Yerameyahu
Jun 19 2010, 04:04 AM
One of the really glaring problems is cyberlimbs; I think they should just be averaged like Attributes, which would entail a little numeric rejiggering. Anyway, I wouldn't mess around with 'how much of the FFBA is he wearing?'
Mäx
Jun 19 2010, 07:02 AM
I dont get people's problem with FFBA, yeh it allows you to get few points of extra ballistic armor, but that mostly comes at the cost of impact armor.
Thats why i ditched the FFBA on my Sasha i like her 12/12 armor better then something like 15/9, well okey also becouse FFBA doesnt work nicely with the rest of her get-up.
IMO they should just allow all armor to stack, so FFBA would just have the 1/2 for encubrance that makes it special, well they could also add that rule to few other forfitting armors.
Yerameyahu
Jun 19 2010, 07:04 AM
Tons of armor does stack.
Ragewind
Jun 19 2010, 07:24 AM
QUOTE (Mäx @ Jun 19 2010, 02:02 AM)

I dont get people's problem with FFBA
I second that
Sure you can be clever stacking tons of effects to gain a rather ridiculous armor value but in a nice down to earth game the added security FFBA allows the standard character is invaluable.
On another note (this is off the top of my head, which may be referencing a 3rd ed rule) but you can simply layer FFBA a few times (using its quirky rules) and then add on something useful like the PPP system to increase your Impact.
Something like...
Shirt 0/0
FFBA x4 (6/2)
24/8 (technically 12/4)
Add on some PPP items for a 0/5
and a Hard Hat for 0/2
comes out to 24/15
affects encumbrance like a 12/11
Dakka Dakka
Jun 19 2010, 07:32 AM
QUOTE (Yerameyahu @ Jun 19 2010, 09:04 AM)

Tons of armor does stack.
Which? AFAIK all that stacks are PPP, FFBA, helmets and shields
@Ragewind: Now you are being silly.
@Cyberlimbs: Let's not start that discussion again.
Ragewind
Jun 19 2010, 07:38 AM
QUOTE (Dakka Dakka @ Jun 19 2010, 02:32 AM)

Which? AFAIK all that stacks are PPP, FFBA, helmets and shields
@Ragewind: Now you are being silly.
@Cyberlimbs: Let's not start that discussion again.
Ur jus Jealous
General Pax
Jun 19 2010, 08:15 AM
Armor in the 15-25 range is easy to achieve by taking normal armor that any runner would use. But so what??? It doesnt help at all again stunbolts or fear powers or contact poisins or any number of other attacks. And using dumb things like stacking ffba to prove some point is silly anyway as no sane GM would allow it.
Ragewind
Jun 19 2010, 08:20 AM
QUOTE (General Pax @ Jun 19 2010, 03:15 AM)

Armor in the 15-25 range is easy to achieve by taking normal armor that any runner would use. But so what??? It doesnt help at all again stunbolts or fear powers or contact poisins or any number of other attacks. And using dumb things like stacking ffba to prove some point is silly anyway as no sane GM would allow it.
The reason why we are talking about armor is because this is a thread on armor. This is not about defenses against magic, if you want to talk about magic go start another thread.
PS: Not that this really matters but armor can easily defeat poisons with chemical seals.

PSS: Also if you want to create another thread I can show you how to become immune to Force 6 or lower indirect combat spells.
PSSS: Without Mana Static, Arcane Arrester, or Astral Hazing, but that (as I previously said) is a topic for another thread.
General Pax
Jun 19 2010, 08:24 AM
Uh I know what the thread is about. Just saying its dumb to do stupid things to prove some point that doesnt seem to be being made anyway and that no matter how dumb you get with it it still doesnt make you as invulnrible as you think it does. If you dont like that oh well
Ragewind
Jun 19 2010, 08:30 AM
QUOTE (General Pax @ Jun 19 2010, 03:24 AM)

