Brazilian_Shinobi
Apr 27 2011, 12:02 PM
So, apparently the pdf was released yesterday and there is no preview, so I really don't know if it will interest me or not. Did anyone buy it and could be a dolll and make a statement about it?
Fringe
Apr 27 2011, 01:28 PM
I just picked it up. It's only 15 pages (13 plus the cover and the Jackpoint splash page), but only $4.95.
It's really devoted to fleshing out the Way of each adept, in a manner similar to Traditions for magicians. There are more Ways listed (9 total, including the Athlete and Warrior from SR4A), and each Way has a Quality associated with it. The Quality is 10 BP, but it's optional and in addition to the 5 BP it costs to be a normal Adept. Each quality provides a 25% discount to point costs of associated adept powers and an added bonus for certain metamagics.
There are 8 new adept powers, each limited to a particular Way (the Burnout's Way doesn't get one except where the adept once followed another Way), including one that augments Logic and another that augments Intuition. That medic adept with Mind Over Body (from War!) is looking more attractive all the time, since the Way that gets access to the Logic-augmenting power also gets the discount on Improved Ability (first aid) and can use Adept Centering metamagic for it as well.
That's pretty much it. There's no new gear. I think the supplement is cool, and it's a good value for the price if you're playing an adept.
Brazilian_Shinobi
Apr 27 2011, 01:33 PM
Nice, I'll buy it when I get home. It sounds really interesting.
No new metamagic?
Stahlseele
Apr 27 2011, 02:12 PM
Welcome to Adept Run.
Stormdrake
Apr 27 2011, 02:57 PM
The rules are optional and described as such. That being said my players have always claimed adepts are hamstrung when compared to their cybered(?) fellow runners and I think this could change their thinking.
JM Hardy
Apr 27 2011, 03:37 PM
Rather than start a new thread, I'll put what I would have put in an announcement thread here:
We have a new PDF-only product out, and if you like adepts of any flavor, this is for you! The Way of the Adept presents new rules for adept Ways, giving you the opportunity to design themed adepts who can become more powerful through their discipline. It's part of the new Shadowrun Options line, presenting optional rules to let you customize your game as you like. It's available at the
Battleshop and at
Drivethrurpg. Here's the basic info:
LEARN THE WAYS OF POWERSomething is happening to the adepts of the Sixth World. They’re becoming stronger, faster—some of them are even becoming more charming. Studies indicate that the improvements are fixing on the most disciplined of adepts, those who integrate their abilities into the greater whole known as a Way. By following these Ways, adepts are reaching new levels of power.
The Way of the Adept is the first in the
Shadowrun Options line of products. This line offers optional rules that can add new levels of fun to your
Shadowrun game.
The Way of the Adept presents fiction and in-character information to set the context for these optional rules, along with the information you need to develop characters who use their discipline to realize new strength.
The Way of the Adept is for use with
Shadowrun, Twentieth Anniversary Edition.
Jason H.
CanRay
Apr 27 2011, 03:39 PM
I also have to ask: Metamagic?
Bigity
Apr 27 2011, 03:41 PM
Sounds like Player's Option: Skills and Powers book to me, just limited to adepts. I'm assuming more will be coming out for each 'class'.
It seems pretty simple to house rule adept powers to increase mental attributes, and I'm not sure I'd be in favor of a quarter discount on powers, unless it corresponded with an increase in 'opposed' powers.
longbowrocks
Apr 27 2011, 03:43 PM
Ugh. I can already guess what one one of the powers is:
Point at someone/something. You don't need to be able to see your target. The entity you are pointing at is destroyed next round. No opposed check.
Sounds like the next logical stage for magic.
ggodo
Apr 27 2011, 04:11 PM
We both know that only Mages would get that. Adepts would just punch it into orbit. Besides, right now most things adepts can do chrome can do better.
hobgoblin
Apr 27 2011, 04:15 PM
QUOTE (Stormdrake @ Apr 27 2011, 04:57 PM)
The rules are optional and described as such. That being said my players have always claimed adepts are hamstrung when compared to their cybered(?) fellow runners and I think this could change their thinking.
Huh? Cyber-users may get out of the box fast, but they run out of new stuff to implant quite rapidly (as well as essence, even with deltaware, unless one take a chance on zombification).
Fringe
Apr 27 2011, 04:34 PM
QUOTE (CanRay @ Apr 27 2011, 10:39 AM)
I also have to ask: Metamagic?
