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tasti man LH
New blog post up for SR5, this time involving adepts:

QUOTE
Okay, fun fact: One of our best-selling PDF-only products in recent years is The Way of the Adept. It was written by a dedicated freelancer who wanted to give adepts a boost because he felt they were underpowered. It was edited by a member of of the Shadowrun development team who believes adepts were, if anything, overpowered.

That’s the joy of adepts, and it’s one of the reasons they’re so difficult to get right. There are a lot of different opinions about how well they work compared to other archetypes and the best ways to balance them, or even if they are worth the effort to have in the game. When we were planning Shadowrun, Fifth Edition, there was no question about keeping them. We’re awfully fond of them and we want them in the game, if only so we can punch spirits in the face with our bare hands. So getting rid of them was never a matter of discussion.

But if adepts were staying, what do we do with them? What needs to change to help them compete and be useful throughout their lifespan? As we talked it over, our focus settled on the idea that adepts needed some way to advance besides dumping loads of Karma into skills and attributes. If run rewards are going to take two forms, nuyen and Karma–and they are–then adepts need to have a wealth of options for their nuyen as well as their Karma. They have some, of course, from new guns to weapon modifications to armor and what not, but these options don’t pack the same punch as, say, a street samurai boosting up from wired reflexes 2 to wired reflexes 3 and getting that burst of blinding speed. So we tossed ideas back and forth, had a few arguments (as you might expect with the range of opinions in the house), and what we eventually came up with was: qi foci, a kind of focus just for adepts.

Now, this isn’t that revolutionary of an idea. Foci exist already, and are already there to boost the abilities of the Awakened. It was not, to be honest, the most difficult task in the world to design a focus that provided a boost in adept powers, similar to the way other foci lift up spellcasting abilities.

But that’s why we liked it. Simple solutions that fit with existing game mechanics keep complications down. Plus, we decided that qi foci could take the form of traditional objects (rings, necklaces, and so forth), but they could also be tattoos. Getting a tattoo that boosted your adept powers made us smile, which made it something that had to happen.

At this point I need to say that I will be severely disappointed if many Shadowrun fans are not reading this and thinking “But you said you wanted adepts to have an option for their nuyen! Foci cost Karma to bond!” Good call! There is a balance to work on here, as there is with everything in Shadowrun. While we want adepts to be able to use their nuyen to advance, using only their nuyen to get qi foci seemed to give them too rapid of a path to power. Shifting the balance–where they have some Karma-light options to go along with the Karma-heavy options–seemed like a good idea. We hope players have fun with it!


Source.

I'm definitely curious as to how qi foci are going to boost adept powers, although still a bit disappointed that there isn't much elaborated on the how.
RHat
By implication, I'm inclined to guess that they'll be doing something about giving Technomancers nuyen options as well.

Falconer: You CAN just have a spirit engage in Astral Combat for you, or get a good-but-not-great Intuition score as a non-Intuition mage. It's not like you're only allowed to have your Drain stat be high.
Thanee
QUOTE
Now, this isn’t that revolutionary of an idea.


Love it! smile.gif

No, I'm serious. Normally, anything new is displayed as the most genius invention since the wheel. It's nice to acknowledge openly, that this is just something small, but something they consider a good idea, nonetheless. smile.gif

Bye
Thanee
sk8bcn
tattoo boosting Adept powers. And katana foci. Welcome to the Clan Dragon. (At my taste, it's really really too much unoriginal there).
Tymeaus Jalynsfein
QUOTE (sk8bcn @ Apr 19 2013, 08:00 AM) *
tattoo boosting Adept powers. And katana foci. Welcome to the Clan Dragon. (At my taste, it's really really too much unoriginal there).


Or the Elves of Rifts... *shrug*

Hell, I have been kicking around the idea of using Tattoo Foci for years at our table. And the Qi focus sounds very similar to the Infusion Focus that already exists for the Adept (though he needs to be initiated to use it), at least in concept.
ChromeZephyr
Interesting. I'd expect the tattooing to be on the more expensive side of qi foci (both in ¥ and karma), as it's easier to take a ring or pair of spectacles from someone than a square foot of flesh. Though I'd imagine the tattooed adept will have problems with wards that a non-inked wouldn't, for the inverse reasoning.

