QUOTE (Dr Funfrock @ Jan 7 2009, 06:38 PM)
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I have to agree with Peter on this one. Skillsofts are not horrendously broken, they're just extremely useful. A lot of things in Shadowrun are extremely useful. Get over it. In the end, the setting being described is a work of science fiction; we should expect to encounter ideas that seem kind of crazy to us. There's actually a bunch of stuff in Unwired going into how Skillwires have affected the workforce, the sense of dissaffection that comes from working on autopilot, the horrible problems with holding down a permanent job because they just hire another guy and slot the same soft in him, all this sort of stuff. It's a cool part of the setting, and it's very cyberpunk.
The fact is, yes, a PC who makes clever use of skillsofts can be an invaluable addition to the team; so write one up, give it a whirl. Try playing a Street Sam who isn't just a kill monster, but can actually be useful outside the fights. I mean how often do you suddenly find that the team is missing a vital skill for the plan they want to pull off? Now you have the guy who can do that job, in a pinch.
Just like you have the Mage who can probably get a spirit to do it, even if they don't have the spell they need. Or the Technomancer who can thread whatever softs they need on the fly. Or the Drone Rigger who can get his little toys to run infiltration, transport, fire support, close combat, cable taps and demolitions, field surgery, emergency repairs, and more besides. Or the Hacker who can throw together a few scripts for his agent to overcome that particularly tricky security setup. Or the Face who might not have the equipment that you need right now, but he sure as hell knows someone who does.
Being adaptable is a huge part of how Shadowrun works. An adaptable runner is a good runner. The guy who says "Oh, I only kill people. With shotguns. Can't use automatics or any of that shit."; he ain't gonna get hired much.
Signed.
Even though i recently tried to build a character who was a skillwire monkey owning every single INT- and LOG-based skill in the game (complete with neural stimulus nanites, cerebral booster, PusHeD, and so on), along with either commanding a sprite army or being a hacker adept (couldn't quite make my mind up on this).
The build somehow fell by the wayside (mostly because squeezing TM or adept in would have limited available ware too much to make it really work out), but it surely would have been possible to make a mundane who is a jack of all trades by using skillwires.
As well, i have pondered similar attempts with houngans (face, combat monster, skill monkey, summoner) and TMs (Mr. Knowitall tutor sprite telephone joker).
People always complain how SR4 rewards overspecialization and punishes the generalist, as well as some may have noticed that it is nigh impossible to take care of the not-always-essential skills in what is considered a viable build on this boards.
The fact that Street Magic and Unwired have made working jack-of-all-trade characters possible doesn't change this fundamental problem, but it does offer a limited fix.
I am aware that this is not the most positive thing one can say about a game system, but it's what the whole skill system boils down to.
In SR4, you can't be good at a lot of -mostly unspectacular- things without tons of karma that would make a karma sink like a mystic adept or TM happy.
With the abovementioned means, you can make a character who rocks in his core field and
is also good at a lot of mostly unspectacular things.
These means offer a kind of instant branching-out plugin for almost every character concept.
We may add it to the list of either high power or broken character concepts, depending on your reading, also depending on wether you think that a system should be completely balanced no matter how hard you try to push it.
Personally, i take a middle ground here, as a hypothetical completely balanced system has nothing to offer to me.
Rock/paper/scissors is a perfectly balanced game- would you want to play an entire campaign with that? When you play an RPG that is ruleswise all about character customization?
As well, i don't believe in systems that are supposed only when you, as a player, constantly restrict yourself on the options you may choose when building your character.
I want a system that i can actually use.
And that i can use roughly, without being afraid of breaking it.
But of course, i will build characters with the overall powerlevel of the group in mind, will try to complement the capabilities of the other characters instead of making them unnecassary and expect the GM to play rough enough that the challenge lies in acting cleverly, not having the highest DP so that an optimized character is a useful tool to apply one's ideas instead of a constant get out of jail free card.