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Maelwys
Alright, so I have the chance to get back into Shadowrun after a very long hiatus, after dealing mostly with Dark Heresy in recent months. So I figure I need a bit of help with character creation, maybe a few tweaks and what not, or where I've completely stuffed up.

Biggest thing to keep in mind about this character is that its a Rigger that's going to be dealing mostly with drones, and I can only use the SR4 Anniversary book. No other books are allowed at this time.

Body 3
Agility 4
Reaction 5(7)
Strength 3
Charisma 4
Intuition 4
Logic 5
Willpower 3
Edge 2

Positive Qualities
Erased
Natural Hardening

Negative Qualities
Bad Luck
Addiction (Mild)
Allergy (Mild, Uncommon)
SINer (Standard)

Active Skills
Mechanic (Group) 2
Cracking (Group) 2
Electronics (Group) 2
Armorer 2
Dodge 2
Gunnery 3
Navigation 1
Perception 2
Pistols 2
Pilot Ground Craft 3
Pilot Aircraft 3
Pilot Anthroform 1

Knowledge Skills
Hangouts (Junkyards) 4
Criminal (Seattle Gangs) 2
Design (Vehicles) 2
Street Drugs 1
Matrix Games 2
Matrix Theory 1
Auto Mechanics 2
Music Groups 1
Politics (Underworld) 2
Engineering 1

English N
Sperethiel 4
Japanese 4
Or'zet 1

Contacts
Fixer (1/4)
Junkyard Owner (1/2)

Commlink
Transys Avalon w/Novatech Navi (All stats upgraded to 5)
All hacking programs at 2, except for Biofeedback Filter (4), Sniffer (3), Spoof (3), ECCM (3)
Analyze (2), Browse (2), Command (5), Edit (2), Encrypt (3), Purge (2), Scan (3)

Cyber/Bioware (4.1 Essence)
Control Rig
Simrig
Hot Sim Module (this I wasn't sure about, but I assume I still have to do it)
Reaction Enhancer (2)
Smartlink

Gear
Urban Explorer Jumpsuit (5 points Non-Conductivity)
Armored Clothing
Armored Vest
Electronic Paper
Holo Projector
Tag Eraser
Micro Transceiver (6)
White Noise Generator (6)
3xFake Sin (4)
Glasses (4)
Endoscope
Maglock Passkey (4)
Gas Mask
Respirator (6)
5xLight Stick
4xNanopaste Disguise (Small)
1000 Rounds Regular ammo

Weaponry
Yamaha Pulsar
Ares Predator IV
3xIngram White Knight with Smartlink

Vehicles
GMC Bulldog Step-Van (Rigger Adapted)
Kanmushi
S-B Microskimmer
2xGM-Nissan Doberman
2xMCT-Nissan Roto-drone
Steel Lynx
Fly Spy
iBall (Offensive)

So that's about it. There are a few things about SR that still confuse me, but presumably with the Simrig implanted, I'll be able to utilize AR and VR without any problem, or hassle of having to do things manually. I've got 3355 nuyen, to pick up some more gear (like I realized I forgot weapon accessories). I'll also have to pick up some Lifestyle, which I forgot, which might entail modifying something...somewhere.

Are Datajacks really necessary for chips and whatnot? Can't I just load the data onto my commlink and pipe it through the Simrig?
Sengir
  • Reaction only matters for meatspace Initiative, as a rigger you should rather have a good Intuition score
  • Drones acting autonomously and jumped-in riggers use the matrix attributes of the drone is question, so you should upgrade at least those drones which will see combat
  • I'd cut down on the list of drones a bit -- Doberman for combat- Roto-Drone as air support and Fly-Spy for scouting should be enough
  • Allergies and addictions...depending on your GM, be prepared to meet the consequences wink.gif



Regarding the matrix gear, a Simrig is only needed to record stuff. Using the matrix via hot or cold sim requires three things:
1. commlink
2. sim module as "modem" between your commlink and brain
3. DNI as a psysical connection to your brain
You have a commlink, a sim module, and since the module is implanted it has DNI per default, that's all you need.
Maelwys
QUOTE (Sengir @ Sep 1 2011, 10:32 AM) *
  • Reaction only matters for meatspace Initiative, as a rigger you should rather have a good Intuition score
  • Drones acting autonomously and jumped-in riggers use the matrix attributes of the drone is question, so you should upgrade at least those drones which will see combat
  • I'd cut down on the list of drones a bit -- Doberman for combat- Roto-Drone as air support and Fly-Spy for scouting should be enough
  • Allergies and addictions...depending on your GM, be prepared to meet the consequences wink.gif



Regarding the matrix gear, a Simrig is only needed to record stuff. Using the matrix via hot or cold sim requires three things:
1. commlink
2. sim module as "modem" between your commlink and brain
3. DNI as a psysical connection to your brain
You have a commlink, a sim module, and since the module is implanted it has DNI per default, that's all you need.