We'll see what the execution is, but I've been consistently intrigued with the concepts they've laid out for 5th.
Ixal
QUOTE (ChromeZephyr @ Apr 19 2013, 05:02 PM) *
I'd expect the tattooing to be on the more expensive side of qi foci (both in ¥ and karma), as it's easier to take a ring or pair of spectacles from someone than a square foot of flesh.


And that will be the next serial killer in SR5 (including stitching the patches of skin with the foci unto his body).
I wonder how much Tanamous charges for foci skin.
Stahlseele
I wonder how it tastes to them.
binarywraith
Sweet. Because adepts needed yet another way to outpace samurai.

" If run rewards are going to take two forms, nuyen and Karma–and they are–then adepts need to have a wealth of options for their nuyen as well as their Karma. They have some, of course, from new guns to weapon modifications to armor and what not, but these options don’t pack the same punch as, say, a street samurai boosting up from wired reflexes 2 to wired reflexes 3 and getting that burst of blinding speed."

Of course they don't pack the same punch, Samurai trade that out for permanent, unrecoverable essence loss and a maximum cap of cyberware that they can ever have, as opposed to just initiating when they want more shinies.
_Pax._
Actually, unless you use optional rules, Binary .... Initiating doesn't do a whole hell of a lot for Adepts.
nylanfs
Henna foci? smile.gif
Stahlseele
oh the trolling . .
henna-tattoo-focus . . *pours some industrial grade cleaner on it* oops, my bad . .
cryptoknight
QUOTE (_Pax._ @ Apr 19 2013, 02:58 PM) *
Actually, unless you use optional rules, Binary .... Initiating doesn't do a whole hell of a lot for Adepts.



It opens them up for another magic point, which they can acquire and use to get more adepty powers...

Still more useful than a Street Sam staring at his Karma and wondering what to do now that he's got all the primary, secondary and tertiary skills at 6

I think it would be nice if you could have multiple specialties, just not more than one at starting level...
tasti man LH
QUOTE (ChromeZephyr @ Apr 19 2013, 09:02 AM) *
Interesting. I'd expect the tattooing to be on the more expensive side of qi foci (both in ¥ and karma), as it's easier to take a ring or pair of spectacles from someone than a square foot of flesh. Though I'd imagine the tattooed adept will have problems with wards that a non-inked wouldn't, for the inverse reasoning.


Wouldn't all that do would just disrupt the foci in question?

And even then, it should be just a simple manner of switching the foci back "on" once you get on the other side of the ward.

------------------------------------------------------------------------------------------------------------

Also, considering that their main tagline for SR5 is "Everything has a Price", I'm curious as to if this will also apply to Magic. And if so, how.
Tymeaus Jalynsfein
QUOTE (tasti man LH @ Apr 19 2013, 01:16 PM) *
Wouldn't all that do would just disrupt the foci in question?

And even then, it should be just a simple manner of switching the foci back "on" once you get on the other side of the ward.

------------------------------------------------------------------------------------------------------------

Also, considering that their main tagline for SR5 is "Everything has a Price", I'm curious as to if this will also apply to Magic. And if so, how.


Indeed... Turn off the Foci, Pass through Ward, Turn on Foci. smile.gif
_Pax._
QUOTE (cryptoknight @ Apr 19 2013, 03:15 PM) *
It opens them up for another magic point, which they can acquire and use to get more adepty powers...

And have you looked at the price of doing that?

Initiate once, sans group or ordeal, 13 Karma. Raise Magic from 6 to 7, 35 Karma. Total price, 48 Karma.

An that's the first, sole, single point. The next one costs 56 Karma. The next, 64 Karma. So three initiations is 168 Karma.


Stahlseele
@Cryptoknight
no idea how that works in SR4, but under SR3 Rules you could get either Skill times Specialisations or Skill divided by 2 rounded some way specialisations . .
_Pax._
QUOTE (Stahlseele @ Apr 19 2013, 04:23 PM) *
@Cryptoknight
no idea how that works in SR4, but under SR3 Rules you could get either Skill times Specialisations or Skill divided by 2 rounded some way specialisations . .

