cutter07
Apr 15 2004, 04:41 AM
QUOTE |
get more than a single action before opponents can go |
A single complex action = 2 simples. Enough for 2 bursts of fianchi. Roll vs 12D damage. Twice.

If your not dead from that then my 2 other homies with simular init will have a go at you. Then if your still alive then yeah, you might do something. Magic is not the silver bullet. Yeah its nice against your average brute but when you got 3 guys this fast your pwned. And God help you if we roll surprise.
Raptor1033
Apr 15 2004, 04:59 AM
QUOTE |
Car = reaction. Go take a look at his reaction,... Now think,.. |
I'm not completely sure but i thought it said either in the main book or in the rigger that a person defaulting to reaction for driving without a vcr had to default to the unmodified stat, not modified by cyber or bio or magic. someone please correct me if i'm wrong.
John Campbell
Apr 15 2004, 05:17 AM
Okay, I was going to point out all the holes in your tactical thinking, starting with your belief that you're actually fast, but, y'know, I don't really care. I was trying to help you out by pointing out a major weakness in your character build, but if you're so insistent that no one can ever possibly exploit it because you're so big and badass, well, it's no skin off my back when it kills you.
tjn
Apr 15 2004, 05:29 AM
QUOTE (cutter07) |
A single complex action = 2 simples. Enough for 2 bursts of fianchi. Roll vs 12D damage. Twice. If your not dead from that then my 2 other homies with simular init will have a go at you. Then if your still alive then yeah, you might do something. Magic is not the silver bullet. Yeah its nice against your average brute but when you got 3 guys this fast your pwned. And God help you if we roll surprise. |
Yeah, that'd work real well against the mage that's two kilometers away who looks indistingishable from every other joe in the spawl. Or the mage that just isn't physically there to be shot by shotguns, pistols, or even orbital rail guns.
Magic may not be the silver bullet, but it's more then capable of eliminating any threat the Troll would be capable of.
Wait, I'm sorry. I'm being a dick again for pointing out the reality of the situation.
Glyph
Apr 15 2004, 05:49 AM
The trouble with mages is that they don't really come with a sign saying "Mage! Geek me!" Any guy on the street, or any one of those identically uniformed security guards, could be a mage. A Willpower of 1 IS a major weakness. It is nearly as bad as Body: 1, because magic and awakened critters are something that runners run into all of the time. Remember, min-maxing involves minimizing weaknesses while maximizing strengths.
A Willpower of 1 means that a manabolt cast at Force: 3 and base damage: M will probably put you into Deadly. It also affects things like social skills, such as resisting intimidation, and a low Willpower really cuts into your Combat Pool. I have done "troll tank" builds, and I usually give them a Willpower of 6, which makes it extremely difficult for hostile mages to affect them.
Capt. Dave
Apr 15 2004, 05:53 AM
tjn and Glyph are right on that one, cutter07. What if the mage goes first? (don't laugh, it is quite possible) Say he has a spirit or 2? And god help you if you're facing a Manabolt with a TN of 1(2). Magicians are very powerful, and so are their spirits. I know every archetype can be killed by something, that's not the point. I'm just suggesting that you not write off magic as something easily dismissed. You've got the physical combat down flat, just beef up some magical defense and you're good to go on all fronts.
EDIT - except for the Bio Index problems Austere Emancipator mentioned...
cutter07
Apr 15 2004, 07:40 AM
QUOTE |
kay, I was going to point out all the holes in your tactical thinking, starting with your belief that you're actually fast, |
Actually fast,.. as compared to what? A cheeteh? Gimme a break. This guys a 10 quickness, and 3d6+10 init. Average human is a 3, 1d6+3. Your mage is probably 1d6 +6. You think his willpower will be a 1 five runs in? No,
In the unlikely event that he loses initiative.
Spirits,.. only good if your alive. And as you know all mages have spirits right by there side 24x7.