No new metamagic.
Fringe
Apr 27 2011, 04:43 PM
QUOTE (Bigity @ Apr 27 2011, 10:41 AM)
It seems pretty simple to house rule adept powers to increase mental attributes, and I'm not sure I'd be in favor of a quarter discount on powers, unless it corresponded with an increase in 'opposed' powers.
The discount only applies to (Magic/2) powers (which probably isn't a huge limitation), chosen from a specific list for each Way. The Way costs 10 BP (or 20 Karma, if your GM allows, as with most qualities). Yes, there's potential for a power creep, but I'm not sure it's a gigantic leap in power. There's a tradeoff for BP/Karma, of which adepts are chronically short...it's harder for an adept to increase in power than even a mage, since the adept has to actually increase his or her Magic score to get more powers (unless you're using the Initiation = power point house rule).
Tymeaus Jalynsfein
Apr 27 2011, 04:58 PM
QUOTE (Fringe @ Apr 27 2011, 10:43 AM)
The discount only applies to (Magic/2) powers (which probably isn't a huge limitation), chosen from a specific list for each Way. The Way costs 10 BP (or 20 Karma, if your GM allows, as with most qualities). Yes, there's potential for a power creep, but I'm not sure it's a gigantic leap in power. There's a tradeoff for BP/Karma, of which adepts are chronically short...it's harder for an adept to increase in power than even a mage, since the adept has to actually increase his or her Magic score to get more powers (unless you're using the Initiation = power point house rule Optional Rule).
Fixed that for you...
Sengir
Apr 27 2011, 05:26 PM
QUOTE (Fringe @ Apr 27 2011, 02:28 PM)
and each Way has a Quality associated with it.´
Nooo, they stole my idea
Grinder
Apr 27 2011, 06:31 PM
Info text:
LEARN THE WAYS OF POWER
Something is happening to the adepts of the Sixth World. They’re becoming stronger, faster—some of them are even becoming more charming. Studies indicate that the improvements are fixing on the most disciplined of adepts, those who integrate their abilities into the greater whole known as a Way. By following these Ways, adepts are reaching new levels of power.
The Way of the Adept is the first in the Shadowrun Options line of products. This line offers optional rules that can add new levels of fun to your Shadowrun game. The Way of the Adept presents fiction and in-character information to set the context for these optional rules, along with the information you need to develop characters who use their discipline to realize new strength.
The Way of the Adept is for use with Shadowrun, Twentieth Anniversary Edition.
Smokeskin
Apr 27 2011, 06:35 PM
Initiation = Power Point is one of the most retarded optional rules ever.
Just bought the PDF but drivethru won't let me download. Meh.
Grinder
Apr 27 2011, 06:48 PM
QUOTE (Smokeskin @ Apr 27 2011, 08:35 PM)
Initiation = Power Point is one of the most retarded optional rules ever.
That optional rule is in
Street Magic too, isn't it?
Brazilian_Shinobi
Apr 27 2011, 07:05 PM
I think it was only shown in Street Magic.
Smokeskin
Apr 27 2011, 07:08 PM
QUOTE (Grinder @ Apr 27 2011, 08:48 PM)
That optional rule is in Street Magic too, isn't it?
Yeah, that's where it is from, it isn't in Way of the Adept. The second printing I think, it isn't in the version of Street Magic I have. I found it about it from somewhere on the forum complaining of adepts growing overpowered and then finally mentioning they were using this rule. Well duh, yeah adepts will grow overpowered if you use it.
Bull
Apr 27 2011, 07:15 PM
QUOTE (Tymeaus Jalynsfein @ Apr 27 2011, 12:58 PM)
Fixed that for you...
Actually, you didn't. That optional rule only appears in the 2nd printing of Street Magic. It was removed from the 3rd printing for some reason, so it's tecnically no longer a valid optional rule.
Critias
Apr 27 2011, 07:17 PM
QUOTE (CanRay @ Apr 27 2011, 10:39 AM)
I also have to ask: Metamagic?
There aren't new any Metamagics, but each Way does offer a bonus to existing ones. The power discount is the primary advantage of taking a Way Quality, but they also get a boost to a few Metamagics and access to a (new) Way-only power.
Smokeskin
Apr 27 2011, 07:33 PM
Does the invisible way adept power really give +1 bonus to the entire Stealth group per 0.5 power point?
