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Fortune
Ah, mea culpa. Just trying to help. smile.gif
Critias
I find it hard to beleive this conversation is happening.

"No, really! 35 Power Points are creation is totally balanced!"
Fortune
The munched '12 Power Points at Chargen' is bad enough! biggrin.gif

Power Points do not equate to Force Points...even back in SR2. ohplease.gif
Bokujin
35 Power points to start with!?
Now I haven't actually done the math here, but that's like starting your characters off with 300+ Karma! Grade 29 Initiate!
I mean this in a purely constructively critical way, but how is that not insane??
Tanka
Well, depending on how the power level of the campaign is... In most of the physical games I play in, the Adept starts out shitty. Granted, he Initiates a few times and gets über, but that's unimportant.
DrJest
QUOTE (Fortune)
The munched '12 Power Points at Chargen' is bad enough! biggrin.gif

Power Points do not equate to Force Points...even back in SR2. ohplease.gif

Ah, but on a technicality they do, which is what gave us the idea in the first place.

2nd Ed SRC, p. 20, building points table. Physical Adept, cost in building points "15 (Force Points equal to Magic Rating)".

All right, it's very much a technicality, but it did give us the idea.

Incidentally, in the NSRCG you can buy additional Adept Power Points at 20 karma a pop - where does that source from, someone?
Tanka
Most likely SR3Comp, that or MitS.
Herald of Verjigorm
QUOTE (DrJest)
Incidentally, in the NSRCG you can buy additional Adept Power Points at 20 karma a pop - where does that source from, someone?

That's the rule stated in SR3 as filler for groups that don't have MitS.
mfb
well. as a filter for groups that were playing SR3 before MitS had been published.
Crimsondude 2.0
Or didn't use Initiation rules from either Grimoire.
Cain
QUOTE
Incidentally, in the NSRCG you can buy additional Adept Power Points at 20 karma a pop - where does that source from, someone?

BBB, p 168. Note that while it's not reccomended for use with Initiation, you could use both. They are still capped by their Magic rating, though. I've seen both in use, and while it's not unbalancing, it does give adepts quite an edge.
Voran
I used to make samurai type characters exclusively. First purely cyber monsters, then bio-borgs, then bio and cyber mixes, then when the whole thing of cyberzombies came out...I finally started losing interest in how much further I could go with loading tech into my characters.

I spent some time playing phys ads, and much like others have posted, I learned they may lack some power in the beginning, and that it is really easy to (in my opinion) get into the trap of burning precious points on boosting skills so you have higher rankings to start with, rather than spending your points on beneficial but not directly attrib/skill related stuff. (Enhanced senses, etc etc)

Nowadays I like trying to find a nice mix of a bioware-physad. Granted he'll have even less direct adept powers out of the gate because of bioware use, but with some wrangling, and initiation down the line, he shapes up quite nicely.
DarkShade
well, I stand corrected, sort of. I see that 35 points can be abused.

that said, there have been at least 3 physads created with this system in STARTING games I have played for a long time <2nd edition though, just started in 3rd..> and they have never been overwhelming in power <typically a little bit weaker than street sams but with the advantage of no easy to detect cyber/bio. very deadly in close combat if they ever managed to get there... in srun someone @ 50 m away will take you forever to reach!!!.. meaning you wont get there before getting killed.>
.. perhaps we were just lucky and had players who first create a concept and then build a character around that instead of creating chars based purely on what to roll.
also most of the `odd` abilities like mega stealth etc pretty much require the adept to go alone, no point having stealth 18 if you are walking next to a troll, is there? & since it takes just one anything that is astrally perceiving or a proper sensor/trap and your stealth 25 is irrelevant... never mind bad rolls..
imho the only thing that breaks the character a bit is if he were to take an über bow skill which nobody did in our group, but even that balances out <maybe> with all the problems you then get in a real srun as opposed to a hypothetical situation.. ie arrow supply, single shot, cover problems, <try to shoot a bow while keeping cover...> & the fact spent arrows could conceivably be traced back to you.
and I know a special bows with aim action=death.. *shrug* just about any decent weapon in SRun with aim actions =death. the whole point of srun is not absorbing blows it is about avoiding that situation..
The other advantage he has is having a lot of improved senses, everyone else can buy a sec helmet & build all that stuff in for about 25K if I remember corr. but natural is better & more portable..*shrug*
athletics is a decent skill but not tadaa.. in practice it makes you run a bit faster..
if you see astrally you get a +2 tn to just about everything you do, & astral critters still wipe the floor with ya <not in melee tho>
We did not use edges as we dont own src & from what I see around about albino gnome mages etc those seem a bit ... hmm... skewed smile.gif

