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mister__joshua
I just wanted to take a couple of minutes to discuss the Shadowrun 5 character creation system. A lot has been said about the decision to go with the priority system, and there's been grumbling and discontent on here. For me it's no more unbalancing than Build Points. Only Karmagen really transfers well long-term but Shadowrun (4 or 5) aren't optimized for it so some values work out weird. But that is all besides the point...

I don't GM most of my groups games. Some, but not the majority. I am however the person who buys all the books, and along with the GM the only person who reads all the rules out of a group of up to 7 people. I don't imagine I'm alone in this. I would theorize that most posters on here do love to discuss the game more than the 'average' Shadowrun player. There are lots of posts from people on behalf of other players or discussing other players. So what's my point?


Well, I was talking to my brother last night after we'd created our new SR5 characters. He said it was dead easy to make characters and he thought for the first time ever he'd be able to make one again without any problems or help. No more character creation 'sessions' because it's the only way to get them all right. Character creation without me hand-holding the group through it.

As a community who read through and pick at every tiny rule discrepancy it's easy to overlook issues like accessibility and ease of use, especially for things that you yourself do not find difficult. So, am I happy to give up a bit of character creation 'freedom' for the ease of use that can see every player make their characters independently? Damn right I am.

And for that reason I'm going to call Priority System character creation a success.

Score 1 Shadowrun
Ard3
It is simple and easy to use. Good things for beginners and those who want to create characters quickly.

But I, and many others here I believe, find it too limiting. Exactly X amount stuff to category A, exactly Y amount of stuff to category B and so forth. I can create simple and stereotypical characters within reasonable time. But creating rounded or non-architypic characters is from really difficult to impossible. And there is the inherent problem of having different systems and costs to create character and to advance character. It encourages minmaxing.

I think karmagen was the best system for character generation in 4th. If you want high stats/attributes, you can take them but it costs. If you want lots of stuff at 1-3 range you can have that, no problem.
Yes it took time to create character, but since I will be playing that character for (hopefully) long time and am willing to invest time to create consept I think it was ok. I did help several others to tune their characters as they wanted, because to me spending that extra few hours to get what you want to play does in the long run make the game better and more fun to everyone.
I know some may not have the time or may not want to invest that much time to make characters. But I think it should be a option for those that do. I do really hope that karmagen for 5th is realeased soon so that those that want to tinker can do that. More options to play the game as you and your group wants to play it makes the game better for all.
mister__joshua
I think (I'm pretty sure) that as with 4th, the additional character creation options will be released in future books. That will give people the option. However, as a default option I can see why the developers at least thought Priority was a good choice
DuckEggBlue Omega
Coming straight from 3rd, I'm happy to see Priorities, I always liked them. Freedom in limitations and all that.

Sum to 10 was better, and Karmagen (BeCKS!) was great if you wanted to spend the time. Basically anything but Build Points. BP seemed to remove the choice and I hated sitting down and seeing every character with quickness 6 (except the guy with Infirm 6). The system basically meant you never made choices because you could shuffle points and get high everything, characters got a little samey. Maybe this wasn't an issue in 4/A.

So I'd be in favour of seeing karmagen in the inevitable companion book, which I'm going to just assume will happen since I can't logically explain those karma cost tables in the core book if they weren't considering it already, but not a build point system. That said, has anyone tried using Sum to 10 in 5?
ElFenrir
I like Priorities. I mean at the end of the day BeCKs was my favorite chargen system, but recently I made a new 3e character using the Priority system and honestly, it was fun. I felt like I got what I wanted with him. (I have noticed that 5e's priority system gets a bit more criticism than 3e's, though I'm not sure why this is.)
Blade
The problem is that all the simplicity and time-saving of Priority system goes away as soon as you start either to optimize the build (in priority it will mean trying different priority orders) or, and that's the biggest issue, to buy the gear.

Buying gear is long and tenuous, even more so for implanted characters, and Priority doesn't address this.

In my opinion, something akin to PACKS is a better way to provide new players with an easy way to create a character.