And yes the ever so feared manabolt. If a mage is out of sight and attack, yeah not mcuh I can do. Just like theres nothing you can do if something has time to spin up a Vindicator and pour that FA into you. Just like my example with the bow. I'm riding the willpower out til I get some karma, as its easier to raise a 1 to a 6 then then to raise 3 4s to a 6.
QUOTE |
Magic may not be the silver bullet, but it's more then capable of eliminating any threat the Troll would be capable of. |
Your so hell bent on proving your w1z4rd5 1337n355 that your helping prove my point. You hit someone not expecting it with nearly anything of deady damage thier dead. Including your megaleet mage. I don't care how many bunny spirits you got.
I plan on getting Willpower first thing but its not like a mage looks at someone and knows thier willpower.
BTW let me say thank you to everyone whos helped <yes you too tjn>. Its just turning into something of a "my mages %&$ is bigger" contest. Lets stay on topic
Arethusa
Apr 15 2004, 08:04 AM
Oh, how much you have to learn. Combat is not the mage and your weak willed gunslinger facing eacher at high noon, nor is survival in a hostile environment as simple as shooting whatever looks menacing and magey. You're a fool if you expect to be able to shoot everything that's giving you trouble, and this goes well beyond being allegorical to a sniper or an emplaced gunner. Even the lightest of mana scratches could easily take you down, and that's just the beginning. Magic reaches farther than you can probably imagine, and it is by far the most brokenly unbalanced aspect of Shadowrun. If you don't get it yet, you will when you die before your third run, providing your GM knows what he's doing.
As for 10+3d6 init, you don't really have much to boast about. It's not awful, but it's not really stunning. Believe me, you are not nearly as fast as you think you are.
cutter07
Apr 15 2004, 08:51 AM
Yeah ok whatever. I asked for build advice, not how to be bulletproof to mages. I've been playing since 1st print and while the rules have changes the few tactics have. Magic does not reach farther, then I imagine, its reachs only as far as one can see and/or sustain. But if you read my last post you'd know we'e past this topic. Thanks la~
Capt. Dave
Apr 15 2004, 08:55 AM
QUOTE (cutter07) |
Its just turning into something of a "my mages %&$ is bigger" contest. Lets stay on topic |
We are on topic. You wanted suggestions, you got 'em. We are merely cautioning against ignoring magic as a threat. As to the initiative, my mage walks around with 7+4D6. Not to mention Inc. Reaction, which can boost Reaction quite well. I would suggest reading the entirety of the magic section of SR3 and MITS, the better to know your weaknesses. Armor spells, Physical Barrier, Combat Sense, etc. can all ruin well-placed shots. Don't get me wrong, I'm not insulting your character or claiming that mages are the best archetype to play. I'm just suggesting you respect it as a very real threat and protect yourself accordingly.
shadd4d
Apr 15 2004, 09:07 AM
But look at this senario: You're a bodyguard, guarding some bigshot. Enemy runners take over the sec outpost and a mage with a spirit or worse an ally spirit gets into the fiberoptic spell network. Spirt sees your low willpower, tells his master/friend. Friend mage centers a manaball on you. You never saw it coming and are greased. Fellow team members are probably grease stains or at least hurting. Your employer may also be deceased.
You're trying to make something like an Executive protection specialist, or at least that's my assumption. Remember what was stated in Corp Sec: these guys aren't choosen by the reasoning "He's a big guy, let's strap a gun on him."
Don
tjn
Apr 15 2004, 09:24 AM
QUOTE (cutter07) |
Your mage is probably 1d6 +6. |
More like 4d6+4. Average rolled initative will be, 18 for the starting mage, and a 19.5 for the Troll. On average the Troll will go first, but it's not anywhere in the realm of certainty.
QUOTE |
You think his willpower will be a 1 five runs in? No, |
Depends on how much Karma the GM gives a session. If it's 10 a run, then yeah, that's not a big problem if he survives for that long (Then again the mage could initate twice for that). If it's 4 a run... the Troll's going to be hurting for some time.