Uh I know what the thread is about. Just saying its dumb to do stupid things to prove some point that doesnt seem to be being made anyway and that no matter how dumb you get with it it still doesnt make you as invulnrible as you think it does. If you dont like that oh well

AH, I'll stop feeding the Troll then.
----------------------------------------
A good use of FFBA is combining it with an Evo Hel suit, and some PPP items, this would allow the environmentally friendly Shadowrunner to have copious amounts of every single protection in the game. Without FFBA you would be down some Protections at high rating. Also FFBA is a nice way to get decent armor while not looking like a beefed up thug at a meet (as others have already pointed out). As a final I think the armor gives much needed options, and as any Shadowrunner would say plenty of options is never a bad thing.
Tymeaus Jalynsfein
Jun 19 2010, 03:40 PM
QUOTE (DrZaius @ Jun 18 2010, 01:04 PM)

I guess the part that sticks in my craw is the description of the 'armor vest' in the BBB:
"Armor Vest: Modern flexible-wrap vests are designed to be worn under regular clothing without displaying any bulk."
So, the core book already has armor that is hard to detect just by looking at a person wearing normal clothes. Meaning the only place for FFBA is to stack your armor and get higher dice pools. Just my opinion I suppose, but that's how it feels to me.
-DrZaius
Not everyone can wear an armored vest (Requires a Body of 4 if I remember correctly)... FFBA is wearable by everyone (
Body 1 Characters can wear the Half Suit with no penalty after all)...
EDIT: Changed Typo to Body instead of Strength... Thanks
Shinobi...
Keep the Faith
Yerameyahu
Jun 19 2010, 03:50 PM
Dakka Dakka, right, plus any other item besides Military Armor. That's tons.
Shinobi Killfist
Jun 19 2010, 03:53 PM
QUOTE (Tymeaus Jalynsfein @ Jun 19 2010, 11:40 AM)

Not everyone can wear an armored vest (Requires a Body of 4 if I remember correctly)... FFBA is wearable by everyone (Str 1 Characters can wear the Half Suit with no penalty after all)...
Keep the Faith
This is a nitpick body 1.
Anyways. He is probably right, the only reason it exists is too stack with other armor. For me the question is is the stacking armor just power creep or does it make the game more fun and balanced?
That kind of depends on the type of game you want to run, but for me it makes the game more fun and balanced.
Tymeaus Jalynsfein
Jun 19 2010, 03:56 PM
QUOTE (Shinobi Killfist @ Jun 19 2010, 09:53 AM)

This is a nitpick body 1.
Anyways. He is probably right, the only reason it exists is too stack with other armor. For me the question is is the stacking armor just power creep or does it make the game more fun and balanced?
That kind of depends on the type of game you want to run, but for me it makes the game more fun and balanced.
Thanks... Meant Body, but my mind had a Brain Fart for some reason... It happens, especially after a long night of Shadowrun...
I tend to use FFBA as an adjunct to the Well Dressed Look... If I wanted real high armor, I go for the obvious stuff, but when the character is out on the town just talking it up, he uses FFBA and a nice suit...
Keep the Faith
Grinder
Jun 19 2010, 05:16 PM
QUOTE (otakusensei @ Jun 18 2010, 08:59 PM)

My players tend to get that the opposition will be scaled to them. Unless they are trying to cross a Zero Zone, they aren't going to need to go to extremes on armor. If they do I'll scale up the opposition accordingly (the gangers just got some corp backing!) and you better hope that everyone conferred with each other about what you were wearing today. Players should be aware of their teammates, leaders should be able to tell the troll when he's being a dumb ass wearing his milspec Downtown.
The question if and how to scale the oppostion is an entirely other topic, but I guess that most GMs who have issues with FFBA think that it overpowers the player characters.
Brazilian_Shinobi
Jun 19 2010, 05:33 PM
If there is one thing I don't like about the armor encumbrance is that it uses BOD as the attribute to checkl the encumbrance instead of Strength. I mean, Body is already the attribute you are using to resist damage and in order to use better armor you need better Body? It is a win-win situation. With Strength, at least you force the gunbunnies to put at least 2 or 3 points in strength instead of using it as dumpstat.
Yerameyahu
Jun 19 2010, 06:47 PM
Mhm, I've heard that before. Seems fine to me, as a house rule.
DrZaius
Jun 19 2010, 07:23 PM
QUOTE (Grinder @ Jun 19 2010, 12:16 PM)