phew.. long post. hope it makes some sense smile.gif any case thanx for the replies, but you left me wondering how you create a decent adept <not an uber specialist,> just using 6 points.. and not using odd geasa in order to get freebie points..<or idem with edges>.. and not using cyber/bio since those are supposed to be against what the character believes in, like mages..

DS
toturi
By the way, Stealth may be used to fool Astral Perception. It is Invis/Imp Invis that Astral Perception can break.

By the book, someone spotting the troll may not notice you even if you are walking right along side him. Do not forget that Stealth(Awareness) can be used as complementary to Perception. Usually the adept is very difficult to Surprise.
Grinder
QUOTE (toturi)
Do not forget that Stealth(Awareness) can be used as complementary to Perception.

Can you give me a source for this? smile.gif
Luke Hardison
QUOTE (SR3 @ p.96)
The Alertness specialization is best treated as a Complementary Skill for Perception Tests.  Characters may use this skill only when applicable to stealth in some way: spotting a trail, keeping someone they are tailing in sight, spotting a camouflaged person or item, recognizing that the waiter is really a disguised assassin, and so on.


There you go.
Kagetenshi
QUOTE (DarkShade)
no point having stealth 18 if you are walking next to a troll, is there?

That's why you stay some distance away from the Troll. There certainly is a point, though. Maybe they see him and fire, but meanwhile you close that 50 meters (which is a very long way for a fight, by the by) and start tearing it up. Most encounters I've found typically occur at short to medium pistol range, within easy range to close the distance to melee.

~J
Critias
QUOTE (DarkShade)

that said, there have been at least 3 physads created with this system in STARTING games I have played for a long time <2nd edition though, just started in 3rd..> and they have never been overwhelming in power

Do your players suck at making physads, or what? Care to post a "sample" of one of these many starting 36-power point characters?
Grinder
QUOTE (Luke Hardison)
There you go.

Thanks a lot smile.gif
I don't have my books at hand, but was curious to know where that rule came from.
TheScamp
QUOTE
Maybe they see him and fire, but meanwhile you close that 50 meters (which is a very long way for a fight, by the by) and start tearing it up.

Besides which, a starting adept could easily make that distance in slightly more than one combat round.
Eyeless Blond
QUOTE (TheScamp @ Oct 15 2004, 10:32 AM)
QUOTE
Maybe they see him and fire, but meanwhile you close that 50 meters (which is a very long way for a fight, by the by) and start tearing it up.

Besides which, a starting adept could easily make that distance in slightly more than one combat round.

And that's quite a distance besides. 50 meters is a little over 160 feet; in idiot American terms that's a little over half the length of a football field. Only very rarely will there be that much unobstructed distance between two combatants, especially indoors. I'd go as far as to say that even a quarter of that distance is unlikely. The only time I see combats starting at that distance is in an ambush, and with the adept's stealth it's more likely that he's ambushing them rather than the other way around.
Tanka
QUOTE (Eyeless Blond)
QUOTE (TheScamp @ Oct 15 2004, 10:32 AM)
QUOTE
Maybe they see him and fire, but meanwhile you close that 50 meters (which is a very long way for a fight, by the by) and start tearing it up.

Besides which, a starting adept could easily make that distance in slightly more than one combat round.

And that's quite a distance besides. 50 meters is a little over 160 feet; in idiot American terms that's a little over half the length of a football field. Only very rarely will there be that much unobstructed distance between two combatants, especially indoors. I'd go as far as to say that even a quarter of that distance is unlikely. The only time I see combats starting at that distance is in an ambush, and with the adept's stealth it's more likely that he's ambushing them rather than the other way around.