Either way your betting that the GM doesn't throw mages at the party until you've built the karma for it. And any GM worth his salt should ask how the Troll's learning to become more willful. If you've got the chops to portray such a sudden change in character convincingly, all the more power to ya.
QUOTE |
Spirits,.. only good if your alive. And as you know all mages have spirits right by there side 24x7. |
Damn straight. While there are limits, it's just much easier to carry around the astral equivelent of a Panther Assault Cannon. You see, LS doesn't have a whole lot of mages to walk the beat to astrally assense everything in the sprawl. But that AK-97? Good luck in any place but a Z zone.
See, Magic and the Matrix are the two things mundanes don't even think about. They understand Trolls, gangers, crazied street sammies, and all other physical threats. Therefore they protect, however best they can, against them. Whether it's hoping Lonestar shows up, joining the gang in question, or even fielding a team of your own specops.
Now the Corps are protected in the Matrix (the fraggers built the damn thing, I'd expect they would)... everyday joe in the sprawl? One malignant decker can ruin their life, permenantly. There's just so much going on that one person just doesn't amount for a hill of beans in this world.
Now astral is more limited as to who can access it, being a rare gift and all, but it's even worse because of that. There aren't even the selfish interests of the Corps to keep things within tolerable levels. There is nothing with any sort of authority in the Astral. And it's wide open.
There could be a mage sitting next to a mundane, listening to their entire life go by, and they wouldn't have a clue until the poor sod got nuked when the mage got bored. And when his body is found the next morning, there would be no evidence, only a few suspicions.
QUOTE |
You hit someone not expecting it with nearly anything of deady damage thier dead. Including your megaleet mage. I don't care how many bunny spirits you got. |
If somehow, the spirits are overwhelmed, I give you Anchoring, SR's Contingency metamagic.
QUOTE |
BTW let me say thank you to everyone whos helped <yes you too tjn>. Its just turning into something of a "my mages %&$ is bigger" contest. Lets stay on topic |
Your welcome cutter07. Sorry bout the topic drift, I still feel the Willpower is gonna get the Troll, and likely his whole team, killed
toturi
Apr 15 2004, 11:46 AM
QUOTE (shadd4d @ Apr 15 2004, 05:07 PM) |
But look at this senario: You're a bodyguard, guarding some bigshot. Enemy runners take over the sec outpost and a mage with a spirit or worse an ally spirit gets into the fiberoptic spell network. Spirt sees your low willpower, tells his master/friend. Friend mage centers a manaball on you. You never saw it coming and are greased. Fellow team members are probably grease stains or at least hurting. Your employer may also be deceased.
You're trying to make something like an Executive protection specialist, or at least that's my assumption. Remember what was stated in Corp Sec: these guys aren't choosen by the reasoning "He's a big guy, let's strap a gun on him."
Don |
Spirit see your low Willpower? That's some powerful spirit to get so many successes on the astral perception check, which would mean the team is gonna be toast anyway.
After some reflection, I can see the min-max of this troll. A troll of Willpower 2 isn't going to be twice more likely to resist the mage (after all, the TN has only a min of 2), but the karma costs of boosting an Attribute as opposed to using Attribute points makes it a good trade off. And you should be under the spell defense of the team mage.
QUOTE |
Tjn just save it, I wasnt arrogant, your just a dick. Be a dick to someone who cares enough to listen. I'm done with you.
|
BTW, if you read my encounter with him, you should have had an idea the type of person he is.

intended, but tjn is coming across as being touchy.
tjn
Apr 15 2004, 12:13 PM
QUOTE (toturi) |
... (B)ut tjn is coming across as being touchy. |
My dear toturi, whatever gave you that idea?