Sephiroth
Apr 27 2011, 07:38 PM
QUOTE (Bull @ Apr 27 2011, 02:15 PM)
Actually, you didn't. That optional rule only appears in the 2nd printing of Street Magic. It was removed from the 3rd printing for some reason, so it's tecnically no longer a valid optional rule.
The Favored Powers box in the Way pdf still refers to it as an optional rule, though. It even gives the page number where the optional rule is found. I'm confused by this.
QUOTE (Smokeskin @ Apr 27 2011, 02:33 PM)
Does the invisible way adept power really give +1 bonus to the entire Stealth group per 0.5 power point?
Only up to a +3.
Critias
Apr 27 2011, 07:41 PM
QUOTE (Sephiroth @ Apr 27 2011, 02:38 PM)
The Favored Powers box in the Way pdf still refers to it as an optional rule, though. It even gives the page number where the optional rule is found. I'm confused by this.
When in doubt, I include page numbers for anything I refer to. Some folks still have the book, some folks still use the rule, so I try to be inclusive and reference it (page number and all, to make life easier on anyone looking for it).
Sephiroth
Apr 27 2011, 07:45 PM
QUOTE (Critias @ Apr 27 2011, 02:41 PM)
When in doubt, I include page numbers for anything I refer to. Some folks still have the book, some folks still use the rule, so I try to be inclusive and reference it (page number and all, to make life easier on anyone looking for it).
It's not that the optional rule is referenced and its page number cited that I'm confused about. What I'm confused about is why the optional rule is cited and included when it was apparently removed from the 3rd SM printing (though why it would have been removed I have no idea). It seems like contradictory editing.
Smokeskin
Apr 27 2011, 08:06 PM
QUOTE (Sephiroth @ Apr 27 2011, 09:45 PM)
it was apparently removed from the 3rd SM printing (though why it would have been removed I have no idea).
It really did need to go. I know it was just optional, but sometimes you have to protect people from themselves.
Critias
Apr 27 2011, 08:09 PM
QUOTE (Smokeskin @ Apr 27 2011, 02:33 PM)
Does the invisible way adept power really give +1 bonus to the entire Stealth group per 0.5 power point?
Sorry 'Skin, missed this earlier.
Several of the new powers function basically like Kinesics for ____________ (Athletes, Invisible, what-have-you). So, yes. With a limit of 3 ranks, and unavailable as a discounted power (which is a small advantage Speaker's/Kinesics still has over them), you can get a couple extra dice to several skills at once.
Muspellsheimr
Apr 27 2011, 08:19 PM
QUOTE (Bull @ Apr 27 2011, 01:15 PM)
Actually, you didn't. That optional rule only appears in the 2nd printing of Street Magic. It was removed from the 3rd printing for some reason, so it's tecnically no longer a valid optional rule.
If I remember correctly,
all errata was removed from the 3rd printing.
Basically a major fuckup. Unless of course you
liked the pre-errata blood spirits.
Edit:As for that rule, it is absolutely necessary to make adepts playable outside a few niche roles. The supposedly unbalancing aspects of magic are from other sections of the system (read 'unlimited' advancement)
Patrick Goodman
Apr 27 2011, 08:20 PM
QUOTE (Smokeskin @ Apr 27 2011, 02:06 PM)
It really did need to go. I know it was just optional, but sometimes you have to protect people from themselves.
Excessive emphasis is mine.
No. No, you don't. Few things piss me off more than someone thinking they need to protect me from myself. It's not their responsibility; their responsibility, as writers and developers of the game I play, is to give me rules to emulate things in the game so that I can do what I want. That includes giving me optional rules. If I abuse them, it's my own damn fault, and the fault of my GM for allowing me to abuse them.
But don't dare to presume that I need protection from myself.
Fringe
Apr 27 2011, 08:43 PM
Wow, I threw the drek into the oscillator with that typo!
Way of the Adept, p. 14, Favored Powers callout:
"Remember, that favored powers are chosen based on Magic attribute, not Power Points (for those using the optional rule that allows adepts to gain a Power Point rather than a Metamagic upon Initiation)."
Apparently, the optional rule is now optional again--the new book says so...unless it's time for a release-day erratum!
