QUOTE (Reg06 @ Jun 25 2011, 07:47 PM)
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Theoretical exercises are good though. When Johnny Noobsauce thinks "I wanna play Razor-hands! He's a super lethal robot samurai", and then bellies up to the table with a 5 AGI 5 Exotic Weapons PC, he needs help.
In that context (rather than "How can I get 28 in pistols?"), I agree. The way I see it, most things in SR4 do have hard maximums. Right there, or close to it, is where you have the best in the world. It goes down in increments from there, and the runners fit somewhere on that spread of ability. For the robot samurai guy, you can tell him that a base skill and Attribute make him top notch - among unaugmented humans. But the other
cyborgs are going to have customized cyberlimbs with increased Agility, for a stat of 9 or so (gotta keep up with the meatier sammies with that muscle toner, ya know), and they will also have reflex recorders and possibly cyberlimb optimization to increase their skill, too. Well, not all of them - but certainly all of the "super lethal robot samurai" ones.
QUOTE (Reg06 @ Jun 25 2011, 07:47 PM)
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I agree with all of that. But it's useful to know how lethal a PC needs to be in order to blow through a squad of Renraku Red, or if they can barely tangle with some AAA ganger wannabes.
Fortunately, they do have stats in the books for a lot of generic mooks, and the PC archetypes can be used for certain types such as gun adepts or street samurai. It really depends on the campaign, though. It's hard to quantify how much you need, when 12 dice can be plenty for one campaign, while 20 dice might barely be enough in another campaign.
The skill rating descriptions are not useful. They have a bit too much hyperbole at the upper end, and they don't really convey how good someone is, since the skill is only about a third to a half of the dice pool. There have been some threads giving ratings by the entire dice pool. But I have not found those that satisfactory, either (although they are a big improvement). The problem is that some skills (such as combat or social skills) have a lot of relatively cheap dice pool boosts, and other skills... don't. So a 12 in one dice pool might be awesome, while a 12 in another dice pool might be more middling.
What works better for me is to find the hard maximum, assume that some NPC is at that level or near it, and work down from there, figuring out where the average starting runner can fall on that scale. For instance, a street samurai with Agility: 9, Strength: 7, unarmed combat: 6 with a reflex recorder and a specialization in martial arts, three levels of the martial arts quality for +3DV, wired reflexes: 2, and ceramic bone lacing. This guy would be considered extremely tough - he would win bar fights single-handedly, and
rarely run into a big challenge from a
single opponent.
He would not be unique in his badassery, though. He would have peers - underworld enforcers who are personal expediters for their bosses, company men or paramilitary troopers focused heavily on the martial arts, successful pit fighters, augmented gang bosses who got there by beating up their rivals, and melee-oriented street samurai such as himself. He would also have people tougher than him - elite members of groups such as the Wildcats or Red Samurai, full-body cyborgs with all the bells and whistles, multi-initiate adepts walking a path of martial arts mastery, UFC (augmented division) contenders, and so on.
When you have roughly figured out where most NPCs would go, it is easier to figure out where a PC would fit in. The guy with 5 Agility and 5 exotic weapon skill, you could tell him - you're about the level of the Red Samurai Lieutenant's unarmed combat ability, although obviously far less rounded in skills (keep in mind that the sample mooks for things like Red Samurai and Tir Ghosts are a bit too lightly augmented, in my opinion - the published adventures tend to make such characters tougher), and slightly more skilled than, say an underworld posse member or a veteran cop. You're twice as good as a Humanis Lieutenant or punk ganger. So overall, you're someone who can handle one or two punks, or go toe to toe with a tougher guy. But you're not as good as a typical street samurai, much less the more optimized build that another PC is likely to come up with.