Hmm, I was thinking that reaction would be better for driving around, but since I switched to a more "rigged" approach I can probably atleast drop the Reaction enhancers to save a bit of cash. Intuition is mostly for Matrix initiative and a few skills right?

Drone stats are...sort of confusing (plus I had run out of money). The chart of page 222 of SR4A states that drones have a Device rating of 3, meaning their matrix stats are 3 as well. But the Signal rating chart on the same page suggests values of 4 or 5, depending on the drone. So is there anything that spells that out, or do I have to piece it together? "Okay, this is a drone, so everything is rating 3, but since its a Crawler drone, the Signal is 4..." And do all drones count as 3, or should I be considering them as security or military vehicles?

Fewer drones might be good. I kind of like the amount I have now just incase something happens, but I can see cutting down on the doubled up ones atleast. As for Allergies and addictions...well, I needed the points, and when you're limited to the main book, you don't have alot of options. Of course, as soon as I posted this, the GM made a caveat that if there was something from the other books such as edges and flaws (but not gear) that we thought would work, we could try to convince him...

And I'm glad to see I got the Simsense stuff right. I went with the Simrig because of the recording abilities. Who knows, it might come in handy at some point. Maybe I can sell the recording of some of the jumped in drone fights to someone smile.gif I did find it kind of odd that there's no mention of making the sim module "hot" in the Simrig entry, that I had to go all the way back to the sim module to find that. I also found it odd that to make the sim module "hot" requires a hefty essence cost. But maybe that's just me smile.gif

Thanks for the help. If you have any other suggestions (or anyone else for that matter) feel free to chime in.
Dakka Dakka
You might want to think about the Cyberspace Designs Dalmatian, possibly outfitted with an LMG. Three-dimensional movement and attack is nothing to scoff at. Unfortunately only Arsenal would give you access to better/more weaponry and armor on the Dalmatian.
Maelwys
QUOTE (Dakka Dakka @ Sep 1 2011, 04:21 PM) *
You might want to think about the Cyberspace Designs Dalmatian, possibly outfitted with an LMG. Three-dimensional movement and attack is nothing to scoff at. Unfortunately only Arsenal would give you access to better/more weaponry and armor on the Dalmatian.


Hmm, that might be worth replacing the two Rotodrones with. Slightly better body. And yeah. The lack of access to additional books has really kept my options limited. Oh well, the GM is relatively new, so I'm willing to cut him slack as long as I get to play smile.gif Not to mention it gives me time to absorb the various rules, instead of trying to jump into 5 books at once (Not to mention I'm not sure where I'd find all the money for those little tidbits).
Maelwys
So I've modified a few things...

Stats are now

Body 3
Agility 4
Reaction 4
Strength 3
Charisma 4
Intuition 5
Logic 5
Willpower 3
Edge 2

Skills, qualities and contacts are the same. Added some missing gear, 3 months of middle Lifestyle (GM's decision based on what kind of place I wanted, since we're not using the advanced rules from RC yet).

Dropped the Reaction Enhancers for now.

Drones
Bulldog Step-Van (Signal boosted to 5)
Kanmushi (signal boosted to 5)
1 Doberman (Response and Signal boosted to 5)
1 Dalmation (Weapons mount, Response and Signal boosted to 5)
Steel Lynx (Signal boosted to 5)
Fly-Spy (Signal boosted to 5)
iBall (offensive)
Neurosis
It seems to me that most of your key skills are significantly lacking. Namely your pilot skills and gunnery. You may have to sacrifice breadth for depth to fix this.

If you're worried about meatspace initiative/combat (which some of your augs indicate to me you are), Wired Reflexes or Move By Wire might be a better investment than Reaction Enhancers, if you can squeeze out the Nuyen.
Maelwys
Well, I ditched the reaction enhancers in the second build. MBW is out right now due to being limited to the main book, and wired reflexes probably aren't worth it at this point.