Tymeaus Jalynsfein
Apr 27 2011, 09:14 PM
QUOTE (Bull @ Apr 27 2011, 12:15 PM)
Actually, you didn't. That optional rule only appears in the 2nd printing of Street Magic. It was removed from the 3rd printing for some reason, so it's tecnically no longer a valid optional rule.
Still in the Errata though... But that is funny.
Critias
Apr 27 2011, 09:27 PM
QUOTE (Sephiroth @ Apr 27 2011, 02:45 PM)
It's not that the optional rule is referenced and its page number cited that I'm confused about. What I'm confused about is why the optional rule is cited and included when it was apparently removed from the 3rd SM printing (though why it would have been removed I have no idea). It seems like contradictory editing.
Because, like I said, some folks still have it and use it. It comes up on Dumpshock and the SR forums pretty often, folks are aware that it exists, and -- in a book all about optional rules in the first place -- I was out to clarify (since it's possible folks are running adepts with that optional rule).
Sephiroth
Apr 27 2011, 10:05 PM
QUOTE (Critias @ Apr 27 2011, 04:27 PM)
Because, like I said, some folks still have it and use it. It comes up on Dumpshock and the SR forums pretty often, folks are aware that it exists, and -- in a book all about optional rules in the first place -- I was out to clarify (since it's possible folks are running adepts with that optional rule).
I see. That's reasonable. To be clear, I was not trying to sound accusatory about your editing or anything; my accusations were more based around the bizarre removal of the rule from 3rd printing of SM.
I do have another clarification question though:
QUOTE (The Way of the Adept @ pg 14)
Confi dence Man
Cost: 1
Speaker’s Way Adepts Only
Adepts of the Speaker’s Way are known for being able to make
their marks believe in anything. Those with this power have the
particular ability to make their allies believe in themselves. It may
affect one friendly target per use, supplying them with increased
effectiveness as the adept increases their confidence in their own
abilities. Using this power requires a Full Action, and allows the
adept a Charisma + Leadership roll, with a threshold equal to the
threshold of the test they wish to help with. ...
What's a Full Action?
Critias
Apr 27 2011, 10:17 PM
Alright, that one just slipped through.
Smokeskin
Apr 27 2011, 10:51 PM
QUOTE (Patrick Goodman @ Apr 27 2011, 10:20 PM)
Excessive emphasis is mine.
No. No, you don't. Few things piss me off more than someone thinking they need to protect me from myself. It's not their responsibility; their responsibility, as writers and developers of the game I play, is to give me rules to emulate things in the game so that I can do what I want. That includes giving me optional rules. If I abuse them, it's my own damn fault, and the fault of my GM for allowing me to abuse them.
But don't dare to presume that I need protection from myself.
I was kidding about the protection, it is a game not a carcinogen
But honestly, that one strikes me as too unhinged to be an optional rule.
Jhaiisiin
Apr 27 2011, 11:41 PM
QUOTE (Sephiroth @ Apr 27 2011, 03:05 PM)
What's a Full Action?
I'm guessing it's a your entire pass. All simple and complex actions you would need to take. So maybe Exclusive action? Can't be doing anything else?
Critias
Apr 27 2011, 11:58 PM
QUOTE (Jhaiisiin @ Apr 27 2011, 06:41 PM)
I'm guessing it's a your entire pass. All simple and complex actions you would need to take. So maybe Exclusive action? Can't be doing anything else?
Nope, I'll cop up to it, this one's just a screw-up on my part. I got my Free/Simple/Complex actions wires crossed with Free/Half/Full actions, the terminology used in some other games. It's not some new SR term, it's just a mistake on my part, that made its way through editing and playtesting (likely because it's not an obvious typo or grammatical error), and for that I apologize.
Pretend it reads Complex.
Bull
Apr 28 2011, 12:30 AM
QUOTE (Muspellsheimr @ Apr 27 2011, 03:19 PM)
If I remember correctly, all errata was removed from the 3rd printing.
Basically a major fuckup. Unless of course you liked the pre-errata blood spirits.
Yeah, I know. Not entirely sure what happened there.
But, I gotta run with certain assumptions for Missions, including that the most recent rulebooks are the correct ones (And rely on errata, or lack thereof, of the most recent books... Errata referencing older books doesn't help too much).
In the end, being optional meant we could ignore it either way, but still...
Bull
CanRay
Apr 28 2011, 12:50 AM
Thanks... Just... Thanks.