Kyrel
Honestly. The Priority System does not do the game any favours. It is relatively simple to explain, and it might help you out for the first character or two, but after that there quite frankly isn't any point anymore. All it is thereafter, is a bloody straightjacket. On top of that, it does absolutely NOTHING to tackle the single most time consuming part of character creation. Equipment and Augmentations. You can generate a character in terms of stats within 30-40 min. with pretty much any system, once you've done it a few times. But putting together the damned equipment and augmentations takes the next couple of hours. More if you care about your choices and don't know the game.
binarywraith
QUOTE (Blade @ Nov 7 2013, 07:37 AM) *
The problem is that all the simplicity and time-saving of Priority system goes away as soon as you start either to optimize the build (in priority it will mean trying different priority orders) or, and that's the biggest issue, to buy the gear.


Or, shock and awe here, I know, you don't spend twelve hours optimizing a build.


I know, it's a foreign concept.
Tymeaus Jalynsfein
QUOTE (binarywraith @ Nov 7 2013, 02:50 PM) *
Or, shock and awe here, I know, you don't spend twelve hours optimizing a build.


20 to 30 Minutes, Tops...
binarywraith
QUOTE (Tymeaus Jalynsfein @ Nov 7 2013, 03:54 PM) *
20 to 30 Minutes, Tops...


Nah, it takes longer than -that- to blindly copy whatever's the 'best build of the now!' on the forums! biggrin.gif
Tymeaus Jalynsfein
QUOTE (binarywraith @ Nov 7 2013, 03:18 PM) *
Nah, it takes longer than -that- to blindly copy whatever's the 'best build of the now!' on the forums! biggrin.gif


Since I generally know what I want going into the Chargen, I can select gear at the drop of a hat. Especially in Priority, where I tend to choose fewer Resources.
In Karma Gen, maybe an Hour, tops. But generally about 30 Minutes or so. I tend to skull it out while I do other things in my head, and once into actual gen, it is quick.
tjn
QUOTE (Ard3 @ Nov 7 2013, 07:49 AM) *
It is simple and easy to use. Good things for beginners and those who want to create characters quickly.

But I, and many others here I believe, find it too limiting.
Dumpshock's membership is self-selecting, and quickly becomes an echo chamber amongst those that who don't need those minor limitations. Those minor guidelines are there to give lip service to the gamer new to SR, a gamer that has never cracked open the book. A book that's 500~ pages, and apparently has it's own damage code.

QUOTE
Exactly X amount stuff to category A, exactly Y amount of stuff to category B and so forth.
And those limitations are actually really minor. It is unreasonable to declare a character concept violated because it must have 18 attributes, not 16 or 20. The way you roleplay a character isn't going to change because part of the background of the character was that they were a drill sergeant, and you don't have enough skill points to get both a decent Intimidation and Instruction. Maybe he shouted more than actually taught anything, but that isn't going to violate the character in a way as to make it unplayable. Furthermore, that's exactly what the 25 karma at the end of chargen is for: to round out those rough edges.

QUOTE
I can create simple and stereotypical characters within reasonable time. But creating rounded or non-architypic characters is from really difficult to impossible.
What makes a character simple/stereotypical versus well-rounded/non-archetypical? Is there some stat? Or a checkbox on the character sheet that the priority system doesn't allow you to check? I apologize for being facetious, but the transition from stereotype to well-roundedness occurs not in the priority table, or when spending BP or Karma. It's only after all the number crunching and in Step Nine does the well-roundedness get introduced. A section that's quarter of a single page in said ~500 page book.

Use the well known 20 question questionnaire, or take a look at the recent thread here on Dumpshock about the Four Questions, because answering those questions will give you a well rounded character no matter what system you use to create the character.

QUOTE
And there is the inherent problem of having different systems and costs to create character and to advance character. It encourages minmaxing.
No it doesn't. It encourages initially building specialists who work together as a team, a team that allows for the other teammates to cover for each other's weaknesses. Who then, after gameplay starts, start slowly filling in those weaknesses.

This is pretty much the entire setup of Leverage. At the beginning, the B&E expert was strictly B&E, but then over the course of the story, the B&E expert is forced into situations where she needs to stretch her grifting muscles.