(To be totally clear, that was wholly tongue-in-cheek)
Lilt
Apr 15 2004, 02:47 PM
Now: you asked for help, people are telling you about a completely valid threat to your character (mages when you have a willpower of 1). They are leaving the explanation fairly thin, so I'll see if I can help.
Mages have access to this useful little spell called Increase Reflexes +3. It allows any mage capible of casting health spells to gain a +3d6 initiative dice bonus for 2 spell points and 15k nuyen (IE: it's insanely cheap). This puts mages on Reaction+4d6 initiative, which is quite respectably high, close even to your 10+3d6. A mage with reaction 6 would probably even be faster than you. Relying on going first isn't a good option.
Next there is the issue of you seeing the mage. Many mages have the invisibility spell, and can cast it so well that it's virtually impossible to see through. Yes, even with 6 intelligence (or even 7).
You may also want to peruse the SotA2063 book. There is a piece of security gear called the Fiberoptic Observation Network on P91. Using it, a mage could have LOS to you and cast a spell at you from the other side of the building. A mage could even be behind a 1-way mirror or bulletproof glass.
You are fortunate in the fact that your strength (combined with melee attacks or bow shots) should allow you to damage spirits effectively, at least that's some protection from a mage's arsenal.
kevyn668
Apr 15 2004, 09:14 PM
Seems like this happens almost everytime someone new to the boards puts up the "help me w/ my character" thread. We all come a'runnin', spoutin' our advice--most good, some bad--and the topic starter eventually gets into a pissing contest with one of the poster... (sigh)
On topic: once you change the things you say you're going to, I'd say he looks ready for action.
Except (don't know if anyone caught this yet. if so, sorry.):
You can't specialize in Unarmed Combat by selecting a martial art. There are now rules on that.
You have that Spaz but no shotgun skill. If its your main assault weapon, you might want to trade Projectiles for it. Or didtch the gun. Your call.
I'd probably scrap Biotech as well. Or at least lower it and jam some points into Shotguns or something. Again, Your call.
Since toturi explained the Willpower thing it makes sense to me too.
cutter07
Apr 15 2004, 09:40 PM
QUOTE |
You can't specialize in Unarmed Combat by selecting a martial art. There are now rules on that.
You have that Spaz but no shotgun skill. If its your main assault weapon, you might want to trade Projectiles for it. Or didtch the gun. Your call.
I'd probably scrap Biotech as well. Or at least lower it and jam some points into Shotguns or something. Again, Your call. |
Actually you can specialize in a MA, its both in the SR3 book and CC.
Shotgun will default to pistol. With the RC, smartgun 2, and spread TN reducations I doubt I'll have an issue. In fact the shotgun/roomsweeper are just for crowd control and unarmored targets.
Biotech is a must for any runner. Not sure how most GMs play Docwagons but they don't go most places a runner goes without spending the megabucks. It keeps you and your homies alive and reduces downtime in the longrun. Besides every good bodyguard needs first aid right?

QUOTE |
topic starter eventually gets into a pissing contest with one of the poster |
I asked for advice, not peoples startass comments (such as yours). So far you havent given any good advice
cutter07
Apr 15 2004, 09:49 PM
You know what, since every Tom Dick and Harry seems to think this build is insane rebuild it the "right" way. Come on, lets see a troll with everything covered. Or should I make him a mage as well? Just curious as to what people think is best. I made the will a 1 since my GM hates playing magic users and loves throwing bad guys with panther cannons at me. But hey that Willpower will help me alot when I'm rolling against a 18D heashot (bypassing armor).
Arethusa
Apr 15 2004, 09:51 PM
I somehow doubt that the SR3 core cook contains rules allowing you to specialize in a martial art, given that they were introduced in the Cannon Companion.
[edit]
If that's how your GM plays, you've got a decently solid character, assuming you fix all the mechanical issues, that will stand up well in the bizarre environment your GM has created. But your GM is fucking out of his mind.