In SR4, you can only have one specialisation per skill. Period.
Stahlseele
Oh O.o
Weak Sauce!
SR3 had multiple Specialisations, and then you could concentrate.
For Example:
Heavy Pistol/SS(Ruger Super Warhawk) 5/7(9)
Tymeaus Jalynsfein
QUOTE (_Pax._ @ Apr 19 2013, 01:22 PM) *
And have you looked at the price of doing that?

Initiate once, sans group or ordeal, 13 Karma. Raise Magic from 6 to 7, 35 Karma. Total price, 48 Karma.

An that's the first, sole, single point. The next one costs 56 Karma. The next, 64 Karma. So three initiations is 168 Karma.


I Have a character that did that 8 times... yes, took most of his Karma (yes, he is over 450 Karma in Experience), but in the end, he is a Grade 8 Initiate, with a Magic Rating of 12 and 8 Metamagics. Not too shabby of an Adept. smile.gif

Of course, if we were using the optional Gain a PP instead of a Metamagic, he would be truly beastly. smile.gif
Tymeaus Jalynsfein
QUOTE (Stahlseele @ Apr 19 2013, 01:30 PM) *
Oh O.o
Weak Sauce!
SR3 had multiple Specialisations, and then you could concentrate.
For Example:
Heavy Pistol/SS(Ruger Super Warhawk) 5/7(9)


Really Not that big of a deal, Stahlseele. smile.gif
Ixal
So from how I read it, tattoo foci are only for adepts.

That might be for the best. Think about dragons now starting to tattoo foci. They have a lot of "room" for them.
Lionhearted
Hey as long as I can have animate tattoo dragons leaping out of my arms, I'm all over this biggrin.gif
tasti man LH
It could be worst. We could have the introduction of dragons that are adepts. nyahnyah.gif
Orcus Blackweather
I was thinking about the whole PP and Karma thing for Technomancers, they could easily buy equipment that would boost their signal rating, they should be able to buy a sort of focus that might do various things as well, call it a resonance expander or something such. As for the thread I read earlier about Technomancers not having non-matrix applications, they can gain real world initiative passes from acceleration and overclocking(matrix only) echoes, the biowire echo allows them to make complex forms of active skills (which can be threaded beyond a skill value of 8 if done properly). With skinlink he gains the ability to hack objects without wireless signals.

So if a Techno submerges 4 or 5 times, he might have 4 passes in meat combat, an unarmed combat of 16 (threaded of course)+his agility, smack you upside your head, and use that opportunity to set a sprite to screwing with all of your electronics. I am curious how 5th edition will change all of that though. The biggest issue techno's faced was the lack of ability in the early game, with the fact that they cannot normally use regular programs, and are usually hanging in 8-10 die range for most matrix actions until they get their resonance up a bit.
Bull
QUOTE (Stahlseele @ Apr 19 2013, 03:30 PM) *
Oh O.o
Weak Sauce!
SR3 had multiple Specialisations, and then you could concentrate.
For Example:
Heavy Pistol/SS(Ruger Super Warhawk) 5/7(9)


Actually, 3rd ed didn't have Concentrations. You're thinking SR1/2.
Fatum
Could we discuss fluff for a moment?
What do you think will happen to the megacorp roster in the new edition?

So far the (obvious) trends I see:
Ares is losing its AAA status after producing a bad rifle (nevermind that an AAA status has nothing to do with profitability and Renraku did not lose it after Arcology Lockdown even) and falling apart (?) due to a bug infestation.
The japanacorps are somehow presenting an even more unified front to the world (despite long since going as far as helping each other against hostile takeover attempts by buying stock and then reselling it back to the corp).
Renraku is an information-gathering corp now (and what that means for Renraku of all people we're yet to see).
MCT is deep into making computers out of human brains.
At least the Marsian part of Evo is infected by the newest nanite snatchers.
Lofwyr is more powerful than he has ever been, and that means things go well for SK, the NEEC, and GeMiTo in particular.

Anything I'm forgetting?
phlapjack77
QUOTE (binarywraith @ Apr 20 2013, 02:38 AM) *
Sweet. Because adepts needed yet another way to outpace samurai.