The question if and how to scale the oppostion is an entirely other topic, but I guess that most GMs who have issues with FFBA think that it overpowers the player characters.
I know personally it feels like part of the "Shadowrun Arms Race"; where the troll has 40 dice to resist body and the technomancer can "hack the Gibson". To me, runners (especially 400 BP ones) should be powerful, but not the biggest fish in the pond; having to out think the opposition instead of out-roll them is how I interpret the setting. YMMV.
-DrZaius
Grinder
Jun 19 2010, 09:06 PM
I tend to flesh out the opposition as realistic as possible - if a group of extremely well-armed and highly professional shadowrunners is going to shoot it out with a small gang that only controls two or three blocks, those gangers will be wiped out easily. No sense in giving them delta-grade cyberware, assault rifles and initiated mages just to increase their threat level and give the player characters a tough fight. Works the other way too: if ill-euqipped shadowrunners try to go after a SWAT team, they face extremely dangerous foes.
Saint Sithney
Jun 19 2010, 09:24 PM
QUOTE (Brazilian_Shinobi @ Jun 19 2010, 10:33 AM)

If there is one thing I don't like about the armor encumbrance is that it uses BOD as the attribute to checkl the encumbrance instead of Strength. I mean, Body is already the attribute you are using to resist damage and in order to use better armor you need better Body? It is a win-win situation. With Strength, at least you force the gunbunnies to put at least 2 or 3 points in strength instead of using it as dumpstat.
Well, there are strength-related encumbrance rules as well.
QUOTE
Carrying Capacity
Characters can lift and carry their Strength x 10 kilograms in weight
without any sort of test—this is your carrying capacity. Lifting and
carrying more calls for a Strength + Body Test. Each hit increases the
weight you can lift by another 10 kilograms.
Encumbrance
If a character overburdens herself with gear, she will suffer encumbrance
modifiers. For every 5 kilograms that you exceed your carrying
capacity, you suffer a –1 dice pool modifier to physical actions. A character
with Strength 3 (Carrying Capacity 30) that is trudging along
with 50 kilograms of equipment will suffer a –4 dice pool modifier.
So, an Armored jacket weights about 12 kilos, clothes and peripheral gear (incl sidearm) weigh around 5 kilos, full FFBA weighs around 8 kilos, and a fully-loaded Ares alpha weighs around 6 kilos. And, now the Gunbunny needs a Str of 3 just to walk around all geared up.
Sure, there's no exact rubric, but if you let your characters get away with having 1 str and carrying what's obviously a full kit, then it's on you.
Yerameyahu
Jun 19 2010, 09:50 PM
But… nothing in the game *has* weight stats, I thought.
Tyro
Jun 19 2010, 09:51 PM
QUOTE (Yerameyahu @ Jun 19 2010, 02:50 PM)

But… nothing in the game *has* weight stats, I thought.

Which is not the same as "nothing in the game has
weight".
Whipstitch
Jun 19 2010, 09:56 PM
QUOTE (Tymeaus Jalynsfein @ Jun 19 2010, 10:40 AM)

Not everyone can wear an armored vest (Requires a Body of 4 if I remember correctly)... FFBA is wearable by everyone (Body 1 Characters can wear the Half Suit with no penalty after all)...
Vest is a Ballistic 6, so a 3 is fine and 2 lets you wear it with just a 1 point penalty to Agility and Reaction. It's not actually a problem unless you're also trying to Palm gear to get it by completely undetected or are rolling for initiative.
Yerameyahu
Jun 19 2010, 10:03 PM
The problem, Tyro, is that it kinda *is* the same.
Brazilian_Shinobi
Jun 19 2010, 11:06 PM
QUOTE (Tyro @ Jun 19 2010, 06:51 PM)