Austere Emancipator
Apr 15 2004, 09:58 PM
It helps to mention those kinds of things. If you play in a game where the GM almost never uses any magic threats, then defending against magic is of course not a priority. The majority of dumpshockers cannot read minds, however, and have no idea that's the case unless you mention it.
QUOTE (cutter07) |
Actually you can specialize in a MA, its both in the SR3 book and CC. |
It might be in SR3, but I seriously doubt it's in CC. Page 88 of CC sez:
QUOTE |
To increase the realism and detail of the current melee combat system, the skill of Unarmed Combat must be removed from the game and replaced by a number of new skills that represent a martial arts style: [...]
[...] characters may not specialize in these skills. |
I can't help with munching a character, because I'm horrible at it. Besides, I've never had to practice because I'm the GM.
kevyn668
Apr 15 2004, 10:36 PM
QUOTE (cutter07 @ Apr 15 2004, 09:40 PM) |
QUOTE | You can't specialize in Unarmed Combat by selecting a martial art. There are now rules on that.
You have that Spaz but no shotgun skill. If its your main assault weapon, you might want to trade Projectiles for it. Or didtch the gun. Your call.
I'd probably scrap Biotech as well. Or at least lower it and jam some points into Shotguns or something. Again, Your call. |
Actually you can specialize in a MA, its both in the SR3 book and CC. Shotgun will default to pistol. With the RC, smartgun 2, and spread TN reducations I doubt I'll have an issue. In fact the shotgun/roomsweeper are just for crowd control and unarmored targets. Biotech is a must for any runner. Not sure how most GMs play Docwagons but they don't go most places a runner goes without spending the megabucks. It keeps you and your homies alive and reduces downtime in the longrun. Besides every good bodyguard needs first aid right?  QUOTE | topic starter eventually gets into a pissing contest with one of the poster |
I asked for advice, not peoples startass comments (such as yours). So far you havent given any good advice
|
And so far you've proven my point.
Don't why you're attacking me. I guess I hope it makes you feel better...Let me know how it works out.
Checked the BBB, you're right about the specializing in MA. It is not in the CC that I could find. I'll need a page number for that. The defaulting to pistols works for me. The biotech...well, that's probably why I said "up to you," isn't it?
And every Tom, Dick, and Harry thinks he can build a better troll b/c you ASKED US FOR HELP, remember?
Let me clear up a few things for ya: when you post to this board don't expect every one to read your post and think it's the best thing since sliced bread. It rarely is. Everyone has his or her own opinions and when you ask for them don't act all "ohmgod, youdon'tseeitthewayIseeit?!."
Another thing, don't take the critizing personally. Its not aimed at you (though, I am tempted...) its aimed at your ideas and for the most part has been constructive.
And get used to the s
martassed comments. They're more common than Pred II at KE Convention. If you really don't want more smartass comments, I suggest you don't respond to them.

Jeez, Dr. Funkenstein isn't even around anymore. You, my friend, have it easy with me.
Austere Emancipator
Apr 15 2004, 10:55 PM
QUOTE (kevyn668) |
Dr. Funkenstein isn't even around anymore. |
Literally? No. But sort of, yes. With his mates Boogie Woogie Wookie and Infinity Cubed, and a few others I can't remember.
TinkerGnome
Apr 15 2004, 11:03 PM
A better troll? Maybe not, but here's a more versitile troll. First thing to pop to mind. Similar theme, more livable (somewhat). He'd have his goals pretty clear from day one (ie, get more social skills and charisma, better stealth gear, etc.)
