Telion
Apr 10 2008, 07:35 PM
The adept power improved ability gives dice for skills, is it canon to only grab those listed or are any active skills fair game?
nezumi
Apr 10 2008, 07:50 PM
Only those listed, so you can't get Improved Ability driving (at least not without GM approval). As a GM, I almost always approve, however, as it's lots of fun.
Fortune
Apr 10 2008, 07:53 PM
Improved B/R, Combat, Social and Vehicle Skills all cost .5 PP.
Improved Physical and Artistic (performance Knowledge) Skills cost .25 PP.
No Technical Skills allowed.
Edit: Improved Vehicle Skills are in SotA64, IIRC.
Telion
Apr 10 2008, 08:15 PM
Thanks guys, pretty much what I expected.
Stahlseele
Apr 10 2008, 08:26 PM
best part about improved ability in SR3 was the fact that skill 6, improved 6 and combat pool of 6 usable pretty much meant doing whatever the heck you were that frigging good at *g*
somehow, that ability still never once appeared in one single character i have seen in my gaming circle O.o
Telion
Apr 11 2008, 12:18 AM
yes, 18 dice to throw around is nice, but your forgetting to add centering into the equation.
centering for success's can add a couple more dice, or just lower your target #'s.
Chibu
Apr 11 2008, 12:23 AM
Reflex recorder can help too
And in my opinion, if the character wants to take +6 in something they can go for it, especially since it's better than having it for a combat skill...
I played a thowing adept who started with 6 + 6 + missile mastery for throwing knives, and i never felt the need to use combat pool... 12 is plenty. Well... I raised his skill to an 8 actually, but that's unrelated
Wounded Ronin
Apr 11 2008, 03:38 AM
It's all about Golgo 13ing it.
Stahlseele
Apr 11 2008, 09:37 AM
but if one can actualoly get to those 18 successes over time . . hell, even a STR1 human without anything else to help him could be pretty much instagibbing O.o
and this is compatible with killing hands which only costs 1 PPT at serious i think annd the distance strike power . .
gives hand of god a whole new meaning *g*
hand of budda ^^
Chibu
Apr 11 2008, 10:51 AM
In fact, Nightshade actually threw playing cards most of the time just becuase he could still one hit most people with them. 2L + successes
Of course, this didn't work with anyone wearing hardened armour.
And also my group has a house rule that we always use regarding damage that is similar the the Overdamage Optional Rule in Fields of Fire. Basically, every 2 successes over D counts as an extra "level" of damage and has to be reduced before reducing from D. So, rolling 14 dice, i'd usually get 8-10 successes (a little over average) so they would take 2D + a level or two. and if you have a body of 3 you still take D. It was pretty nice. That's why I didn't use combat pool.
Stahlseele
Apr 11 2008, 11:20 AM
wasn't the official ruling that every two successes above D upped your power-level by one?
that's what i meant with the STR1 Insta Gib with 18 Successes . . STR1, base Damage= 1l so 1 success = 1l, 2 successes means 1M, 4 Successes means 1S, 6 successes mean 1D . . that's still 12 Successes left, and 12/2=6 so 7D damage if someone with STR of 1 and nothing else to help him gets the 18 Successes . . now then there's things like bone-lace that up the power by some degree and then there is killing hands . . and of course, simply more strength . . if that human had a strength of 6 he'd be doing 12D Damage . . and yeah, it gets progressively silly with light pistols . . ok, so they don't get more power, but heck, you get shot with 18 successes even by a light pistol it means you're dead meat, if you ain't wearing hardened armor . . not to mention things like heavy pistols and rifles, or assault rifles or SMG's . .
nezumi
Apr 11 2008, 03:08 PM
That said, increasing dice generally is not as useful as decreasing the TN, especially at higher numbers. So an adept with 12 dice towards driving can't compare to a rigger with a VCR-3.
(Thanks Fortune, I had forgotten SotA64 had expanded the available skills.)
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