In which case he's probably right next to them anyway.
Eyeless Blond
Exactly. smile.gif
Tanka
However, the high Stealth does let him spot the Troll carrying a PAC hiding in the corner.

Not that it would be hard to spot, but, eh.
DarkShade
hmm.. we sort of assumed people glow when viewed astrally, from all the descriptions and the books.. more so the less cyber/etc they have, <more essence> and while walls and such obstruct astral sight, darkness doesnt, so that adept hiding in a dark corner becomes a glowing being standing in a corner in full view in a room... I really cant see how you would be able to hide..unless you could take a lot of cover.. but canon doesnt really go into it in great detail. *shrug*. it might have been an agreed houserule that nobody ever defined.

the hiding next to the troll.. well for all purposes, if someone sees a huge troll with a pac they will readily ignore the human walking next to it.. stealth or no stealth nyahnyah.gif
in any case, the point is if someone sees the troll they shoot, whether you shoot back or not you as a runner group have been discovered, huge stealth will then only mean they will shoot at the other team members *shrug* stealth is only really as good as the lowest score in the present team. oh and since military armor stealth is by canon allowed but not by gm`s at large you need relatively light armor, so if you go alone there is a risk factor way out there..

about the 50 m.. actually a lot of our encounters were outdoors. and distances are easily that or more outdoors..<parks, forests, parking lots, abandoned however even if they arent, enemies ALWAYS spread out during combat <risk of grenades, spells, etc..> so the adept runs to target a, kills him, then has to run to target b.. etc etc.. now the typical runner who likes to live to fight again always takes cover.. running while taking cover is kinda hard.. the fact that if you are the only one from the group without cover & running towards the baddies, EVERYONE will tend to shoot at you doesnt help either..
so after you have finished spending some time jumping from cover to cover, all the while hoping nobody delays an action & nails you when you finally get there you do need more than a 6 skill to kill your target, because you have one action to do that else you will be on the wrong end of `point blank`

somebody asked to post one of the chars.. I will see if I can still find them..
why do all my posts end up so long? nyahnyah.gif
DS
Kagetenshi
You don't have to bring the milspec Troll all the way in with you.

~J
Kremlin KOA
even then, you have quick 9 and Int at least 5 with 4 dice of initiave and + 6 or so reaction that's on average a 27 initiative I am assuming most opposition are not squads of street sams so squads of guards get initiative of 13 at best, if 2nd ed you sprint over (run check, anyone who says walk/run do not involve balance are morons) 12 athletics dice at tn2 gives total quickness 19 equivalent you make it over in the first action (57 meters) your second action is to have a close combat attack and kill guard (katana w/ 18 dice at tn 3 gives 12 successes, opponent gets 2 successes on 6 dice unarmed, and thus the three stage ups damage to D+4 (love that dikote) 12D+4 say vs 8 impact armor and 6 body and 10 combat pool are a deadly wound, so at that point the opponent is down and I can run 27m to some cover where the bad guys can't touch me... that is ignoring my 12 dice of stealth and bow abilities

third ed, I draw and shoot an arrow with 12 dice tn 4 6 successes giving 14D+1 at 8 impact armor ans 6 body and 6 combat pool to soak that is still a deadly wound... opponent still dies ten I move up to 9 meters to hide behind cover.

the adept is still unbelievably powerful, can I join your game as an adept?
Bane
Not to mention the "cover" you would get while running using 12 Athletics dice to dodge...

And yes, I am also anxious to see one of these 35 PP characters. I'm thinking about it, and I just don't see how they couldn't blow any Street Sam out of the water.
Critias
QUOTE (Bane)
I'm thinking about it, and I just don't see how they couldn't blow any Street Sam out of the water.

(emphasis mine)

Well, there are some street sammies who could hold their own against them. Just...well, not many I can think of at starting power levels, made rules-legal in terms of starting finances and availability. And none without some dice-rolling oddities. And without, say, three of them at once.