A - Attributes
B - Magic (adept)
C - Race (troll)
D - Resources (20k)
E - Skills 27
Attributes
Body 12(13)
Quick 4
Str 10
Cha 2
Int 3
Wil 4
Magic 6
Initiative 7+3d6
Edges/flaws
Bonus attrib (Body) 2
High pain tolerance lvl1 2
Quick healer 2
Phobia (uncommon, severe -> needles) -4
Sensitive Neural Structure lvl1 -2
Skills
Edged Weapons/Katana 5/7
MA: Kung Fu 4 (Whirling, Whirling w/edged weapons)
Stealth 4
Athletics 4
Etiquette/Street 1/3
Pistols/Predator 2/4
Magic
Improved reflexes 2
Improved ability (stealth) 4
Improved ability (edge weapons) 2
Traceless Walk
Improved sense (Sound dampening, flare comp)
Gear
Dikoted Katana (Str+4)S 1 reach
Predator
Camo suit (urban)
shadd4d
Apr 15 2004, 11:35 PM
I'm pretty sure that etiquette is a skill without a general component, but I could be wrong.
I'd either be sure that you've got the skills you want or will primarily use the same weapon.
It's not coming clear to me, maybe I need to study more math, but what is the normal rating of your stealth skill? Is it 4(

or am I missing something? Your skills don't seem to be adding up for me for some reason.
Don
Austere Emancipator
Apr 15 2004, 11:39 PM
QUOTE (shadd4d) |
I'm pretty sure that etiquette is a skill without a general component, but I could be wrong. |
You mean the Street specialization vs the general skill? It does have a general component in 3rd Edition. I never played 2nd Edition, but I think back then Etiquette was broken into several skills. What used to be a separate active skill of "Street Etiquette" in 2nd Ed is now just a specialization of "Street" in the general active Social skill "Etiquette".
I'm pretty sure he meant the skill rating in Stealth is 4. That's 8 dice for most tests involved with the ImpAb. The skill rating has to be at least 4, because he's got ImpAb-4 in it, and it probably isn't higher than 4 because the numbers say 4.
shadd4d
Apr 15 2004, 11:42 PM
Okay. I'm in a position where I can't really check my books (my arm doesn't reach across the Atlantic), so I'm basing most of this on memories of having read them every day when I was in high school (3rd ed). Sometimes the memories play you false, ya know?
Don
Austere Emancipator
Apr 15 2004, 11:44 PM
Heck, my mind plays me false in real time. No worries. I wasn't trying to be overly critical of you, that's just the way I give feedback/answer questions on forums.
shadd4d
Apr 15 2004, 11:46 PM
This is also the worst medium to try and communicate subtitly or neutrality of response.
Don
kevyn668
Apr 15 2004, 11:56 PM
QUOTE (shadd4d) |
This is also the worst medium to try and communicate subtitly or neutrality of response.
Don |
Amen to that, chummer!
TinkerGnome
Apr 16 2004, 01:39 AM
QUOTE (shadd4d @ Apr 15 2004, 07:35 PM) |
Is it 4(8) or am I missing something? Your skills don't seem to be adding up for me for some reason. |
Yeah, it's 4(8). I just forgot to notate it since this was a quick mockup of a more versitile character. Also, the skills only add up to 23 skill points because 4 of those 27 points went to buy martial arts manuevers. I also didn't notate the edge weapons/katana skill as 5/7(7/9).
8 dice is plenty for stealth because of traceless walk and a camo suit (+4 to virtually all stealth rolls... still vulnerable vs. scent or thermosense).
Personally, I absolutely hate giving a troll a lot of cyber and/or the suprathyroid because of the decrease to signature. Signature 5 is bad enough, but the initial character is .3 essence away from signature 3. Considering the low number of dice drones tend to roll for sensors no their own, you want to keep the number as high as possible. If the troll above knew there was a lot of drone activity around, he'd likely change out for signature increasing camo instead of urban.
Going without bioware also means that the character has truely low healing TNs (particularly with quick healer). He's got lower physical stats and better mental stats (except intelligence... if you want to be smart, why are you playing a troll?). He's less likely to shrug off being shot, but he's also a lot less likely to be shot at (8 stealth dice and some magic vs. no stealth).