" If run rewards are going to take two forms, nuyen and Karma–and they are–then adepts need to have a wealth of options for their nuyen as well as their Karma. They have some, of course, from new guns to weapon modifications to armor and what not, but these options don’t pack the same punch as, say, a street samurai boosting up from wired reflexes 2 to wired reflexes 3 and getting that burst of blinding speed."

Of course they don't pack the same punch, Samurai trade that out for permanent, unrecoverable essence loss and a maximum cap of cyberware that they can ever have, as opposed to just initiating when they want more shinies.

Yeah, this does seem to be fixing the wrong problems. What's that quote from Draco18s again?

Adepts have some powers that are too expensive for what they give, and one of their speciality niches (CC) could use a makeover. But this whole thing about their options not having the same punch as a sam upgrading to wired 3...it's either disingenuous or they totally missed the point.
RHat
QUOTE (phlapjack77 @ Apr 19 2013, 07:48 PM) *
Yeah, this does seem to be fixing the wrong problems. What's that quote from Draco18s again?

Adepts have some powers that are too expensive for what they give, and one of their speciality niches (CC) could use a makeover. But this whole thing about their options not having the same punch as a sam upgrading to wired 3...it's either disingenuous or they totally missed the point.


Well, the design implications of WR3 versus IR3 are a little more complicated than a blog entry can get into. Still, you're missing the point - they're talking about how the things adepts get through NUYEN have a much lesser impact.

And with the increase to skill caps and the way they've been talking about advancing to a skill cap (that it would require serious dedication), you can assume that sam's are gonna have plenty to spend Karma on for some time. So, if Sams need both Karma and Nuyen in decent measure now, shouldn't the same apply to adepts?

I find it funny that you'll have people vehemently arguing both that adepts are underpowered and that they're overpowered. I've yet to see a truly overpowered adept build, because typically by the time you might consider them so, they're so deeply specialized that there's glaring weaknesses to them.
tasti man LH
Well on one hand, it sounds like magic (both for magicians and adepts) are going to have any major changes to them.

On the other hand, still curious if the whole "Everything has a Price" will also involve magic in some way, so I'm still waiting on that.
Wakshaani
QUOTE (Fatum @ Apr 19 2013, 05:30 PM) *
Could we discuss fluff for a moment?
What do you think will happen to the megacorp roster in the new edition?

So far the (obvious) trends I see:
Ares is losing its AAA status after producing a bad rifle (nevermind that an AAA status has nothing to do with profitability and Renraku did not lose it after Arcology Lockdown even) and falling apart (?) due to a bug infestation.


Ares has taken some hits, but as noted, bigger hits than this hit Renraku and they came back. Ares is also one of the Founding Fathers of the COrporate Court and, as such, has a seat reserved. As long as they have that, they remain AAA, no matter what.

QUOTE
The japanacorps are somehow presenting an even more unified front to the world (despite long since going as far as helping each other against hostile takeover attempts by buying stock and then reselling it back to the corp).
Renraku is an information-gathering corp now (and what that means for Renraku of all people we're yet to see).
MCT is deep into making computers out of human brains.


More than being unified, they're motivated. They spent nearly 15 years focused on rebuilding Japan after the quakes and, in the process, had to abandon many oversees projects and 'empire'. In that time, other corporations stepped up and took center stage. Now, they've come out of a recession and are looking to mend their pride by retaking their place atop the pyramid.


QUOTE
Lofwyr is more powerful than he has ever been, and that means things go well for SK, the NEEC, and GeMiTo in particular.

Anything I'm forgetting?


Yes and no on Lofwyr. The Dragon War cost him a lot, not the least of which was his position as Loremaster. His corporation is poised, but is he in a place to pull the trigger?

As for the Megas as a whole, one of the AAA-rated corps will get munched due to the MMORPG... the players get to decide which one goes down. I have no clue which one they'll jump on.

You're forgetting about Matrix 3.0, the Black Lodge, Hot Texas, several political situations... a few things.

But I always like to keep on eye on the financial pages, so, I'm biased. smile.gif
Aaron
QUOTE (ChromeZephyr @ Apr 19 2013, 12:02 PM) *
Though I'd imagine the tattooed adept will have problems with wards that a non-inked wouldn't, for the inverse reasoning.