And...uhh, okay. Yeah. I guess that about covers it. It'd be a weird case where the sammie starts out weaker than the Adept, but with enough time, hard work, dedication, nuyen, and very selective cyberware and bioware upgrades (and meticulously spent karma to maximize the fewest combat skills required to try and tackle this uber-Adept)... I think it could, I dunno, maybe be hypothetically possible.

Maybe.
Eyeless Blond
QUOTE (DarkShade)
hmm.. we sort of assumed people glow when viewed astrally, from all the descriptions and the books.. more so the less cyber/etc they have, <more essence> and while walls and such obstruct astral sight, darkness doesnt, so that adept hiding in a dark corner becomes a glowing being standing in a corner in full view in a room... I really cant see how you would be able to hide..unless you could take a lot of cover.. but canon doesnt really go into it in great detail. *shrug*. it might have been an agreed houserule that nobody ever defined.

The way I always figured it was your astral presence, much like everything else in magic, tends to shift with intent. Normally you're unconcerned with being seen, so your life energy shows up clearly and easily on the astral. But, when you're trying to hide, you're no longer as easy to see on the Astral, same as on the physical. People who are particularly adept at hiding in the astral (maybe there should be a specialization for projecting mages?) would hide themselves in the bright aura of the Earth or in a similar light level.

Regardless, I just figure that mechanically it works the same as on the physical plane. That way it's simple and doesn't give the Awakened yet another advantage over the mundane; surely they don't need any more! nyahnyah.gif

QUOTE
about the 50 m.. actually a lot of our encounters were outdoors. and distances are easily that or more outdoors..<parks, forests, parking lots, abandoned  however even if they arent, enemies ALWAYS spread out during combat <risk of grenades, spells, etc..> so the adept runs to target a, kills him, then has to run to target b.. etc etc.. now the typical runner who likes to live to fight again always takes cover.. running while taking cover is kinda hard.. the fact that if you are the only one from the group without cover & running towards the baddies, EVERYONE will tend to shoot at you doesnt help either..
so after you have finished spending some time jumping from cover to cover, all the while hoping nobody delays an action & nails you when you finally get there you do need more than a 6 skill to kill your target, because you have one action to do that else you will be on the wrong end of `point blank`

Outdoors there is almost always a lot of cover, everywhere. You'd be surprised how much, really. In the cases where there isn't, well, that's when you run away and let the Sam take care of things. biggrin.gif Even then, though, you can still have the +2 Running modifier, and take the 8-12 Athletics dice that nearly all adepts have and use them to get 4-6 extra CP to dodge with every pass until you get in close.

All of this assumes, of course, that the guards are even looking for the adept. With his high Stealth and (most likely) ruthenium coating, the adept won't be nearly as visible or loud as the samie, who is drawing their fire.

As for someone delaying an action, I really don't think the guards are going to take the adept more seriously than the hail of bullets pinning them down from the sam. And once you're in melee range it's all over; in addition to wound penalties, the target can't make a ranged attack in melee without either suffering hefty penalties, or trying to move out of range and getting punked for his trouble. nyahnyah.gif
ES_Riddle
QUOTE (DarkShade)
.. and not using cyber/bio since those are supposed to be against what the character believes in, like mages..

There is no definite "belief" structure to the adept as a whole. An individual adept may refuse to use cyber or bioware, but she will probably soon be a dead adept. I think it would be difficult to build a good generalist 6 point adept with all of the restrictions your group puts on it, so maybe you should ask them to take a step back and take a look at exactly what they're doing.
Tanka
I'd really like to see where it says, canonically, magically active people shun cyberware from their bodies. In fact, I know this isn't true, as there are archetypes based around this.

First one that comes to mind: Burned Out Mage.
Ol' Scratch
QUOTE (tanka)
I'd really like to see where it says, canonically, magically active people shun cyberware from their bodies. In fact, I know this isn't true, as there are archetypes based around this.

There isn't. There's just as many people who believe in non-holistic types of magic as their are holistic types. All the stereotyping is just aimed at the holistic types. Frelling hippies.
Kanada Ten
QUOTE
First one that comes to mind: Burned Out Mage.