If that's not a style of gameplay you enjoy- hey, that's cool. What's not cool is inferring that style of gameplay as badwrongfun with a label that has a huge negative connotation in gaming circles.
Glyph
I have a lot of major problems with SR5; the priority system isn't really one of them. At least it's functional. But it is a step back from systems such as Karmagen, when it comes to being able to truly customize your character.
paws2sky
QUOTE (mister__joshua @ Nov 7 2013, 03:52 AM) *
And for that reason I'm going to call Priority System character creation a success.


The Priority System was the standard until SR4. Sure, there were some variations on Build Points and I recall seeing a home/fan-brewed Karma Gen System sometime toward the end of SR2, but really, those were not the norm.

I kind of liked the freedom of BP in SR4, but by the time Runner's Companion came out, I'd tired of it and was ready for Priority again.

I'm still not entirely sold on SR5's Priority+Karma approach, but it is an interesting variation. It gets newer players familiar with the idea of spending karma to advance, gives direction while offering flexibility, and is generally pretty quick and easy. (And the SR5 Priority Chart is much kinder than the Runner's Companion version, which is nice.)

All in all, I think they pretty much got it right for character creation (even if the metahuman priority is a little wonky and aspected magicians get severely screwed).

-paws
DrZaius
I said it when the game came out, I like the priority system. You can get yourself stuck in a tinkering mode with point-buy that isn't really productive. The game should be about playing it, not making the characters. They should guide the way your character acts, but by the time you're 5-10 sessions in the character should change pretty significantly. With that in mind, I like a system that allows me to quickly throw something together. Plus, the 25 karma you start with (plus the other 25 you can gain from negative qualities) is nothing to sneeze at. There's a lot of little tinkering you can do with those points to round out your character if you don't like the way it was looking from the get-go. Just my 2 nuyen.gif .
ElFenrir
The way I've always broken them down-since BeCKs was released in 3e-is this:


Priority:

+'s:
*Fast(save for Gear, which a new player, especially one with a lot of Resources, might take awhile with.)
*Overall pretty simple to explain

-'s:
*If you need to swap something you need to re-jig the priorities again rather than just swap a point
*Sometimes you can't find that middle ground(I really don't need the million/400k, but 400k/90k isn't enough...)

Neutral:
*Rewards specialists a bit more than generalists, which may or may not be a good thing for your table


Build Points:

+'s:
*More open customization than Priority generation
*More choice in 'middle ground' (you can take, say, 25 attributes instead of 24 or 27 in SR3, or 45 skills, and that 650k nuyen is a nice addition.)

-'s:
*Tends to take longer since you're working with a pool of points, especially with a newer player
*Still lacks the total fine tuning it could have


Neutral:
*Still promotes specialists with how the costs are different from chargen to in game, which again, may or may not be good for your table


Karmagen:

+'s:
*Full customization of your character(BeCKs even allowed for tweaking specializations more than the normal game when that was a thing)/total resource control
*Costs at chargen are the same as costs in-game

-'s:
*Takes the longest
*Most complex to explain to a new player(I want to make an addentum here-at least by doing this now you explain how to advance the character at the same time).

Neutral:
*Promotes generalists a bit higher than specialists. Again, depending on your table, this could be a good or bad thing.

In none of these did I put 'minmaxing' because any chargen system that is not completely random can lead to that. (It would be under 'neutral' anyway, since minmaxing in and of itself is fully table dependent rather than being right or wrong.)

Glyph
I like how karmagen typically fell in the specialist vs. generalist divide. You could be a specialist without being unduly penalized (most of my specialist builds came out ahead compared to build points), but you got a lot more if you were a generalist with middling Attributes and skills. To me, that is how it should be - generalists are too costly in build points.

On the other hand, generalists, despite being popular with some players, do go against the grain of the system, which is supposed to be designed to create complementary specialists, with weak areas, who work together. But honestly, letting someone make a halfway decent generalist isn't really breaking anything.

Karmagen's main weak areas were that it was more limited (not suited for the more advanced character options), and it went through too many iterations (first the original karmagen, then in limbo for awhile after SR4A, then the eratta, and now the recommendation for 1,000 points from the line developer).
ElFenrir
SR5's recommended Karma is 1k for 5e? Or is this 4A after the errata?

How would you say it was more limited? I'd say that really eclectic builds(Shifters, Free Spirits, etc) work a hell of a lot better under Karma. They cost half a person's BP, for example, in SR4.

