Mix With Technology doctrine currently in Fourth and that Adepts need to choose carefully. From a thetmatic perspective, I rather like how every darned Awakened character no longer has to ascribe to the hippy purity of body drek to develop their talents. There's going to be a lot of competitive sorts like the guys in Gladio who likely look for any edge they can get their hands on and take it; for some people it's being the best at what you do that matters most. There's bound to be some characters who see their magical talent as a means to an end rather than the whole journey, but as long as they put in the work to keep improving it shouldn't matter what their mindset is.
Frankly, I cyber up everyone, even my Mages, and believe people who think "Sensitive System isn't a real drawback, munchkin!" are rather naive and misguided since it basically means the characters in question are for all intents and purposes swearing off Attention Coprocessors, Radar Sensors, Cybereyes, Encephalons, SkillWires and Expert systems for the rest of their lives.
Kyoto Kid
Jan 21 2008, 05:13 PM
...adepts should not be reliant on 'ware. What I'm saying is if you want to load up on augmentations, save yourself the BPs and build a mundane Sammy.
Whipstitch
Jan 21 2008, 05:16 PM
And if you want character classes who operate by clearly delineated philosophies and paths to power, go play that other game. In a very real sense the ability choose AND benefit from a wide set of abilities is closer to the core game designs than the magic/technology dichotomy.
Jhaiisiin
Jan 21 2008, 05:22 PM
Every character concept should stand on it's own. It shouldn't be required to pull from other aspects just to function appropriately. A Sammie shouldn't NEED magic to do his job. A Mage or Adept shouldn't NEED ware to do their jobs either. If the only way to make an Adept viable is the inclusion of 'ware, then the concept of the Adept is underpowered and unbalanced.
Whipstitch
Jan 21 2008, 05:24 PM
Adepts don't -need- 'ware to do their jobs unless they're taking on the pure combat monster role, so I consider that to be a bit of a straw man. You guys are treating character concepts as sancrosanct when that's just not so.
Kyoto Kid
Jan 21 2008, 05:31 PM
...all I'm basically saying is that Adepts did not keep pace with the other "archetypes" in the "downscaling" of the power levels from 3rd ed to 4th and this is one of the issues I have with 4th ed. So we go back to 1st ed costs for improved reflexes which was 1 -2 -3 and take away the increase to Reaction. It wasn't unbalancing then and it certainly wouldn't be unbalancing now especially since most Characters will not be coming in with a 6 MA to save that last 25 BPs.
Yeah, I may be a little vehement on this as Adepts (like I mentioned) are one of my favourite archetypes.
Ravor
Jan 21 2008, 06:03 PM
Although I agree that whoever wrote up the Adept Rules didn't get the memo that "Four is the new Six" I strongly disagree that
anyone should be able to stand on their own without implants, Shadowrun is a
Cyberpunk game, hells, everyone Awakened or Sleeper should be required to trade little pieces of their souls in order to keep pace with technology.
And of course, they all need a pink mohawk in order to be in theme with the second half of the genre.
*Edit*Of course as a disclaimer, although I personally love Mages, Adepts have always rubbed me the wrong way for some reason.
Kyoto Kid
Jan 21 2008, 06:11 PM
...so, then why even bother having an Increased Reflexes power at all if it is supposedly more "cost effective" to do the same via augmentation?
Stahlseele
Jan 21 2008, 06:12 PM
'cause there are purists who think an adept should not have bio/cyber
Kyoto Kid
Jan 21 2008, 06:21 PM
...I know. But the way it sounds we are more of a minority here than Humans in Salem TT before the second crash.
Stahlseele
Jan 21 2008, 06:27 PM
whoa whoa there buddy!
don't count me in with that lot *g*
i ain't no adept/magic purity guy.
one reason i would see to make the adept reflexes more expansive compared to cyber? 'cause they are farking hard to notice! . . so somebody sees he's magic . . so what? there is no way ever to find out what kind of powers he has . . maybe all that is just improved abilities or mystical armor or something . .
Kyoto Kid
Jan 21 2008, 06:48 PM
...sorry, didn't mean to include any one in particular, 'we' was used in the more generic sense of the term.
Also one wouldn't know necessarily if a person was augmented with bio either unless they assensed them or had a dedicated bio scanner as wetware doesn't show up on a MAD scan either.
I believe also that enough hits on an assensing test would reveal the nature of the powers unless the Adept was an initiate and was masking.
Whipstitch
Jan 21 2008, 07:12 PM
I guess I'm just fine with the idea that meat does some things better than magic and vice versa.
Stahlseele
Jan 21 2008, 08:18 PM
especially since the advent of augmentation . . i still gleefully point out that the mundane version of traceless step and gliding is better than the adept version *g*
Fortune
Jan 21 2008, 08:34 PM
QUOTE (Kyoto Kid) |
@Fortune: True, but Geasa also have negative effects that Foci don't. |
That is immaterial to the matter at hand. You were discussing abilities and options open to adepts as opposed to mages. I was merely helping you out with one little adept option you happened to omit.
Fortune
Jan 21 2008, 08:36 PM
QUOTE (Whipstitch) |
Frankly, I cyber up everyone, even my Mages, and believe people who think "Sensitive System isn't a real drawback, munchkin!" are rather naive and misguided since it basically means the characters in question are for all intents and purposes swearing off Attention Coprocessors, Radar Sensors, Cybereyes, Encephalons, SkillWires and Expert systems for the rest of their lives. |
Hear, hear!