I do seem a bit spread out, but I'm not really sure what I can legitimately ditch to improve anything.
Falanin
Please explain how your Erased works with Sinner. Not that they're incompatible by RAW, but it takes some real mental gymnastics for "my personal data gets erased from secure systems on a regular basis" to work at all well with "accurate personal data about me is available to anyone."

Also, why is anyone hiring you instead of using a wageslave with skillwires? You have no skills above 3, much less above the skillsoft cap of 4. I too recommend specializing a bit more early on. It's far easier to broaden your specialist with in-game karma than it is to improve many mediocre skills up to a specialist level.

In terms of skills to ditch:
You are not going to need Armorer right away. Drop it, or drop it to 1.
You are going to be spending your actions commanding drones, not firing your pistol. Drop it to 1 (defaulting to 3 dice is painful, 5 is survivable)
You do not need EVERY mechanic skill. Pick the one or two you'll use most often. Alternatively, you can drop the group to 1.
Likewise, being mediocre at all forms of piloting isn't terribly useful. Pick one, and bring it up to AT LEAST 4, preferably 5 or better. Drop the other ones down to two or one. Get more drones of the type you're good at, and fewer of the type you are not amazing at. (Or, more metagame-y, pick the skill to match the type of drone you want to make the most pilot tests with... your primary combat drones, for example.)

For more savings on skills, you may be able to save a few points by installing skillwires and using activesofts for your Navigation/secondary piloting skills/secondary mechanic skills/pistol. However, this does cut into your drone budget.

Speaking of your drone budget, check with your GM to see if you can buy used. If you can, it's a substantial cost savings (actually makes riggers less than screamingly painful to budget, that is.)

Finally, I have a severe personal dislike for Bad Luck. Especially with a low edge attribute. Edge is really important for saving your ass, even more so if you don't have amazing dice pools (and without pimping your skills and your drones, you don't.) So the whole "having your edge backfire on you" is, in my opinion, worth waaaaaaay more than they give you for the disadvantage. For similar reasons, I like to have at least edge 3. You might be able to take a point out of strength for it... what are you using strength for anyway?

Hope this helps.
Maelwys
QUOTE (Falanin @ Sep 4 2011, 02:51 AM) *
Please explain how your Erased works with Sinner. Not that they're incompatible by RAW, but it takes some real mental gymnastics for "my personal data gets erased from secure systems on a regular basis" to work at all well with "accurate personal data about me is available to anyone."


Well, Erased states that "For 5 BP, criminal SINs and unwanted data disappear within a week." The 10 BP version states "...or personal information on the Matrix that she wishes is burnt..." Which seems like there's atleast some sort of control as to what's erased and what's not. So I was envisioning it as rather selective. Its not going to delete my SIN, its just going to delete links that are detrimental to the character. Personal shopping habits? Nope, not something necessarily needs to be deleted. On the other hand, a speeding ticket from a Knight Errant drone as the character gets away from a building that subsequently blows up, that would get deleted.

QUOTE
Also, why is anyone hiring you instead of using a wageslave with skillwires? You have no skills above 3, much less above the skillsoft cap of 4. I too recommend specializing a bit more early on. It's far easier to broaden your specialist with in-game karma than it is to improve many mediocre skills up to a specialist level.


Presumably my character would do more than the wageslave, though I can see your point. Part of my lack of SR4 experience I suppose. Unable to tweak the character enough.

QUOTE
In terms of skills to ditch:
You are not going to need Armorer right away. Drop it, or drop it to 1.
You are going to be spending your actions commanding drones, not firing your pistol. Drop it to 1 (defaulting to 3 dice is painful, 5 is survivable)
You do not need EVERY mechanic skill. Pick the one or two you'll use most often. Alternatively, you can drop the group to 1.
Likewise, being mediocre at all forms of piloting isn't terribly useful. Pick one, and bring it up to AT LEAST 4, preferably 5 or better. Drop the other ones down to two or one. Get more drones of the type you're good at, and fewer of the type you are not amazing at. (Or, more metagame-y, pick the skill to match the type of drone you want to make the most pilot tests with... your primary combat drones, for example.)

For more savings on skills, you may be able to save a few points by installing skillwires and using activesofts for your Navigation/secondary piloting skills/secondary mechanic skills/pistol. However, this does cut into your drone budget.

Speaking of your drone budget, check with your GM to see if you can buy used. If you can, it's a substantial cost savings (actually makes riggers less than screamingly painful to budget, that is.)