I figured the Karmagen system changed since SR3 to SR4 was quite different-well I know BeCKs itself went through 2 versions(the first version, then the improved and smoothed out 2nd version which is what we use in SR3), and then SR4 would have had to adjust for things like skill groups, 2 more attribute points, having to actually pick a Magic rating, etc.
Glyph
SR4A - they don't have karmagen for SR5, yet.

The cost to be an AI or free spirit is why karmagen was not designed for them - because the high cost, which is meant to balance them, is a lot different in karmagen (spending 250 build points and having 150 less is far more limiting than spending 250 karma and having 500 - or even 750 - left). The exponential Attribute costs make some shapeshifters difficult to build under karmagen. And infected are not very viable unless you house rule their infected nature to be the equivalent of a metatype, rather than a special quality.

I liked BeCKs, but it was someone's detailed set of house rules, never an official system.
shonen_mask
Really, builds like that should be non-standard and not have a line in the build cycle....
binarywraith
QUOTE (shonen_mask @ Nov 8 2013, 04:48 AM) *
Really, builds like that should be non-standard and not have a line in the build cycle....


Yup. Shifters, Drakes, Ghouls, Free Spirits, AI... all of these are things that should be GM Option Only, not something on the standard build charts.


They're supposed to be unique snowflakes, after all, and they have mechanics other than the standard skills and attributes to worry about.
shonen_mask
QUOTE (binarywraith @ Nov 8 2013, 10:42 AM) *
Yup. Shifters, Drakes, Ghouls, Free Spirits, AI... all of these are things that should be GM Option Only, not something on the standard build charts.


They're supposed to be unique snowflakes, after all, and they have mechanics other than the standard skills and attributes to worry about.



SR4 was a good start with representing unique builds like thoes. I think the ony thing to do is make the builds just out of skill range, attribute range, and even standard skills of the standard builds.
Medicineman
QUOTE (Tymeaus Jalynsfein @ Nov 7 2013, 05:54 PM) *
20 to 30 Minutes, Tops...

For Me its a Sunday Morning with coffee, books spreadout & open on the table, the Cat purring closeby.
A few Hours it is (for Me), especially because I dont only Min/Max but create ....round Chars with a fitting Background and a Story, plausible Chars

I'm just about to make a SR5 Char and using some loopholes like cyberarms, MAG-to-be-raised-later (kind of latent awakening) and inventing a backgroundstory to combine those ....wobbly points in Char creation, but Hey,
its the Prio System. It practically Screams out: 'come on, misuse me ,Min/Max to your Hearts content I'm inferior to
Karma Creation anyway'.
I have too much Respect for the Karma Creation system to make such a Char with Karma , but Priority System....
its a Kind of backward,Redneck, unliked freckled Stepchild of all Char Creation Systems so it doesn't deserve any better

With a sunday Morning Dance
Medicineman
Elfenlied
My preferences, in order:
1. Sum2Ten
2. Karmagen (SR4, x3)
3. Priority+Karma
4. BP
5. Karmagen (SR4A, x5)

Reasoning:
-Sum2Ten allows the most customization while retaining linear costs, which I like at chargen.
-SR4 Karmagen allows a fair tradeoff between Specialists and Generalists, making both equally viable.
-SR5 style Priority with the Karma bonus is really good, allowing customization and many different viable character concepts. If it were Sum2Ten+Karma, it would be ideal.
-BP is one of my least favorite systems, mostly because skills are overcosted. It's also one of those systems where clearly superior choices exist to a larger degree than the other systems.
-SR4A Karmagen utterly screws archetypes that rely on multiple high attributes (such as (melee) trolltanks), invalidates skillsofts at chargen (R2 Skill costs the same as a R2 Skillsoft) while favoring characters that need attributes in the 2-6 range with at most one high attribute (e.g. Mage) needed. It also increases the cost of Complex Forms and Foci Binding tremendously.

As for character build process:
-Coming up with a rudimentary concept: 5-10 minutes
-Crunch part: 30min-1h
-Character backstory: the Medicineman method. Evening sessions with lots of coffee work too.