Now my head hurts worse than usual. I'd go to the brain specialist, but he wears a napkin on his head and rubber boots.
Wesley Street
Apr 28 2011, 02:42 AM
If this is going to be a trend, I'd like to see a future "Way of the Samurai" supplement with lower-BP builds for pre-constructed cyberware packages - Cyber Runner, Spec Forces Trooper, Cyber Assassin, The Six Million Nuyen Street Samurai, Cyber Logician, etc. Otherwise we're going to see further proof of this game falling prey to the "magic trumps all" mentality that's already infecting it.
CanRay
Apr 28 2011, 02:50 AM
Magic does trump a lot. Hense the first rule: Geek the Mage First!
Tymeaus Jalynsfein
Apr 28 2011, 03:08 AM
QUOTE (CanRay @ Apr 27 2011, 08:50 PM)
Magic does trump a lot. Hense the first rule: Geek the Mage First!
Yep, that just cannot be emphasized enough...
CanRay
Apr 28 2011, 03:19 AM
It's a major equalizer in combat and Shadowrun situations. It makes you target number one. With everyone and their cyberdog gunning after them at the first reveal.
Kyoto Kid
Apr 28 2011, 03:29 AM
...OK so does the optional Power Point/Initiation Grade rule apply or not.
Having played an adept for nearly a half year (bi-weekly sessions), and not being able to scrape enough Karma together (something like 31 for that first initiation + increase to MA) to get the first additional power point, I found it it rather discouraging. This was one of the reasons I dropped 4th ed. as progressing as an adept was just too bloody slow. Meanwhile spellcasters could learn new spells, acquire foci, fetishes, and learn new metamagics to enhance their abilities, all without necessarily having to improve MA.
For me, this optional rule (if it is indeed applicable) is a welcome improvement for it makes Adepts more attractive to play when one can actually see them progress in her prime abilities in a more reasonable amount of time.
Grinder
Apr 28 2011, 04:39 AM
QUOTE (Wesley Street @ Apr 28 2011, 04:42 AM)
If this is going to be a trend, I'd like to see a future "Way of the Samurai" supplement with lower-BP builds for pre-constructed cyberware packages - Cyber Runner, Spec Forces Trooper, Cyber Assassin, The Six Million Nuyen Street Samurai, Cyber Logician, etc. Otherwise we're going to see further proof of this game falling prey to the "magic trumps all" mentality that's already infecting it.
Yep, same here.
Grinder
Apr 28 2011, 04:41 AM
QUOTE (Kyoto Kid @ Apr 28 2011, 05:29 AM)
Having played an adept for nearly a half year (bi-weekly sessions), and not being able to scrape enough Karma together (something like 31 for that first initiation + increase to MA) to get the first additional power point, I found it it rather discouraging. This was one of the reasons I dropped 4th ed. as progressing as an adept was just too bloody slow. Meanwhile spellcasters could learn new spells, acquire foci, fetishes, and learn new metamagics to enhance their abilities, all without necessarily having to improve MA.
31 karma points just for the first initiation grade? Seems to be a mistake on your part (don't have my books here, but I'm sure the karma costs for initiation are somethin like new iniation grade x 3 or something like that).
Critias
Apr 28 2011, 04:45 AM
QUOTE (Grinder @ Apr 27 2011, 11:41 PM)
31 karma points just for the first initiation grade? Seems to be a mistake on your part (don't have my books here, but I'm sure the karma costs for initiation are somethin like new iniation grade x 3 or something like that).
Initiation plus Magic Attribute increase is the complaint, not just the Initiation, unless I'm misreading KK's post.
longbowrocks
Apr 28 2011, 04:50 AM
QUOTE (Wesley Street @ Apr 27 2011, 07:42 PM)
If this is going to be a trend, I'd like to see a future "Way of the Samurai" supplement with lower-BP builds for pre-constructed cyberware packages - Cyber Runner, Spec Forces Trooper, Cyber Assassin, The Six Million Nuyen Street Samurai, Cyber Logician, etc. Otherwise we're going to see further proof of this game falling prey to the "magic trumps all" mentality that's already infecting it.
Bump.
Grinder
Apr 28 2011, 05:03 AM
QUOTE (Critias @ Apr 28 2011, 06:45 AM)
Initiation plus Magic Attribute increase is the complaint, not just the Initiation, unless I'm misreading KK's post.
I see.
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