Fortinbras
Jan 21 2008, 08:57 PM
QUOTE (Onyx) |
I know that Critical Strike can be used with Killing hands making adepts all the more deadly, but what I am wondering if there are any rules that allow the use of Critical Strike with a weapon (specialized or bonded)? |
I think that's a GM call, but I don't see why critical strike would apply to one form of melee combat and not another.
That being said, you a bordering closely on the +4 Keen Vaporal sword of Shadowrun. Don't be THAT guy. Nobody likes that guy.
In terms of the age old argument between old system and new, I once had a GM in another game who hated the 2nd and 3rd editions of the game so much he would penalize players xp if he found they brought anything other than first editions in their bags.
That's taking it too extremes, but the argument became less about being more comfortable with one set of rules than another, but about picking a side and defending it like the Alamo.
I have my likes and dislikes about all Shadowrun editions, but at the end of the day the rules system is just a means to and end. They are imaginary numbers to help bring a world to life, so as long as that world is being lived and enjoyed, does it really matter which set of imaginary numbers you are using?
ElFenrir
Jan 21 2008, 09:02 PM
Slightly long musing going on, and im forgetting the spoiler tags for now.

Adepts(especially classic Physads; but techies and socialites, after they came around in the previous editions count to this too), did change a bit over the time, as we've been saying. Now, i always really liked adepts(and mages, and shamans, and even mystic adepts...and meat people, too...im not picky), but the creation process seems a little skewed toward adding bits of cyber more nowadays than it did.
Looking at it from a purely numerical standpoint; the old school Physad i usually saw placing resources rather far down on the Priority list(or in the Companion BP system, usually being happy with the 5 BP/20,000, occationaly splurging higher but not often); relying much more heavily on raw Attributes and Skills, taking them much higher up. It wasn't uncommon to see a Physad with Priority A Attributes; the 5's flat down the line(of course, tweaked to 6's in Quickness and Intelligence; the 4's went to Charisma and Willpower, with a nice 5 each in Body and Strength...unless they opted for the Massive Combat Pool and jacked Willpower up too, but you know), and priority C Skills(24/34 depending on SR2 or 3). They had 6 points; but especially in SR2 those points got eaten to hell fast with the overinflated costs(they were at least somewhat fixed..ok, a LOT fixed...in SR3. Thank the gods they changed that utter ridiculousness of purchasing Reaction and Initative seperately.)
Anyhoo, whatever kind of unarmed/armed/throwing/whatnot Physad you made; it was rare, in my experience anyway(yours may be different), to see one take any sort of ware; even though one point of essence wasn't THAT bad. It did take away one or two whole powers, though...and since the stuff COST more essence...and cost alot more nuyen...it just wasn't worth it. Even with Geasa(which was probably the best way to nail the Reflexes...my old gaming buddy compared it to simply getting Alphaware Reflexes and i tended to agree), it was rare for an adept to muddy up his body. (Now, mages, on the other hand...especially Hermetics, ive seen get some implants quite often, then and now. The wonders of high Resources and a Power Focus to hold you over til that Initation. But that's a story for another thread.)
Anyhow, fast forward to SR4. Now, Attributes have a harsher cap. But the bar is lower, though...what used to be 5/6/5/4/6/4 in attributes, is now more like 4/4/4/3/3/4/3/3. (You can't get ''30'' attributes anymore. If you do a technical breakdown, it comes out to a maximum of about priority B, or 27 in the old system.) In addition, the Adept doesn't get a Geas bonus...AND must buy his Magic. (He also has the Edge score to worry about, depending. Though someone used to playing the old way and earning it over time, might well just leave it at the minimum and add to it later, like they did before.) On the bright side, powers are generally cheaper(except for those blasted Reflexes. Sure, Wired Reflexes are still Essence hogs but BOY are they much cheaper now. Adepts don't have that, though...so ive seen many just forgo them.
Then adepts realized(yeah, you all know this buy know, i know

) hey, bioware is pretty light on the Essence. Instead of paying 65 BP for Magic 6 and using up 2 points for Reflex 1, I can use those 25 points, get Synaptic Booster 1 with the nuyen(125,000 is 25 BP), have a magic 5...which gets dampened down to 4(if i recall, magic would return to 5 if they got the bioware removed..since bio wasn't permanently damaging to the system. Under the old system, anyway. I STILL dont know all the little nuances of SR4 yet.) Plus, he's got a little more of that Essence point to burn, with some nuyen, for some muscle augmentation and toner(so he doesn't need to buy those expensive attribute increases. Hell, even in the old system those added up.)
Hell, he'd still have enough essence to pick up that Reflex Recorder(skill), for a combat skill of choice. And then he can use his 4 points for whatever, with his attributes taken care of a bit more, and one skill with a bonus already, and his initative boosted.
Hell, some adepts might even buy up the magic of 6, and then forgo 20 points of their Attributes/other stuff to load some Resources to buy up other attributes for a full 2 points of essence. Remember, it costs 40 BPs to get Agility 5. It costs 40 BPs to get Agility 4(6) if you pick up a couple of levels of Muscle Toner with that last 10 BPs(and have another 20,000+ left to spend on Muscle Augmentation).
Erm, im not sure exactly what this turned into. I guess the entire thing was ''hmm...rather interesting how the physad changed over time''. Others might disagree numerically, but this is some stuff ive gathered over time.
I won't get too far into the Face adept; except to say that yes, there IS a benefit to picking up a couple of Tailored Pheremone levels.
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