QUOTE (binarywraith @ Nov 8 2013, 03:42 PM) *
Yup. Shifters, Drakes, Ghouls, Free Spirits, AI... all of these are things that should be GM Option Only, not something on the standard build charts.


They're supposed to be unique snowflakes, after all, and they have mechanics other than the standard skills and attributes to worry about.


The books do need to push these variants rather aggressively in order for them to get ok'd at all. Fully statted, easy rules would get DM approval more easily than a minimal entry with weird rules à la Cyborgs in SR4. I for one appreciate playable and balanced rules for the mentioned options, and SR4A Missions did allow sapient critters like Pixies as PCs.

Then again, this board is so full of Infected hate (open a thread on build advice for one, and I promise you there will be a ranty post before page 2 of the thread, so maybe I'm presuming too much.
Tymeaus Jalynsfein
QUOTE (Medicineman @ Nov 10 2013, 12:49 AM) *
For Me its a Sunday Morning with coffee, books spreadout & open on the table, the Cat purring closeby.
A few Hours it is (for Me), especially because I dont only Min/Max but create ....round Chars with a fitting Background and a Story, plausible Chars

With a sunday Morning Dance
Medicineman


Nice and Peaceful is best. Less stress on the thought processes. smile.gif
Yeah, I usually hammer out my background and concept long before I go to the books. That is often the longest part for me... "WHAT IS MY MOTIVATION?" smile.gif wobble.gif eek.gif
Glyph
Yeah, whenever people bring up build points or karmagen taking longer than Priority, there's always a huffy argument about it being from people trying to min-max every last point. But really, min-maxing is not terribly time-consuming; the optimal choices are fairly obvious for people who have played the game awhile. The time sinks are basically buying gear (I would love to see a lot of PACKS-style gear kits for players) and tweaking the character's background, both of which are independent of the character creation system (although some concepts might be more or less viable depending on which system is used).

I like the bonus Karma to tweak characters at the end of character creation, which lets you smooth some of the inevitable rough edges and unwanted underdeveloped areas away, but why, why, why do they have to needlessly complicate it by having "starting karma" that buys some things at a different rate than karma you get during game? I'm not even sure it was completely intentional - the "Qualities cost 2 * the Karmacost in Karma" for later advancement might be a copy/paste from SR4, where qualities were bought with build points.

Still, SR5's priority system's biggest problem, one that helps new players but might irk more experienced players, is that characters seem a lot more shoehorned into "classes" (some of the other rules, like bringing back expensive cyberdecks, also contribute to that). Some players prefer more homogenized/generalist runners - a bit of bang-bang, a bit of facing, a bit of B&E. I will concede that the priorities for skills cost them better (compared to Attributes) than build points does.
Moirdryd
I've always liked Priority Gen in Shadowrun, it's always been part of the game/system for me, WoD had its primary secondary tertiary pattern, D&D was roll up, L5R was base stats and build points, WE StarWars was templates, StarTrek was Lifepaths, Mechwarrior was education packages and Shadowrun was priority gen.
Trismegistus
Priority is probably the easiest for new people to get. Which is beneficial to the Core Rulebook. I was planning to start up a Fourth Edition game until I found out about Fifth, and I personally like being able to tweak characters more than Priority allows.

But my girlfriend, who has never played Shadowrun before? Priority is a great way to introduce character building without her needing to look at huge BP or Karma points, After she's accustomed to how the setting works, that's probably when shell be comfortable
With the full customization available with alternate systems.
binarywraith
I suppose my view on character generation is probably controversial here, given the absurd emphasis on 'optimization', but my idea is this.

No character should ever be complete out of chargen. A good character generation system makes it impossible to create a fully perfect character, simply because a fully perfect character has absolutely nothing left to struggle for. Characters must have weakness and things they simply can't do out of chargen, because without those factors they have nothing to strive for.

Too many characters I used to see come out of 3e point-gen might as well have just retired after chargen. They didn't need anything, and had no real room for advancement.
Elfenlied
QUOTE (binarywraith @ Nov 11 2013, 03:39 AM) *
No character should ever be complete out of chargen. A good character generation system makes it impossible to create a fully perfect character, simply because a fully perfect character has absolutely nothing left to struggle for. Characters must have weakness and things they simply can't do out of chargen, because without those factors they have nothing to strive for.