Nah, just deactivate the focus before walking through. Or, if you don't notice the ward, your focus might be deactivated for you.
Ixal
I don't see Ares losing its AAA spot, at least not in the short term. Its featured too prominently on the SR5 cover for that.
And I don't really see how Lofwyr and S-K are more powerful than ever.
Aztechnology will be interesting. They won a string of victories, but now are stretched thin.
Sengir
QUOTE (Orcus Blackweather @ Apr 19 2013, 11:41 PM) *
the biowire echo allows them to make complex forms of active skills (which can be threaded beyond a skill value of 8 if done properly).

Nope, emulated skillsofts are restricted to the rating of the original skillsoft.
phlapjack77
QUOTE (RHat @ Apr 20 2013, 11:04 AM) *
Well, the design implications of WR3 versus IR3 are a little more complicated than a blog entry can get into. Still, you're missing the point - they're talking about how the things adepts get through NUYEN have a much lesser impact.

And with the increase to skill caps and the way they've been talking about advancing to a skill cap (that it would require serious dedication), you can assume that sam's are gonna have plenty to spend Karma on for some time. So, if Sams need both Karma and Nuyen in decent measure now, shouldn't the same apply to adepts?

I find it funny that you'll have people vehemently arguing both that adepts are underpowered and that they're overpowered. I've yet to see a truly overpowered adept build, because typically by the time you might consider them so, they're so deeply specialized that there's glaring weaknesses to them.

I don't think I'm missing the point at all - I perfectly understand that they're talking about the nuyen thing. I think you're missing the point that there's plenty available already for adepts to spend their nuyen on, and just because a particular player might choose not to spend it on cyber / bio (although they definitely can, and it makes for a very effective build), it doesn't mean the adept needs other avenues to spend money on. They're there already. Vehicles / gear / foci / contacts / safehouses.

If you'll look at my point in my previous post, that you seem to have missed - they're fixing the wrong problems. Adept problems are to do with power costs and CC effectiveness (among other problems).
bannockburn
One of those problems is that they have nothing that corresponds to their specialty to spend money on.
Sure, I can buy my adept a life-long luxury lifestyle. Or a pimped out car (Actually: I did that). But none of that really helps him with hitting people better in the face.

Adepts are, without optional rules, as Pax stated, not in a really good place. Neither Karma- nor Nuyen-wise. Buy a rating 6 weapon focus? What for? He's an unarmed adept. And it costs karma out the wazoo. Or he's a face adept? Why buy a weapon focus at all? The list goes on.
And it's nice to see that people have realized that and want to offer something to remedy that situation.
_Pax._
Yeah, most of my Adept builds aren't CC specialists at all.

Hacker-Adept, Rigger-Adept, Face-Adept. (The first two can burn money on specialty-enhancing gear, at least.)

But not the "Bruce Lee with Magic" CC-Adept that the archetype was always intended to be.

...

Not that SR4 is alone in Adepts having issues, mind. They've been the red-headed stepchildren since 1E.
Tashiro
Let's see:
Mages: Karma Dump for Spells / Extra Skills / Initiation / Foci / Magic Attribute, Nuyen Dump on Foci (maybe)
Street Samurai: Karma Dump for Skills / Attributes, Nuyen Dump on Cyberware / Weapons
Adepts: Karma Dump for Magic Attribute / Initiation / Skills / Attributes, Nuyen Dump on Weapon Foci, maybe Weapons.

The thing is, Street Sam dump lots into cyberware (and getting it repaired when they glitch or get shot to hell), and on ammunition and weapons. Mages dump their nuyen into foci, which are fairly expensive, and they dump their karma into bonding these things. Mages are a huge karma sink.

Adepts, not so much. They have Initiation for their Karma, and are a bit more skill-heavy than mages (who have 1-5 more skills to buy, but their nuyen situation isn't so bad. They don't need to spend thousands or hundreds of thousands on cyberware, they're not spending thousands or hundreds of thousands on foci, unless they want a really good weapon foci -- so where's their nuyen going? The karma thing's not too bad - they need to spend less on skills than mages, and probably are on par (or less) than with street samurai. That leaves... well, attributes.