Finally, I have a severe personal dislike for Bad Luck. Especially with a low edge attribute. Edge is really important for saving your ass, even more so if you don't have amazing dice pools (and without pimping your skills and your drones, you don't.) So the whole "having your edge backfire on you" is, in my opinion, worth waaaaaaay more than they give you for the disadvantage. For similar reasons, I like to have at least edge 3. You might be able to take a point out of strength for it... what are you using strength for anyway?

Hope this helps.



Interesting ideas, I might have to keep them in mind. Maybe its just an inability to condense everything down to one point. The skillwires are an idea, and might mesh with a bit of background I had in mind. I'll have to play around with the numbers and see how it works out, or what the GM thinks. Used gear might be a possibility, but I see the problem of maybe needing those mechanic skills sooner rather than later. smile.gif
Dakka Dakka
QUOTE (Maelwys @ Sep 4 2011, 12:35 PM) *
The skillwires are an idea, and might mesh with a bit of background I had in mind. I'll have to play around with the numbers and see how it works out, or what the GM thinks.
Skillwires are great, unfortunately in SR4A Activesofts are prohibitively expensive (10KĄ*rating). Unwired could make it much more interesting (1K*rating as pirated software or for free as open source), or you could use the cost of SR4 (3K*rating)
Maelwys
QUOTE (Dakka Dakka @ Sep 4 2011, 05:49 AM) *
Skillwires are great, unfortunately in SR4A Activesofts are prohibitively expensive (10KĄ*rating). Unwired could make it much more interesting (1K*rating as pirated software or for free as open source), or you could use the cost of SR4 (3K*rating)


Perhaps to counteract the cheapness of the skillwires. They're going to have to be limited somehow, especially at only 2000xrating a pop.

Though that might put skillwires out complete at chargen for me.

I'll ponder the skill values sometime today I guess, see if I can catch a hold of the GM.
Dakka Dakka
QUOTE (Maelwys @ Sep 4 2011, 01:57 PM) *
Perhaps to counteract the cheapness of the skillwires. They're going to have to be limited somehow, especially at only 2000xrating a pop.
They are limited in quite a lot of ways:
-You can never increase the skill above 4
-You have to pay full price if you want to "improve" a skill
-You cannot use any Edge with skillwires unless you buy an Expert System
-Even with the Expert System you are only allowed to use Edge for a single purpose: to roll again if you failed the test. That is significantly weaker than any standard use of Edge.
Jhaiisiin
Before I offer my advice, I've got to address this:
QUOTE (Falanin @ Sep 4 2011, 02:51 AM) *
Also, why is anyone hiring you instead of using a wageslave with skillwires?

Presumably because a wageslave isn't going to break the law to do what the Johnson wants. I'm not sure how this wasn't beyond common sense.

Despite what's being said, Maelwys, skill rating 3 is listed as Professional. Is it better to have higher skills? Certainly. However, if you're a starting runner, it's kind of silly (fluff wise) to be the best in the shadows at what you do. You may want to consult with the GM and get an idea of the dice pools the other players are bringing to the table. If they're bringing 15-20+ dice in their primary role to the job, then you need to do the same. If they are more in the 10-15ish range, then being a more broad character and improving through gameplay is a better way to go. Chargen with your fellow players rather than independently will allow you all to work to cover any gaps in capabilities, and make sure that no one character is crazy overpowered compared to the rest.

Kirk
QUOTE (Falanin @ Sep 4 2011, 04:51 AM) *
Also, why is anyone hiring you instead of using a wageslave with skillwires? You have no skills above 3, much less above the skillsoft cap of 4. I too recommend specializing a bit more early on. It's far easier to broaden your specialist with in-game karma than it is to improve many mediocre skills up to a specialist level.


I always assume there are two other reasons for corps to hire runners instead of in-house (and more controllable if not loyal) subordinates: Plausible deniability, and risk mitigation. Peculiar skills is, well, given some of the people you'll go up against in various corps I figure if it was just a matter of the skill the corp has what's needed.

And if you're not a corp and don't have access to those wageslaves, then mediocre and willing to do the job beats nothing.
Maelwys
I talked to the player going for the Face, and they're looking at around 14 dice for first time meet and greets, so I may play around with the numbers a bit more. I've got some time before this character has to be done, so its not like I'm in any rush.