If you wanted to really twink the character, it's a simple matter of taking the highest level ambidexterity edge and a second edged weapon (not necessarily dikoted). That'd raise his melee combat roll to 12-13 dice (fewer if the offhand weapon is not a katana) instead of just 9.
The character's first act should be to raise his etiquette base skill to 2, and then start filling in some of his other holes, depending on the way the team is put together.
Arethusa
Apr 16 2004, 02:35 AM
QUOTE (TinkerGnome) |
If you wanted to really twink the character, it's a simple matter of taking the highest level ambidexterity edge and a second edged weapon (not necessarily dikoted). That'd raise his melee combat roll to 12-13 dice (fewer if the offhand weapon is not a katana) instead of just 9. |
You only need the 6 point version of ambidexterity for two weapon melee fighting. The last level only takes effect with a second ranged weapon, if I read the rules correctly.
TinkerGnome
Apr 16 2004, 02:53 AM
Arethusa's right. I tend not to twink that way (or to spend the extra 2 points on being able to do the no penalty two handgun thing) so I missed it
broho_pcp
Apr 16 2004, 04:59 AM
QUOTE (shadd4d) |
This is also the worst medium to try and communicate subtitly or neutrality of response.
Don |
I disagree.
Using a cell phone in a public place would be worse.
Why? because I would be beating you to death with it. (I HATE CELL PHONES!!!)
Austere Emancipator
Apr 16 2004, 05:05 AM
You'd hate living here. 70% of Finns use mobile phones almost exclusively, and about every fourth household has given up wirephones completely.
Raygun
Apr 16 2004, 06:12 AM
Damn Nokia...
toturi
Apr 16 2004, 10:21 AM
QUOTE (TinkerGnome @ Apr 16 2004, 07:03 AM) |
A - Attributes B - Magic (adept) C - Race (troll) D - Resources (20k) E - Skills 27
Attributes Body 12(13) Quick 4 Str 10 Cha 2 Int 3 Wil 4 Magic 6 Initiative 7+3d6
Edges/flaws Bonus attrib (Body) 2 High pain tolerance lvl1 2 Quick healer 2 Phobia (uncommon, severe -> needles) -4 Sensitive Neural Structure lvl1 -2
Skills Edged Weapons/Katana 5/7 MA: Kung Fu 4 (Whirling, Whirling w/edged weapons) Stealth 4 Athletics 4 Etiquette/Street 1/3 Pistols/Predator 2/4
Magic Improved reflexes 2 Improved ability (stealth) 4 Improved ability (edge weapons) 2 Traceless Walk Improved sense (Sound dampening, flare comp)
|
OK, I realised that Tinkergnome didn't ask for this build to be critiqued but since it is on a "pls critique" thread so... here goes.
The first thing that comes to my mind is that the troll is focused on melee more than range. Yes, the object is to make thr troll more versatile but it really doesn't cut it if you are spending 3 power points on Imp Reflexes so you can shoot a Predator more time in a round at skill 4(I assume that you know that initiative doesn't really count very much in melee).
Also you didn't really maxed the MA maneuvers. Read the conversion rules. If you started with a martial arts specialisation in unarmed combat, you can convert into an equivalent Martial Art skill with appropriate Maneuvers (this is VERY munchy).
And lastly I would use the BP system, because of the "free" BPs from the Flaws.
TinkerGnome
Apr 16 2004, 02:10 PM
QUOTE (toturi) |
The first thing that comes to my mind is that the troll is focused on melee more than range. Yes, the object is to make thr troll more versatile but it really doesn't cut it if you are spending 3 power points on Imp Reflexes so you can shoot a Predator more time in a round at skill 4(I assume that you know that initiative doesn't really count very much in melee). |
In single combat, no it's not very important. However there are some important reasons to go ahead and blow the power points on the power.
- Better reaction. The troll has a base reaction of 3, which would pretty much guarantee surprise and other problems with rolls which call for reaction.