Which is not the same as "nothing in the game has weight".
Not so much, because then the GM must start assing weight to each thing and players might start complaining that "X shouldn't be that heavy", it is the future, we might as well have super resilient-light polymers and stuff".
Tyro
Jun 19 2010, 11:08 PM
My point was that the GM can still say "that load is too heavy" without saying "that load weighs X, and you can only carry Y".
Yerameyahu
Jun 19 2010, 11:20 PM
Yeah, but that's the GM being arbitrary. No matter how well-intentioned, *not* doing that is exactly why we have the rules.
Jaid
Jun 19 2010, 11:25 PM
QUOTE (Yerameyahu @ Jun 19 2010, 07:20 PM)

Yeah, but that's the GM being arbitrary. No matter how well-intentioned, *not* doing that is exactly why we have the rules.
see, this kinda thinking just annoys me. if you want a mindless construct to run your games and blindly adhere to a set of rules, go play a CRPG. that's not what GM's are for.
Yerameyahu
Jun 19 2010, 11:30 PM
If I got annoyed, jumping to conclusions like that would do it.

SR4 is manifestly a rule-based RPG; it only follows that encumbrance is not intended to be the realm of the GM eyeballing it.
Obviously, the game already involves lots of GM calls, and that's fine. However, this is a discussion of encumbrance *rules*; in fact, there's a specific numeric rule about carrying gear. In that context, you can see how ballpark calls would be less fitting than an agreed-upon system for the players to use.
Saint Sithney
Jun 19 2010, 11:35 PM
If you're just talking about them having 2-3 points in strength for a front-line combatant, then it's really hard to argue a full kit of layered armor and weapons falls under 10-20 kilos.
Yerameyahu
Jun 19 2010, 11:39 PM
Depends on the armor and the weapons, there in the high-tech future.
The important thing is consistency, because players plan their characters, stats, and gear. They need to have a good idea of where the lines are to do that.
Ragewind
Jun 20 2010, 12:16 AM
QUOTE (Brazilian_Shinobi @ Jun 19 2010, 06:06 PM)

Not so much, because then the GM must start assing weight to each thing and players might start complaining that "X shouldn't be that heavy", it is the future, we might as well have super resilient-light polymers and stuff".
I agree I've never run a game to where I had to worry about weight. Only tim IMO a gm should worry about carried gear is when the players start carrying or dragging something obviously heavy or awkward. (I.e. A knocked out troll, or dual weilding gattling guns with 100 ammo drums)
Glyph
Jun 20 2010, 02:41 AM
Encumbrance really shouldn't come up that much. Even a Strength: 1 character has a carrying capacity of 10 kilos - that's about 22 pounds worth of gear that this person can tote around without suffering any penalties. I could see it coming up if a Strength: 1 person tried to wear military-grade armor and tote around an LMG on a gyromount, but normal armor and small arms would not be likely to encumber people.
Shinobi Killfist
Jun 20 2010, 04:27 AM
QUOTE (Brazilian_Shinobi @ Jun 19 2010, 01:33 PM)