One question though...do smartlink bonuses apply via rigging? And if so, how so?
Dakka Dakka
QUOTE (Maelwys @ Sep 5 2011, 10:39 AM) *
One question though...do smartlink bonuses apply via rigging? And if so, how so?
Yes. They do it in the same way as they do it in the meat. They project the calculated trajectory of the bullet into your field of view.
Aerospider
QUOTE (Dakka Dakka @ Sep 5 2011, 02:48 PM) *
Yes. They do it in the same way as they do it in the meat. They project the calculated trajectory of the bullet into your field of view.

Don't forget that if you want to use it whilst jumped in, or if you want the pilot to have use of it, you'll need a smartlink actually in the drone - the one in your own eyes is only for you.
Dakka Dakka
QUOTE (Aerospider @ Sep 5 2011, 04:44 PM) *
Don't forget that if you want to use it whilst jumped in, or if you want the pilot to have use of it, you'll need a smartlink actually in the drone - the one in your own eyes is only for you.
For the pilot program, you are correct, but where does it say that the smartlink on the rigger does not work while jumped in?

In both cases you need a smartgun on the weapon mount though.
Maelwys
Glad to see I'm not the only one a little conflicted smile.gif

Hmm. Would I just count the smartlink as a sensor or something for the drone?
Dakka Dakka
QUOTE (Maelwys @ Sep 6 2011, 11:14 AM) *
Hmm. Would I just count the smartlink as a sensor or something for the drone?
Yes, if you put it in the drone's cameras.
Tymeaus Jalynsfein
QUOTE (Dakka Dakka @ Sep 5 2011, 09:11 AM) *
For the pilot program, you are correct, but where does it say that the smartlink on the rigger does not work while jumped in?

In both cases you need a smartgun on the weapon mount though.


Well, since the Smartlink in the Meat Body only cares where the Meat Body is, and is not connected to the Drone in any way, shape or form, it will only help the Meat Body's Weapons. The Drone needs a Smartlink system, and the Drone's weapon's need a smartlink as well. Assuming that is the case, then the Jumped in Rigger can benefit from the Smartlinked Drone.
Jazz
QUOTE (Maelwys @ Sep 1 2011, 03:23 AM) *
All hacking programs at 2, except for Biofeedback Filter (4), Sniffer (3), Spoof (3), ECCM (3)
Analyze (2), Browse (2), Command (5), Edit (2), Encrypt (3), Purge (2), Scan (3)

AutoSoft ?

QUOTE (Maelwys @ Sep 1 2011, 03:23 AM) *
3xFake Sin (4)

No fake licences ?
Aerospider
QUOTE (Tymeaus Jalynsfein @ Sep 6 2011, 04:31 PM) *
Well, since the Smartlink in the Meat Body only cares where the Meat Body is, and is not connected to the Drone in any way, shape or form, it will only help the Meat Body's Weapons. The Drone needs a Smartlink system, and the Drone's weapon's need a smartlink as well. Assuming that is the case, then the Jumped in Rigger can benefit from the Smartlinked Drone.

This.

Smartlink is a vision mod and when jumped in you aren't using the same 'eyes'.
Maelwys
QUOTE (Jazz @ Sep 7 2011, 06:21 AM) *
AutoSoft ?

No fake licences ?


Casualties of the lack of cash so far (though I recently found some more, so one or two might get purchased). On the plus side, I believe the Doberman and the Lynx come with their own, so they won't be totally helpless.

If the Drone is on its own, does it benefit from both a targeting autosoft and smartlink? It seems like it might be a bit redundant, but I haven't stumbled across anything that says one way or another. The same with using the drone via remote control.
Aerospider
QUOTE (Maelwys @ Sep 7 2011, 11:54 PM) *
If the Drone is on its own, does it benefit from both a targeting autosoft and smartlink? It seems like it might be a bit redundant, but I haven't stumbled across anything that says one way or another. The same with using the drone via remote control.

Very much so. A smartlink shows it where to aim. A targetting autosoft tells it how to aim. The former is an aid, the latter a necessity.
Maelwys
Well, the GM seems relatively happy about where my pool are, so at this point I just need to make some finishing touches, check the math on things (I think there was a problem with the commlink calculations on the sheet I used) as well as spend some last little bits of nuyen that cropped up. I'll post the "finished" sheet for some critique in a day or two hopefully, so thanks for all the help.

Is it just me, or is there no way to improve sensors overall in the mainbook? You can upgrade various parts of it, but it never really talks about improving it all.
Miri
QUOTE (Maelwys @ Sep 8 2011, 03:07 PM) *
Well, the GM seems relatively happy about where my pool are, so at this point I just need to make some finishing touches, check the math on things (I think there was a problem with the commlink calculations on the sheet I used) as well as spend some last little bits of nuyen that cropped up. I'll post the "finished" sheet for some critique in a day or two hopefully, so thanks for all the help.