I'm sorry, did you just answer your own question?
Ol' Scratch
QUOTE (Kanada Ten @ Oct 18 2004, 05:16 PM)
QUOTE
First one that comes to mind: Burned Out Mage.

I'm sorry, did you just answer your own question?

Try any Lone Star mage. They all have an implanted cybernetic radio (at least in the Lone Star Sourcebook if memory serves). Then you have the complete and total lack of restriction on what implants a magician can take, other than that it affects their Magic Attribute (just like many other things do, not just implants). Then you have the rules for Geasa which, if mages were assumed to never get any implants or shun away from them, they wouldn't have gone out of their way to introduce rules that allow them to all but ignore their effects. Then there's Chaos mages who just love their toys. Then... etc., etc., etc.
toturi
Then there are those who believe in the Force and say, see Anakin had a cyber arm!
Kanada Ten
I'm not saying magicians will not get any cyberware, just that they will be less likely to do so than say a mundane, any mundane.

There is almost no cyberware that offer substantial gain to compensate for the requirement of geasa and that impacts essence in a minimal way. If it weren't for the crap modification to bioware magic reduction, that wouldn't be worth it in almost all cases either.
Ol' Scratch
QUOTE (Kanada Ten)
I'm not saying magicians will not get any cyberware, just that they will be less likely to do so than say a mundane, any mundane.

You mean like the Private Investigator archetype who doesn't have any whatsoever? smile.gif

QUOTE
There is almost no cyberware that offer substantial gain to compensate for the requirement of geasa and that impacts essence in a minimal way.  If it weren't for the crap modification to bioware magic reduction, that wouldn't be worth it in almost all cases either.

Optical Vision Magnification exists almost entirely for magicians. Guardian Angel hives are also well worth the investment for any character, including magicians. Datajacks, especially with Transducers, are much the same. Geasa also aren't really a big deal, and they quickly become a non-issue as the karma starts rolling in.
Kanada Ten
QUOTE
You mean like the Private Investigator archetype who doesn't have any whatsoever?

Exactly. Mages have less reason than the private eye to get cyberware.

QUOTE
Optical Vision Magnification exists almost entirely for magicians. Guardian Angel hives are also well worth the investment for any character, including magicians. Datajacks, especially with Transducers, are much the same.

All of which are available in external models as well.

QUOTE
Geasa also aren't really a big deal, and they quickly become a non-issue as the karma starts rolling in.

That doesn't sound like an in character thought process to me.
FlakJacket
Plus if they aren't that big of a deal then the GM isn't doing their job properly.
Eyeless Blond
QUOTE (Kanada Ten)
QUOTE
Geasa also aren't really a big deal, and they quickly become a non-issue as the karma starts rolling in.

That doesn't sound like an in character thought process to me.

Well, it certainly doesn't sound like a shamanistic thought process anyway. Hermatics I conceive would be more willing to implant cyberware anyway; they seem more the type to be analytical and sacrifice a small piece of their magic to implant cyberware instead.
Ol' Scratch
QUOTE (FlakJacket @ Oct 18 2004, 07:16 PM)
Plus if they aren't that big of a deal then the GM isn't doing their job properly.

Please. The incapacitation of a magician's magic due to the inability to fulfill one of their geasa is a rare event. The primary purpose of geasa is to add flavor to a character. I hate how so many people around here view them as annoyances and that if a GM isn't making a magician's life a living hell because he has a geas, they're doing a pathetic job.

Unless you regularly have all of the characters handcuffed, suddenly doing it because you have a mage with the Gesture geas is pure GM-assholishness. Unless you regularly have someone stealing everyone's necklaces then suddenly doing it because you have a mage with the Talisman geas... again, pure GM-assholishness. Ditto for just about every other geas in the book.
Kanada Ten
QUOTE
The primary purpose of geasa is to add flavor to a character.

...

[edit]

QUOTE
Unless you regularly have all of the characters handcuffed, suddenly doing it because you have a mage with the Gesture geas is pure GM-assholishness.

I require empty hands for gesturing. It also is a dead giveaway that the character is a magic user.