Actually, I've always viewed Shadowrun as the one RPG where you create a "finished", fully functional character as opposed to other RPGs where vast growth was part of the gameplay. Note that I don't mean that starting characters have every best in slot ability/item/gizmo, but rather that they are at the high end of the ceiling as opposed to the bottom.
Moirdryd
I've always seen starting SR characters as being competent in their fields of expertise and capable in secondary fields. There is still plenty of room to grow into a Prime Runner, but you're not a complete novice. You're not considered a full professional in the Shadows yet, but you possess the skill and talent to get that rep (fairly quickly).

There is nothing in any char gen system that prevents such a thing, but some make a player work with tougher choices than others. The game isn't about creating characters for sure but char gen is a part of the game and it can be fun to work within the limitations presented to come up with a sat set that's fun to play.
Glyph
I created two characters for an 800-BP character thread, and it was interesting in that it showed me how much a typical starting character cans still potentially improve. None of the character creation systems creates a "perfect" character, even 1,000 point karmagen, because they all give you a finite amount of resources. There will be weaknesses of omission, if nothing else. Even with SR4, which has the lowest hard caps.

One of the strengths of the system, to me, is that character's start out as professionals - they still have room to grow and improve, but they aren't first-level wannabes who have to work up to being shadowrunners. Low-power variant campaigns are easy to do, though, by starting characters out with less points and some other limits.

That's one of the limits of the priority system, by the way - it's not nearly as scalable. They tried to graft some high-power and low-power variations on to it, but they seemed clunky to me. Especially the low-power variant, which seemed to reign in some kinds of characters (tech-dependent) but not others (awakened, technomancers).
Tymeaus Jalynsfein
QUOTE (binarywraith @ Nov 10 2013, 07:39 PM) *
I suppose my view on character generation is probably controversial here, given the absurd emphasis on 'optimization', but my idea is this.

No character should ever be complete out of chargen. A good character generation system makes it impossible to create a fully perfect character, simply because a fully perfect character has absolutely nothing left to struggle for. Characters must have weakness and things they simply can't do out of chargen, because without those factors they have nothing to strive for.

Too many characters I used to see come out of 3e point-gen might as well have just retired after chargen. They didn't need anything, and had no real room for advancement.


There is a VAST difference between a COMPLETE character and a PERFECT Character. None on my characters are PERFECT. However, after Character Gen, they are certainly all COMPLETE. They are a fully realized character.
binarywraith
QUOTE (Tymeaus Jalynsfein @ Nov 11 2013, 08:56 AM) *
There is a VAST difference between a COMPLETE character and a PERFECT Character. None on my characters are PERFECT. However, after Character Gen, they are certainly all COMPLETE. They are a fully realized character.


Exactly. There's a large difference between a character sheet that expresses a concept, and someone who comes out of chargen with maxed pools in his relevant specialty and every piece of gear that supports it.
paws2sky
QUOTE (Glyph @ Nov 11 2013, 08:03 AM) *
That's one of the limits of the priority system, by the way - it's not nearly as scalable. They tried to graft some high-power and low-power variations on to it, but they seemed clunky to me. Especially the low-power variant, which seemed to reign in some kinds of characters (tech-dependent) but not others (awakened, technomancers).

As much as I love my Troll Adepts, the ease of making Awakened and/or Metahuman characters in the Street-Level Play option is kind of silly. It really flies in the face of how rare magic is supposed to be. sarcastic.gif

I found the "Street Scum" option in the 5e GM section to be much more appealing. Basically, you're given the choice of two alternate priority arrays: B/C/D/E/E or C/C/D/D/E. That's it. No adjustments for Availability limits, maximum rating, etc. Build what you want and can afford to.