If there is one thing I don't like about the armor encumbrance is that it uses BOD as the attribute to checkl the encumbrance instead of Strength. I mean, Body is already the attribute you are using to resist damage and in order to use better armor you need better Body? It is a win-win situation. With Strength, at least you force the gunbunnies to put at least 2 or 3 points in strength instead of using it as dumpstat.
I prefer it being body. You talk about the gunbunnies but who gets hurt the most by this are the deckers, mages etc. They have to have good mental stats for there jobs, they still need a decent reaction, body, and probably agility. By making it strength they also need a good strength as well. This would be fine if the game didn't come with the 200BP cap on attributes(I don't like it for things like this since 160 of those points only gets you to average) And to wear a simple armor jacket they would need a 4 strength or in other words be above average in a stat they wont ever use except for that one purpose. Body they get a use for outside fo the armor part so it is not as big of a hit. Gunbunnies have a decent reason to increase there strength anyways because with there agility and reactions they will already be combat monsters, being able to handle melee and thrown weapons broadens them out a bit. This ends up curb stomping the decker and tecnomancer in combat by making it even harder for them to wear armor and survive a shot.
Brazilian_Shinobi
Jun 20 2010, 04:42 AM
Deckers actually don't need attribute at all. They just need mad l33t 5kill2 and a good program. They could be idiots. TM's on the other hand, yeah I'll agree, but TM's already suffer enough as it is. Mages just need Willpower and another stat according to tradition, Magic/Resonance and Edge don't count on the 200 points limit anyway.
Mordinvan
Jun 20 2010, 05:17 AM
QUOTE (Xahn Borealis @ Jun 18 2010, 12:10 PM)

Especially with called shots.
Not sure if you've ever talked to anyone who's ever been in a fire fight, but all the one's I know have said they always aim for the torso when possible.
Shinobi Killfist
Jun 20 2010, 05:24 AM
QUOTE (Brazilian_Shinobi @ Jun 20 2010, 12:42 AM)

Deckers actually don't need attribute at all. They just need mad l33t 5kill2 and a good program. They could be idiots. TM's on the other hand, yeah I'll agree, but TM's already suffer enough as it is. Mages just need Willpower and another stat according to tradition, Magic/Resonance and Edge don't count on the 200 points limit anyway.
Am I missing a joke? Mages don't need to avoid being hit, they don't need to sneak past people, they don't need to bind spirits, they don't need any focuses, they don't need to survive a bullet, they don't need to perceive or assense things? About the only stat mages don't need is strength. They may not need to be awesome in every stat but they can't dump any of them except maybe strength, the same for deckers and TMs.
Jaid
Jun 20 2010, 08:48 AM
QUOTE (Yerameyahu @ Jun 19 2010, 06:30 PM)

If I got annoyed, jumping to conclusions like that would do it.

SR4 is manifestly a rule-based RPG; it only follows that encumbrance is not intended to be the realm of the GM eyeballing it.
Obviously, the game already involves lots of GM calls, and that's fine. However, this is a discussion of encumbrance *rules*; in fact, there's a specific numeric rule about carrying gear. In that context, you can see how ballpark calls would be less fitting than an agreed-upon system for the players to use.
QUOTE (SR4A p. 310 @ "Carrying Gear")
As long as your players are reasonable about the carrying abilities of
their characters, there is absolutely no need for the gamemaster to micromanage
weights and encumbrance (and if they aren’t reasonable,
feel free to penalize them appropriately).
actually, i get this crazy feeling that's *exactly* what was intended. almost as if i read it in some sort of official book.
Glyph
Jun 20 2010, 08:58 AM
The problem comes when GMs get anal about what is "reasonable" about a character's carrying capacity. The RAW seems to imply that the GM should not bother with it in most cases, saving the encumbrance rules for situations where it would obviously apply, such as a Strength: 1 character trying to drag his unconscious buddy away from a firefight, or wearing a heavy backpack for a trip through the Amazonian jungle.
But if the GM is going to start whining about regular body armor, small arms, and a few other items, then that GM also needs to start assigning some weights to gear, because he has just made it matter again.
Saint Sithney
Jun 20 2010, 09:19 AM
A current Interceptor Body Armor vest used by US armed forces (which i roughly equate to the 8/6 Armored Jacket) weighs 33 pounds with its ceramic inserts. If future science can drop that weight in half, that still doesn't leave much room for a Strength 1 character to carry anything else. Fancy-ass Dragon Skin armor weighs 46 lbs. Still not a good look.
Obvious solution: use karmagen. Now you don't have characters with 5 body and 1 strength anymore
JoelHalpern
Jun 20 2010, 09:47 AM
There are a large number of issues would can allow perpetual arguments.
Some rules system view the weight of armor as encumbering. Other's don't arguing instead that well-spread weight is less of a problem.
THe rules include a specific constraint on armor. It seems to me that as long as you are under that, a character's armor should not be causing difficulty. Whether that is because of ultra-modern materials, weight distribution, or because body includes the ability to carry that sort of thing, even though it does nto help the damage with a melee weapon, doesn't matter to me.
On the other hand, I had no problem when I told the GM I was carrying a backpack full of extra stuff (reasoanbly strong character), and he said that I would face a penalty on any gymnastics moves I tried while carrying all that. It was an awkward an unbalanced load. While I was strong enough to carry it, having some effect seemed quite reasonable.
To reinforce a point another person made, if you as a GM really want to cause encumberance to matter more, then make sure to tell your players during character creation. As long as the GM and players agree, hey, it's your game.
Yours,
Joel
PS: WIth regard to FFBA particularly, as long as you are not wearing the hood and gloves, it seems to be designed to be worn with everything else. Cheese, in my view, is using the piecewise armor, and FFBA, and regular armor. And even if the GM allows it, that should be a pretty clearly heavily armored individual, just from the bulk in various places.
Grinder
Jun 20 2010, 01:10 PM
QUOTE (Yerameyahu @ Jun 20 2010, 01:39 AM)

