QUOTE (Mongoose @ Nov 11 2010, 04:55 PM)

Natural low light is just as good as thermo outside a few rare (and correctable) circumstances, and is BETTER than thermo one of the most common circumstances ("Partial Light").
You're right about the Partial Light advantage, but it's all of a +1. It's better in Full Darkness and Light or Heavy Smoke/Fog/Rain, and is equal everywhere else except for Thermal Smoke (which still gives heavy penalties to Low-Light). Note also that the smoke categories are one of the highly portable vision mods.
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Quickness is a god-stat for any type of combat wombat (you can move further, have better reaction, have better combat pool...)
Yeah, definitely. Speedsams are the Elf's biggest niche. Of course, the points you pay for that Quickness are only worthwhile if you end up with Quickness 8, in general…
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Orcs get do as well as elves, for less cost, with only slightly less max reaction and combat pool.
Where by "slightly less" we mean a full point less of each—that doesn't sound like doing as well at all.
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The extra body dice do come in handy, and the boost to strength is also nice (you can carry a bigger load without encumbrance).
A few sample loads for discussion (note: I don't actually know how these are going to work out in advance, load may be tighter than I'd thought. Also, holy crap I'd forgotten how absurdly heavy ammo is in this game.):
Public wear: Secure Jacket (3kg), Secure Longcoat (2kg), Ares Predator-III (2.25kg), 75 rounds EX-EX (full magazine and four reloads; 5.625 kilos), 5 magazines (1 loaded, 4 spare; 2.5kg), silencer (0.2kg), quick-draw concealable holster (0.1kg), flash-pak x2 (0.4kg), Pocket Secretary (0.5kg), Transceiver (1kg), total of 17.575 kilos. You need Strength 2 to carry this without encumbrance penalties.
Assault: Secure Jacket (3kg), Secure Longcoat (2kg), Forearm Guards (0.2kg), Ares Predator-III (2.25kg), 45 rounds EX-EX (full magazine and two reloads; 3.375 kilos), 3 magazines (1 loaded, 2 spare; 1.5kg), silencer (0.2kg), quick-draw concealable holster (0.1kg), Ares Alpha (5.25kg), 126 rounds EX-EX (full magazine and two reloads; 9.45kg), 16 mini-grenades (1.6kg), 2 standard grenades of appropriate mass (0.5kg), gas-vent IV (0.75kg), shock pads (0.25kg), guncam or flashlight (0.25kg),Pocket Secretary (0.5kg), Transceiver (1kg), total of 32.175 kilos.
So even loaded for bear and with unmodified firearm/ammo masses, we're still only talking just into Strength 4 range; taking into account Shadowrun ammo expenditure, you could leave behind one of the Ares Alpha magazines to save 3.65 kilos and be fine with only Strength 3.
Re: boosting, for five build points you can boost an additional two Strength and two Body (three for soaking purposes), plus get Reach, which is going to improve most of the things you'd be getting additional Strength for anyway. Dwarves also get the same Strength without any of the penalties and with a bonus to another valuable attribute to boot. Finally, the boosting 'ware is pretty cheap.
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Yeah, but they also get a boost to maximum Quickness and maximum Charisma; is that worth 4 BP?
Only if you make the max-boosts count by maxing out the attribute and then doing something valuable with it. Oh, and the something you do can't be too expensive, either—you'd think an Elf would be a good fit for a Rigger what with the bonus Quickness, but the points are simply spread too thin without leaving big holes in the character out of chargen.
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INT is a good stat, especially for mages. Its not crucial to always have it at 6+, though.
I disagree—it factors into
every single pool, Reaction, Perception, is the Linked Attribute for a number of useful skills including Electronics, B/R, and
every single Knowledge and Language skill, sets the TN for Physical Illusion spells, TN for Negotiations, resists every Indirect Illusion, and resists Stealth (Theft). There's simply nothing better you could spend those points on.
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It also can be boosted with implants (which orcs may have more essence / cash for, since they often don't need to augment body or strength).
But why not? Why do they need exactly as much as they get, but not as much as the Troll gets?
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If you really need it maxed to 7+ implants.... well, yeah, an Orc won't work for you, although it is worth noting that you could just pay the double karma cost to take INT over normal racial maximums.
Right, but the thing is that Int is valuable enough that you pretty much
do really need it like that regardless of what you're playing. Also, it's not double cost, it's
triple—an Ork with Exceptional Attribute (Intelligence) pays 21 karma to get from 6 to 7 Int, while a human with the same edge pays 14 karma (or more likely got there at chargen).
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Honestly, it sounds like all you need to do is tweak the BP costs a bit to reflect how they play out in your own games.
I don't think it's that simple—Orks and Trolls suddenly become the cheap option, instead of being something to take in their own right. It could work for Elves, but, well, I don't see a reason to break from our nice 5-and-10 costs if they're the only ones changing in that respect.
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For example, we almost never had trolls in our games. Not because the stats were bad, but because if they went down, nobody could drag them back to the van!
Ignoring the fact that canon trolls are anorexic

this is true of pretty much every metatype. The lightest metatype (Dwarf) is given an average mass of 54kg, and your standard elf and human of 70kg and up. Assuming that both runners are carrying ~20kg of gear to start and that the carrier only takes the time to dump half of that off of themselves and the carried runner (doesn't strip off their armor, for example), even a Dwarf requires someone with a minimum strength of 8 to haul them out without collapsing (otherwise at best after Body turns they take a box of Stun every combat turn!). An Elf or Human requires someone with Strength 9 or 10 to haul them out.
~J