This gets horribly worse if you're going mystic adept, which is perhaps the most underpowered archetype in the game ... karma sink for magic, underpowered adept, and cyberware would cripple you in an instant.
_Pax._
QUOTE (Tashiro @ Apr 20 2013, 11:20 AM) *
Let's see:
Mages: Karma Dump for Spells / Extra Skills / Initiation / Foci / Magic Attribute, Nuyen Dump on Foci (maybe)
Street Samurai: Karma Dump for Skills / Attributes, Nuyen Dump on Cyberware / Weapons
Adepts: Karma Dump for Magic Attribute / Initiation / Skills / Attributes, Nuyen Dump on Weapon Foci, maybe Weapons.

Not unarmed Adepts. There's no applicable or comparable place for them to spend that money.

Also, even a weapon focus pales by comparison, pricewise, with cyberware.
RHat
QUOTE (phlapjack77 @ Apr 20 2013, 06:27 AM) *
I don't think I'm missing the point at all - I perfectly understand that they're talking about the nuyen thing. I think you're missing the point that there's plenty available already for adepts to spend their nuyen on, and just because a particular player might choose not to spend it on cyber / bio (although they definitely can, and it makes for a very effective build), it doesn't mean the adept needs other avenues to spend money on. They're there already. Vehicles / gear / foci / contacts / safehouses.

If you'll look at my point in my previous post, that you seem to have missed - they're fixing the wrong problems. Adept problems are to do with power costs and CC effectiveness (among other problems).


So, the design should ignore pure adepts?

If the things that make augmented adepts strictly better were fixed, then the problem WOULD be apparent to you. And, again, if the Sam gets more to spend Karma on, why SHOULDN'T the Adept get more to spend nuyen on?
phlapjack77
QUOTE (RHat @ Apr 21 2013, 08:11 AM) *
So, the design should ignore pure adepts?

If the things that make augmented adepts strictly better were fixed, then the problem WOULD be apparent to you. And, again, if the Sam gets more to spend Karma on, why SHOULDN'T the Adept get more to spend nuyen on?

What does the sam get more of to spend Karma on? Higher skill caps are available to everybody, not just sams.
RHat
QUOTE (phlapjack77 @ Apr 20 2013, 05:27 PM) *
What does the sam get more of to spend Karma on? Higher skill caps are available to everybody, not just sams.


He has more then he currently does to spend his Karma on. Also, the sam is more likely to have Karma AVAILABLE to spend on skills, as its his secondary asset.
phlapjack77
QUOTE (RHat @ Apr 21 2013, 08:11 AM) *
So, the design should ignore pure adepts?

I don't see where I said that at all. Again, there's plenty to spend nuyen on for the pure adept. And I think being a pure adept would mean understanding that you're choosing to limit your character in certain ways. It's not the devs responsibility to take away all of the downsides inherit in choosing to forego cyber.

QUOTE (RHat @ Apr 21 2013, 08:45 AM) *
He has more then he currently does to spend his Karma on. Also, the sam is more likely to have Karma AVAILABLE to spend on skills, as its his secondary asset.

The skill cap wasn't targeted at JUST sams, it's available for everybody. Inventing new items just for adepts to fix the "problem" (as stated in the blog post) seems like they're fixing the wrong problem. Does the karma-for-nuyen thing not hold anymore?

But look - this discussion of ours is again swinging to the extremes. I simply don't like this idea as presented. It's not the worst idea ever, I'll admit. Not even particularly bad as these things go. It's that I'd rather they did other things to "fix" adepts.
RHat
QUOTE (phlapjack77 @ Apr 20 2013, 06:02 PM) *
I don't see where I said that at all. Again, there's plenty to spend nuyen on for the pure adept. And I think being a pure adept would mean understanding that you're choosing to limit your character in certain ways. It's not the devs responsibility to take away all of the downsides inherit in choosing to forego cyber.


It is, however, poor design if the general case adept without cyber is strictly worse than the same adept with some cyber and a few less powers.