Is it just me, or is there no way to improve sensors overall in the mainbook? You can upgrade various parts of it, but it never really talks about improving it all.


Two ways to upgrade sensors. You can upgrade the generic sensor package with the Improved Sensor Array from vehical mod. That bumps its sensor up to the next size catagory (medium drone sensors become large drone sensors, large drone becomes vehical etc etc) see the chart on page 334 4A for details of generic sensors and Arsenal page 138 for Improved Sensor Array details.

The second, more expensive but more detailed way is to look at your drone, check that chart for the sensors capacity (lets say medium drone.. a Doberman capacity 6) then take those capacity slots and fill it with the modules of your choice. So toss in two Rating 6 Cameras (front and rear) a motion sensor, a rating 6 Radio Signal Scanner, Laser Rangefinder and Directional Mic. Once you have it filled take the average of all the modules that have ratings and that is your new sensor rating (in this case 6).
Jhaiisiin
Miri, he specifically asked about the mainbook. His GM isn't allowing any supplements yet.

Maelwys, with just the core book, no. They are as they are.
Miri
QUOTE (Jhaiisiin @ Sep 8 2011, 07:31 PM) *
Miri, he specifically asked about the mainbook. His GM isn't allowing any supplements yet.

Maelwys, with just the core book, no. They are as they are.


Actually, defining exactly what sensors are in the array is in core, part of the large paragraph on page 334 explains how to figure out what your new sensor rating is.
Maelwys
Yeah, a second and third reading of that section helps alot. Of course, it never tells you what's in the standard sensor packages (I think that's in Arsenal) so its seems only half there and I'm loathe to tamper too much smile.gif

Hopefully that funny feeling of "You're forgetting something" will go away and I can finalize the character.
Cain
Despite what some others might say, your piloting skills aren't really a big deal if you're a drone rigger. They only really apply when you're jumped in. If your drones are autonomous, then you need the best Pilot program you can afford, combined with the best autosofts you can buy. I believe that SR4.5 went to the "autosofts are per chassis" rule, so the more drone types you have, the more it'll cost. Still, it's worth sacrificing a point or two off your strength or skills to get them; they'll be using their own abilities far more often than they'll be using yours. In that same vein, a Vehicle Control Rig isn't strictly necessary if you're going to be running a lot of autonomous drones. It's great if you're a wheelman rigger, not so hot if you're a drone rigger.
Maelwys
At that point it seems like its becoming more of a one trick pony however. The way its set up right now, I may not be the best at everything, but I'm decent at a few things which seems alot more useful.
Cain
QUOTE (Maelwys @ Sep 10 2011, 02:37 AM) *
At that point it seems like its becoming more of a one trick pony however. The way its set up right now, I may not be the best at everything, but I'm decent at a few things which seems alot more useful.

Specialization is the way to go in SR4.5. Generalists are generally good at being useless.

By specializing in certain drone types, you can increase your utility without leaving your specialty. Increase your ability with spy drones, and you become a skilled infiltrator. Be better with your combat drones, and suddenly you're the 800-lb gorilla of Shadowrun combat. Drones are very useful for a lot of things, and specializing in them will help more than being mediocre elsewhere.

Do what you think is best, but just remember: In SR4.5, being useless in a lot of areas is less fun than being great in a few.
KarmaInferno
And it's not that hard in SR4 to be highly specialized in a couple of areas, and still be decent at a number of others.




-k
Jhaiisiin
Not to mention that it depends highly on the group dynamic. If you have several players who have a focus, but not hyperspecialization, then also being sort of a generalist with a specific focus is a great plan. If your whole group is super specialized at everything, then you also will want to specialize so you can cover the gaps that will exist.
Maelwys
Well, we'll see I guess. One more question at 4am...the various mechanic skills relate to drones as well? So if I wanted to work on a Steel Lynx, I'd use automotive mechanic, even though its a drone?
Cain
QUOTE (Maelwys @ Sep 11 2011, 01:19 AM) *
One more question at 4am...the various mechanic skills relate to drones as well? So if I wanted to work on a Steel Lynx, I'd use automotive mechanic, even though its a drone?

Pretty much, yeah.
Maelwys
Well, finally done. Took a bit longer than expected (with some time waiting on the GM's replies). I must say, it wound up being longer than expected. About 7 pages as a .rtf. Probably more than I should spam the boards with.