QUOTE
Unless you regularly have someone stealing everyone's necklaces then suddenly doing it because you have a mage with the Talisman geas...

Right, because your enemies never ever check up on you and ferret out your weaknesses.

QUOTE
Ditto for just about every other geas in the book.

Yeah, having to use magic while out eating dinner with you contact, or first thing in the morning, or trying to sing quietly enough for those insect spirits not to hear you... ect is all bastard GMing. And here I've been thinking the point of gaming was coming up with fun, challenging encounters and games. I must be an asshole.
toturi
QUOTE (Kanada Ten)
QUOTE
The primary purpose of geasa is to add flavor to a character.

...

I bet Dragons agree with that statement. Tasty!
Ol' Scratch
QUOTE (Kanada Ten)
Yeah, having to use magic while out eating dinner with you contact, or first thing in the morning, or trying to sing quietly enough for those insect spirits not to hear you... ect is all bastard GMing. And here I've been thinking the point of gaming was coming up with fun, challenging encounters and games. I must be an asshole.

No, those are reprecussions for specific, special situations that do not target anyone in particular and would occur with or without the geas' existance. I never said anything about that. However, the people around here assume that if you take a geas, a GM *MUST* make your life a living hell because a geas is supposed to be some magic Fuck The PC Over card for GMs. If you take a Talisman geas, for instance, they claim that it's the GM's duty to steal it from you at every possible opportunity and laugh at you for being a dumbass. That's the GM assholishness I was talking about.

If a Hermetic Druid takes a Talisman: Staff geas, he does not deserve to have that staff taken from him anymore than he normally would if he didn't have the geas. If a Native American Shaman with a Dancing geas, he does not deserve to have his feet throw into cement shoes anymore than he normally would without the geas. If a Hermetic Mage has a Talisman: Digital Spellbook geas, he does not deserve to have his pocket computer shot in a gunfight than he normally would without the geas. etc.

But around here, people seem to expect that to be the case and any GM who *doesn't* do that is being a pussy of a GM. Those geas exist to help add flavor to characters more than to truly limit them. Yes, they do have some limitations, and some have more than others. But it is NOT supposed to be a death sentence or a source of constant pain or weakness for the magician than anything else in the game.

But I don't know. Maybe I'm a shitty GM because I don't have to rely on scouring through character sheets trying to find weaknesses to exploit when I'm running a game in order to make it challenging or fun. What a crappy GM I must be.
Kanada Ten
Yeah, we both suck. Guess we should tell our players we quit and apologize for ruining their games all these years.

Sorry I overreacted to your comment.
toturi
QUOTE (Kanada Ten)
QUOTE
Unless you regularly have someone stealing everyone's necklaces then suddenly doing it because you have a mage with the Talisman geas...

Right, because your enemies never ever check up on you and ferret out your weaknesses.

Only if they get the necessary number of Successes and did not get any Successes on the Wrong Party Table. Or else the word gets back that someone is scoping them and is planning to throw a party.
Kanada Ten
QUOTE
Only if they get the necessary number of Successes and did not get any Successes on the Wrong Party Table. Or else the word gets back that someone is scoping them and is planning to throw a party.

rotfl.gif
ES_Riddle
QUOTE (Kanada Ten)
If it weren't for the crap modification to bioware magic reduction, that wouldn't be worth it in almost all cases either.

Trauma dampers are a mage's best friend. Assuming you are taking stun drain, then all you have to do is stage it down to L and the damper will make the rest go away. Synaptic accelerator is a good one also. 0.4 bio index gives you an extra d6 on initiative, so if you have reaction of 5 then you will go twice per combat turn about 2/3 of the time.

Even if you are playing pre-errata for some reason, these two things are still only .8 bio index, so your trade-off is minimal for the advantages you get.
Kanada Ten
QUOTE
Even if you are playing pre-errata for some reason, these two things are still only .8 bio index, so your trade-off is minimal for the advantages you get.

The value of the trauma dampener depends on the magic user in question, but it remains one of the exceptions to the almost all cases clause. Synaptic accelerator doesn't stack up against the increased reflexes spell and a sustaining focus to me.
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