Part of the argument, here, is that I read this to indicate that they may be trying to lessen the Karma/nuyen usage disparity. Adepts are, legitimately, not the worst case for that. For that, we should look at technomancers - especially non-rigger 'mancers. They can find things to spend money on, sure, but they have nearly no need for it.
_Pax._
QUOTE (phlapjack77 @ Apr 20 2013, 09:02 PM) *
Again, there's plenty to spend nuyen on for the pure adept.

Like what, exactly?

QUOTE
And I think being a pure adept would mean understanding that you're choosing to limit your character in certain ways.

Say what? "Playing this basic archetype, is kinda gimping yourself" ...?!?
ShadowDragon8685
One thing that bugged me in SR4 was that there were no skills to spend your Karma on that would make your character better at rockin' out. Or, theoretically, any other sort of performance, such as violin or dubstep or sex, but let's be honest; the only ones that players are going to (or should) spend money on are sex and rock.


This is goddamn Shadowrun, damnit. The mechanics need to support the players being pink mohawk rockers.
Tashiro
Basically, it should go like this - though mind, I'm pulling strict numbers out of my butt:

Mage: 75% Karma, 25% Nuyen
Sam: 25% Karma, 75% Nuyen
Adept: 50% Karma, 50% Nuyen

This is, optimally, a 'forced expenditure' to compete. A mage blows heavy karma on what makes them awesome, but doesn't need to spend a lot on gear. A sam goes the other way, blowing gobs of stuff on gear, but doesn't have a lot in the name of 'karma sinks' (like.... anything, really). An adept should be walking the middle line, needing to spend about equal measures on karma sinks and on nuyen sinks.

And by 'sink' I mean, 'stuff that doesn't raise abilities or skills'. I consider martial arts to be the mundane person's karma sink - you get some small benefits, and it costs at least a not insignificant piece of karma to get them.
Tashiro
QUOTE (phlapjack77 @ Apr 20 2013, 09:02 PM) *
Does the karma-for-nuyen thing not hold anymore?


Not in 4E that I saw.
Tashiro
QUOTE (ShadowDragon8685 @ Apr 20 2013, 10:12 PM) *
One thing that bugged me in SR4 was that there were no skills to spend your Karma on that would make your character better at rockin' out. Or, theoretically, any other sort of performance, such as violin or dubstep or sex, but let's be honest; the only ones that players are going to (or should) spend money on are sex and rock.


This is goddamn Shadowrun, damnit. The mechanics need to support the players being pink mohawk rockers.


>.< My brain hurts just thinking about that.
However, that being said, yeah, I did want to see some musical talent-based skills in the game. And for things like dance, cooking, etc. Sure, you can get them as knowledge skills - but I see that as the 'theory of the art' rather than 'performance of the art'.
Tymeaus Jalynsfein
QUOTE (ShadowDragon8685 @ Apr 20 2013, 07:12 PM) *
One thing that bugged me in SR4 was that there were no skills to spend your Karma on that would make your character better at rockin' out. Or, theoretically, any other sort of performance, such as violin or dubstep or sex, but let's be honest; the only ones that players are going to (or should) spend money on are sex and rock.


This is goddamn Shadowrun, damnit. The mechanics need to support the players being pink mohawk rockers.


Ummmmm...
Art: Synthguitar...
Art: Stage Performance...
Art: Rock and Roll (Goblin Rock, Trog Rock, or whatever other flavor of music you prefer)
Art: Violin...

Sex Specialty for Gymnastics (My personal Favorite)...

Or you could just create Special Active Skills. It is not like they have not been around since 1st Edition, and detailed in every edition's main book. They are described on Page 128 of SR4A.

QUOTE
Special Active Skills
The skill system in Shadowrun is not completely comprehensive, meaning that it is impossible for us to cover every skill imaginable. The skills listed here, however, should cover the vast majority of Active skills that any shadowrunning team may find necessary. Should a gamemaster deem that a new skill is called for and presently unaccounted for by the system, he can allow it in his game. This should be done rarely, however. You must link any new skill allowed in your game with an appropriate attribute, and the gamemaster must decide if it should be grouped with existing skills in a skill group. Gamemasters should also take care not to include new Active skills for a single character or a single effect. A good skill should have at least two specializations and be open to all characters, should they want to use it.
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