QUOTE (Kerenshara @ Aug 30 2009, 03:58 PM)

I'll choose to respectfully disagree on the very last point. I think it's because there's a difference (in my own twisty brain, anyhow) between Munchkinism and Min-Maxing. A really GOOD Min-Maxer is going to look at KarmaGen and realize that in terms of utility and survivability, there's far more to be gained from a dozen skills at 2 which are secondary than defaulting on them or taking them at 1 just so they can raise that last point in their primary skill. Even using the "Hit Cap", 4 Skill is more than enough to max things out reasonably, and an extra two dice getting to 6 isn't worth what you can buy at the low end. A Munchkin is going to keep focused on their individual "tricks" and pump them to the last die, and to hell with the consequences for any kind of secondary capability or functionality outside their special region. The troll with the assault cannon is in the room with the rest of the party, and when asked to introduce himself, he says "I'm a troll. I kill shit." or if they're feeling expansive "I'm Thuggy the troll, and I kill shit good wit' my big gunz". KarmaGen (especially how our table handled it) really discourages that by making the "tricks" increasingly expensive to twink to the max at start. With BP, skills are easy to max out, and as long as you avoid racial max, the attributes are a flat cost too. In fact, BP DISCOURAGES lots of low skills by having flat prices - Why take three skills at 1 when you can pump one skill to 4? See where I am going on that? That is why I disagree with your last statement.
I think at that point, you just need to set the starting caps lower, instead of making it
impossible to be good at what you do and functional outside of that. And then crying "munchkin!" when someone gets that skill of 6 anyways. Shadowrunners tend to use their abilities offensively, so being good at your main schtick is usually a lot more important than being good in other areas.
I don't think the revised Karmagen rules will make it harder for the min-maxer to cover other areas. But characters will be more boring - they will be good at what they
need to be good at, and
just good enough at other essential areas. You will see a lot of sammies with influence group: 1, infiltration: 2, pilot ground vehicle/wheeled: 1/+2, and a lot less of people doing things like taking artisan/engraving for their armorer, or getting full-fledged secondary specialties. Everything else being equal, it seems to me that lowering points tends to
increase min-maxing, rather than discouraging it.