I will say that looking at it as its laid out, I can see the call for less generalization and more specialization. Almost every skill + Attribute winds up being around a 7, and all skills besides knowledge skills are between 5 and 7. With bonuses from various other aspects the pools can get up into reasonable range, but it just seems...I dunno.
Cain
QUOTE (Maelwys @ Sep 21 2011, 09:49 AM) *
Well, finally done. Took a bit longer than expected (with some time waiting on the GM's replies). I must say, it wound up being longer than expected. About 7 pages as a .rtf. Probably more than I should spam the boards with.

I will say that looking at it as its laid out, I can see the call for less generalization and more specialization. Almost every skill + Attribute winds up being around a 7, and all skills besides knowledge skills are between 5 and 7. With bonuses from various other aspects the pools can get up into reasonable range, but it just seems...I dunno.

You can post it on google docs and put the link here.

Based on those dice pools, I'd say that you need a lot more specialization. Seven dice is really small for a primary skill pool, and 5 is only good for those skills you "just need to get by" in. Try to get your primary dice pools up to a 15 or so.
Tymeaus Jalynsfein
QUOTE (Cain @ Sep 21 2011, 10:16 AM) *
You can post it on google docs and put the link here.

Based on those dice pools, I'd say that you need a lot more specialization. Seven dice is really small for a primary skill pool, and 5 is only good for those skills you "just need to get by" in. Try to get your primary dice pools up to a 15 or so.


12-15 for Primary is very workable. Of course, if your Opposition is only throwing 7 dice, then you are certainly okay.
Maelwys
Well, keep in mind that the 7 is just the attribute+skill, not necessarily the entire pool. Just the starting point of the pool.

https://docs.google.com/leaf?id=0B-oUcLgRVY...Iz&hl=en_US

That should work.
Udoshi
QUOTE (Cain @ Sep 9 2011, 12:05 PM) *
Despite what some others might say, your piloting skills aren't really a big deal if you're a drone rigger. They only really apply when you're jumped in. If your drones are autonomous, then you need the best Pilot program you can afford, combined with the best autosofts you can buy. I believe that SR4.5 went to the "autosofts are per chassis" rule, so the more drone types you have, the more it'll cost. Still, it's worth sacrificing a point or two off your strength or skills to get them; they'll be using their own abilities far more often than they'll be using yours. In that same vein, a Vehicle Control Rig isn't strictly necessary if you're going to be running a lot of autonomous drones. It's great if you're a wheelman rigger, not so hot if you're a drone rigger.


Emphasis mine.

Not quite true.
Pilot is pretty important if you're a rigger, as it applies when doing a great number of important tasks.
Remember, using Command to Control Device is Command + Skill

Anyway. Pilot has some important functions you should not forget about: Maneuvering. Crash tests(these occur when you get shot, much like knockdown tests). Full Defense(evasive driving) and Infiltration.(Pilot skill level caps your infiltrating skill level in a vehicle)

I would agree that you can get a bunch of dice pool bonuses while in a drone(command, optimization, control rig, hot sim, handling, etc) but pilot is still pretty important.
Dakka Dakka
Do you really need industrial and nautical mechanics?

You do not need a simrig, unless you want to sell Simflicks of your rigging or whatever you record. A (hot) Sim Module is enough to do anything you will probably want to do. If you do want to record flicks, you can buy or rent an external simrig.

Any reason why your character speaks both "new" languages (Or'zet and Sperethiel)? AFAIK those aren't even that widespread among Orks and Elves.
Cain
QUOTE (Udoshi @ Sep 21 2011, 10:12 PM) *
Anyway. Pilot has some important functions you should not forget about: Maneuvering. Crash tests(these occur when you get shot, much like knockdown tests). Full Defense(evasive driving) and Infiltration.(Pilot skill level caps your infiltrating skill level in a vehicle)

I would agree that you can get a bunch of dice pool bonuses while in a drone(command, optimization, control rig, hot sim, handling, etc) but pilot is still pretty important.

It's not super-necessary, though. If he's strapped for points, it's ok for his drones to be better at piloting than he is. After rereading that section, while issuing Commands is indeed Command + Skill, it doesn't actually say *what* skill in the SR4.5 book. Since most of the things you mention only apply when you're jumped in, if they're operating autonomously you don't have to worry so much.
Tymeaus Jalynsfein
QUOTE (Cain @ Sep 22 2011, 02:35 AM) *
It's not super-necessary, though. If he's strapped for points, it's ok for his drones to be better at piloting than he is. After rereading that section, while issuing Commands is indeed Command + Skill, it doesn't actually say *what* skill in the SR4.5 book. Since most of the things you mention only apply when you're jumped in, if they're operating autonomously you don't have to worry so much.