The important thing is consistency, because players plan their characters, stats, and gear. They need to have a good idea of where the lines are to do that.
You're close to pulling a Fuchs here. Just integrate a co-mingling of funds into it and you're done
It needs to be resolved between GM and players before character creation, if and how much encumbrance comes into play. Wonder what those groups that stick to RAW as much as toturi do about it, though.
toturi
Jun 20 2010, 01:23 PM
QUOTE (Grinder @ Jun 20 2010, 09:10 PM)

Wonder what those groups that stick to RAW as much as toturi do about it, though.
This is one point where I am not happy with the SR4/A rules. I fall back to printed SR3 weights for those items that have SR3 analogues if weight really becomes an issue.
Brazilian_Shinobi
Jun 20 2010, 02:47 PM
QUOTE (Shinobi Killfist @ Jun 20 2010, 02:24 AM)

Am I missing a joke? Mages don't need to avoid being hit, they don't need to sneak past people, they don't need to bind spirits, they don't need any focuses, they don't need to survive a bullet, they don't need to perceive or assense things? About the only stat mages don't need is strength. They may not need to be awesome in every stat but they can't dump any of them except maybe strength, the same for deckers and TMs.
Yes, you are missing a joke. My point is: a mage "only" needs willpower, magic and the attribute linked to her tradition. If it is Intuition, then well, you covered the Assensing part. Magic does everything else and Magic DOES NOT count on the 200 points limit to attributes.
And deckers MAY BE stupids, they don't need any attribute AT ALL to perform their jobs, they just need skills and programs.
IceKatze
Jun 20 2010, 04:02 PM
hi hi
I guess I have a little bit of a different take on FFBA than has been posted here, so I figure I might as well share, even though nobody is liable to agree with me.
From a rules point of view, FFBA is there to ensure that armor is increased to keep it in line with the increased damage of firearms from Arsenal. I'm ok with that.
If anything, I think the cost of FFBA should be reduced. I see it as the kind of thing that any reasonably well to do citizen who lives in the sprawl would think about buying and wearing when they step outside. It gives some NPCs a modicum of life expectancy and it helps further distinguish the wage-slaves from the squatters.
Tymeaus Jalynsfein
Jun 20 2010, 04:05 PM
QUOTE (IceKatze @ Jun 20 2010, 10:02 AM)