- I don't know where everyone gets the idea that a melee fighter doesn't need to be fast. That's only true in the case where you're fighting one target who can't call for backup and is cornered or can be defeated in one attack (which is, admittedly quite a few targets for this type of troll). Nothing says when it comes to his initiative that he's got to fight you hand to hand. Smart opponents (hell, most opponents on seeing a troll with a reach weapon) would get the hell back and shoot you. If they can do so without moving past you (ie, they're not cornered), you don't get any free attacks on them and they don't even take any penalties to hit aside from wound modifiers. Not to mention the problems a radio call for help are going to cause. If it takes you 2 melee passes to bring a target, and he's getting 2 actions a turn to your 1, you've just taken 2 simple actions worth of gunfire and/or radio calls.
- The troll is much more flexible. If he wants to get LMG and a smartlink, there's nothing stopping him (he can geasa away a point of powers no problem).
QUOTE (toturi) |
Also you didn't really maxed the MA maneuvers. Read the conversion rules. If you started with a martial arts specialisation in unarmed combat, you can convert into an equivalent Martial Art skill with appropriate Maneuvers (this is VERY munchy). |
That's... stupid. Unless there is a damn good reason, there's no way I'd let someone get away with that (like no one in the group owns the book and then one got it).
QUOTE (toturi) |
And lastly I would use the BP system, because of the "free" BPs from the Flaws. |
There's no such thing as a "free" BP. However, you can certainly make a better character using those rules. I just stuck with the generation system the original poster used.
toturi
Apr 16 2004, 02:25 PM
QUOTE (TinkerGnome) |
Better reaction. The troll has a base reaction of 3, which would pretty much guarantee surprise and other problems with rolls which call for reaction.
That's only true in the case where you're fighting one target who can't call for backup and is cornered or can be defeated in one attack (which is, admittedly quite a few targets for this type of troll). Nothing says when it comes to his initiative that he's got to fight you hand to hand. Smart opponents (hell, most opponents on seeing a troll with a reach weapon) would get the hell back and shoot you. If they can do so without moving past you (ie, they're not cornered), you don't get any free attacks on them and they don't even take any penalties to hit aside from wound modifiers. Not to mention the problems a radio call for help are going to cause. If it takes you 2 melee passes to bring a target, and he's getting 2 actions a turn to your 1, you've just taken 2 simple actions worth of gunfire and/or radio calls.
That's... stupid. Unless there is a damn good reason, there's no way I'd let someone get away with that (like no one in the group owns the book and then one got it). |
Yes, the low reaction might be a drawback, but don't you think Combat Sense 3 might be a better solution on the low Reaction?
Calling for backup may be throwing a spanner into the works but please remember unless you are able to kill the opponent BEFORE he even has an action, it is likely that he is able to call backup anyway. Backing away means the opponent spends his turn moving, I don't think he would be able to shoot you in the same turn, unless he moves only in 1 initiative pass but in that case the troll should be able to keep up (note: most trolls would lose out in such a situation anyway)
I used the conversion rules as an exercise in Munchkin-fu, because it is stated that you can do so.
TinkerGnome
Apr 16 2004, 03:02 PM
Umm... movement isn't an action. Thus if you jump a guard and he survives (which I included as a caveat to this being a problem since he likely won't) he will be able to back up and make his full allotment of actions. Combat sense is a viable power to trade out the increased reflexes skill for, but I'd prefer to be able to act twice for ranged combat if I need to. It has its own advantages and, depending on how you want the character to work, exactly, it might be better.
What you immediately run into with the supposition that you can always kill your foe in one round is that there will be times when you can't. Or you're facing multiple foes and can't. Or any of a dozen problems you might face.
You can always pick up cheaper powers later on, but if you think you ever want a power which costs 2 or more points, character generation is about the only time you can really get it because it takes so long to get those points later in most games.