Are you kidding me? You know what Skill to use, Cain, get real. Like always, you use the Various piloting skills, depending upon the Drone, OR Gunnery for Shooting.
Cain
QUOTE (Tymeaus Jalynsfein @ Sep 22 2011, 07:14 AM) *
You know what Skill to use, Cain, get real. Like always, you use the Various piloting skills, depending upon the Drone, OR Gunnery for Shooting.

First of all, you don't need to constantly bold out my name. It feels accusatory, which I don't think you intend.

Second, the SR4.5 book is vague enough that there's considerable question on that regard. Third, that only applies if you're directly controlling them through AR. If you're using VR, you're jumped in; if you're merely issuing commands, the drone rolls Pilot + Response in tricky decision-making scenarios. You don't roll a thing. So, you can get away with low Piloting skills if you have good Pilot programs.
Seerow
QUOTE (Cain @ Sep 22 2011, 04:08 PM) *
First of all, you don't need to constantly bold out my name. It feels accusatory, which I don't think you intend.

Second, the SR4.5 book is vague enough that there's considerable question on that regard. Third, that only applies if you're directly controlling them through AR. If you're using VR, you're jumped in; if you're merely issuing commands, the drone rolls Pilot + Response in tricky decision-making scenarios. You don't roll a thing. So, you can get away with low Piloting skills if you have good Pilot programs.



This.



The [roll Command + Skill] is for when you are actively remote controlling the drone via AR or VR without jumping in. Like you can remote control the drone and use your skills. You can also jump in to be able to use the Drone's stats rather than Command, and get the Jumped In bonus. But if you send the Drone off to do its own thing, it uses its Pilot, you don't do anything in that situation.
Tymeaus Jalynsfein
QUOTE (Cain @ Sep 22 2011, 09:08 AM) *
First of all, you don't need to constantly bold out my name. It feels accusatory, which I don't think you intend.

Second, the SR4.5 book is vague enough that there's considerable question on that regard. Third, that only applies if you're directly controlling them through AR. If you're using VR, you're jumped in; if you're merely issuing commands, the drone rolls Pilot + Response in tricky decision-making scenarios. You don't roll a thing. So, you can get away with low Piloting skills if you have good Pilot programs.


Sorry, I bold it so it shows the person I am talking/referring to. Been doing it for years now. Kind of like the @ symbol, which I don't really like.

But if you are commanding them, as the example you replied to stipulated, and you use "Command + Skill" (like you responded with), it is obvious what the skill is going to be. Your reply was disengenuous when you said:

QUOTE
After rereading that section, while issuing Commands is indeed Command + Skill, it doesn't actually say *what* skill in the SR4.5 book


It is Obvious what skill you are using in that situation.
Maelwys
QUOTE (Dakka Dakka @ Sep 22 2011, 02:03 AM) *
Do you really need industrial and nautical mechanics?


Need? On Nautical mechanics I would say no. Industrial Mechanics I would say that's questionable. The description of the skill talks about it being used to maintain and build mechanical devices as well as the baseline for mechanics, it seems rather silly to leave it out (especially since it would only save me 4 points. Which is a skill point I know, but since I want the character to do more than just "Drones drones drones" it seems logical. And since its a skill group, the Nautical just sort of comes along.

QUOTE
You do not need a simrig, unless you want to sell Simflicks of your rigging or whatever you record. A (hot) Sim Module is enough to do anything you will probably want to do. If you do want to record flicks, you can buy or rent an external simrig.


Seems to fit the character better, rather than the external version of it. Of course, I find it sort of silly that I have to spend essence to make the included module capable of hot sim, but that's the way the game bounces it seems. So need, no, want yes smile.gif

QUOTE
Any reason why your character speaks both "new" languages (Or'zet and Sperethiel)? AFAIK those aren't even that widespread among Orks and Elves.


Well, SR3 had Sperethiel being relatively uncommon, but SR4 states that they've been "Adopted into common usage among elf and ork communities." So at this point I don't really see a problem with taking them, and figure the 1 in Or'zert is more of what she's picked up from trids, the streets, and curse words, rather than full fluency.
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