hi hi
I guess I have a little bit of a different take on FFBA than has been posted here, so I figure I might as well share, even though nobody is liable to agree with me.
From a rules point of view, FFBA is there to ensure that armor is increased to keep it in line with the increased damage of firearms from Arsenal. I'm ok with that.
If anything, I think the cost of FFBA should be reduced. I see it as the kind of thing that any reasonably well to do citizen who lives in the sprawl would think about buying and wearing when they step outside. It gives some NPCs a modicum of life expectancy and it helps further distinguish the wage-slaves from the squatters.
Actually, I see nothing wrong with teh at sort of Fluff... It is indeed something that I think the well-to-do look at...
Keep the Faith
cndblank
Jun 20 2010, 05:53 PM
FFBA was added to keep PCs alive.
Shadowrun has always been a game where the PC are cannons but made out of glass.
SR4 took that a little further.
He who goes first usually wins.
FFBA just makes the PCs and important NPCs a little more survivable.
Glyph
Jun 20 2010, 08:15 PM
QUOTE (Saint Sithney @ Jun 20 2010, 02:19 AM)

Obvious solution: use karmagen. Now you don't have characters with 5 body and 1 strength anymore
I have always found that to be a cop-out. Characters are min-maxed either because they are powergamers, or because they feel the need to squeeze their points in order to get the character they want. I am a moderate min-maxer when I create a character, and I rarely run into that "lopsided stat" problem.
QUOTE (JoelHalpern @ Jun 20 2010, 02:47 AM)

PS: WIth regard to FFBA particularly, as long as you are not wearing the hood and gloves, it seems to be designed to be worn with everything else. Cheese, in my view, is using the piecewise armor, and FFBA, and regular armor. And even if the GM allows it, that should be a pretty clearly heavily armored individual, just from the bulk in various places.
Personally, I wouldn't consider combining FFBA and PPP to be cheesy. FFBA is mainly ballistic protection, while PPP Is mainly impact protection, both stack with regular armor, and PPP even flat-out states that it is available in a "discrete protection" version. Obviously, it was put there to work just the way it does. The armor options from Arsenal make characters a bit more survivable, but still far from invincible.
Shinobi Killfist
Jun 20 2010, 09:22 PM
QUOTE (Glyph @ Jun 20 2010, 03:15 PM)

I have always found that to be a cop-out. Characters are min-maxed either because they are powergamers, or because they feel the need to squeeze their points in order to get the character they want. I am a moderate min-maxer when I create a character, and I rarely run into that "lopsided stat" problem.
Well attributes are an area on BP where I don't see it as powergaming in a lot of situations, so call it your feel the need to squeeze their points in order to get the character they want.
Lets go with a street sam and straight 3 attributes, you just spent 160 points and have 40 to go. I guess you could go 4 Body, 5 agility, 4 reaction for the last 40 points but you may have wanted to be above average strength and reaction 4 is kind of weak for a front line type. Sure cyber/bioware will cover some of that but that may end up being just another form of min/maxing. So next thing you are shaving points from Chr to get a str 4 and reaction 5 base, and then you realise you'd like a 4 willpower and now you have to shave somewhere else. None of this is twinkery, you just want to be good in a few stats important to your character, and your body is still kind of light though cyber/bioware can help. A 1-6 scale is kind of small and 40 points of versatility past average is really small.
Karmagen I feel like you can get to average with a smaller percentage of your points being used up than BP, so you feel less penalized for saying my guy has a average strength.(Though karmagen for non-humans you should be buying attributes before positive mods IMO, but having made a couple unless you max and soft max a trolls str/body you still do okay.)
Saint Sithney
Jun 20 2010, 09:47 PM
QUOTE (Glyph @ Jun 20 2010, 01:15 PM)

I have always found that to be a cop-out. Characters are min-maxed either because they are powergamers, or because they feel the need to squeeze their points in order to get the character they want. I am a moderate min-maxer when I create a character, and I rarely run into that "lopsided stat" problem.
You call it a cop-out - I call it a solution. In my experience, most players are not so liberal with their points as to spend them on things they think they don't need or won't use. In fact, we're discussing such a situation currently. So, if you're of the opinion that it's a bad idea to remind players that, "yes you do need that," because they might get all weepy, then what's wrong with using a progressive build system which encourages a greater range of skills and, therefore, stats?
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