You can still make some pretty effective Street Scum characters too. You just have to be willing to commit. If you want to try and match the power level of a regular Priority Character, you might be able to in very specific areas. Otherwise, you can get close. If you want to play an Ork, a Dwarf, or, especially, a Troll, you really need to think about it. It reminds me a lot of SR1/SR2 in that way.
[ Spoiler ]

DrZaius
QUOTE (paws2sky @ Nov 11 2013, 01:31 PM) *
As much as I love my Troll Adepts, the ease of making Awakened and/or Metahuman characters in the Street-Level Play option is kind of silly. It really flies in the face of how rare magic is supposed to be. sarcastic.gif

I found the "Street Scum" option in the 5e GM section to be much more appealing. Basically, you're given the choice of two alternate priority arrays: B/C/D/E/E or C/C/D/D/E. That's it. No adjustments for Availability limits, maximum rating, etc. Build what you want and can afford to.

You can still make some pretty effective Street Scum characters too. You just have to be willing to commit. If you want to try and match the power level of a regular Priority Character, you might be able to in very specific areas. Otherwise, you can get close. If you want to play an Ork, a Dwarf, or, especially, a Troll, you really need to think about it. It reminds me a lot of SR1/SR2 in that way.
[ Spoiler ]


Great find tucked away in the GM section. That would solve the issue I had in my street campaign in SR4, i.e. "Gosh, there are an awful lot of extremely powerful magicians in this gang..."

-DrZ
Shemhazai
The one thing that bothers me the most is the fixed, low number of skill group points.

Another thing to consider, should the high and low priority attribute choices be more or less restrictive? Perhaps having Attributes priority A could allow a character to max two stats, but only one stat may be at 1. Maybe having the lower priorities don't allow anything over 5.
DrZaius
QUOTE (Shemhazai @ Nov 11 2013, 02:19 PM) *
The one thing that bothers me the most is the fixed, low number of skill group points.

Another thing to consider, should the high and low priority attribute choices be more or less restrictive? Perhaps having Attributes priority A could allow a character to max two stats, but only one stat may be at 1. Maybe having the lower priorities don't allow anything over 5.


Maybe I'm wrong here, but can't you purchase additional skill groups with leftover karma?

If you have 50 karma (25 to start, 25 from negative qualities), you could add 3 rating 2 skill groups, 1 rating 4 skill group, 10 rating 1 skill groups, etc. etc. etc. It probably isn't the best use of your karma out of the gate, but if you *have* to have those extra few points of skills it might be worth looking into.

-DrZ
apple
Just for the people who really believe that SR5 Priority is more simple and faster than 400 BP

Take 400 BP

0) you get 35 points in advantages and you get 35 points in disadvantages (they cost/bring usually 5/10/15 etc points)
1) You can distribute 20 points for your attributes (1:1).
2) You can distribute 50 points on money (1:5000), connection (between 2 and 12) and magic (1:10)
3) You can distribute 50 points on race (between 0 and 40 points) and edge (1:10)
4) You can distribute 25 skillpoints (1:1, see #5 if you need more points)
5) You can shuffle around a bit. Ask your GM to check out the BP table in the book for the points you can shuffle around. Two attribute points less may give you 5 skillpoints for example.

Build your character in 5 minutes.

Only if you want to optimize or if you want to follow special concepts, then it will take longer than that. And of course it takes longer as 5 minutes as well if really want to optimize your Prio-System character and find the ideal priority distribution.

SYL
paws2sky
QUOTE (DrZaius @ Nov 11 2013, 02:09 PM) *
Great find tucked away in the GM section. That would solve the issue I had in my street campaign in SR4, i.e. "Gosh, there are an awful lot of extremely powerful magicians in this gang..."

-DrZ


No problem! I have no idea why that wasn't used for the Street Level option. Another case of the right hand not knowing what the left is doing, maybe? I dunno.

-paws
pragma
I want to echo Glyph: gear is really, really time consuming for any resource intensive characters. It's like having hundreds of thousands of build points to map onto a much weirder space of costs vs. benefits. It is, hands down, the biggest wrinkle in character creation.

I'm not familiar with PACKS, but it sounds like an awesome thing. I've also kicked around the idea of making character creation and play with street sams a little more like adepts by allowing them to by cyber-frames which is essentially a big essence hole they can plug cyber and bio ware into (possibly during play using cybertechnology tests). Anytime I get too close to this idea I back down after considering the massive number of possible gear combinations I'd have to look at to get the numbers right, but I think there's a useful concept embedded in there.

All that aside, I think BP and priority are about the same complexity for character generation. Priority is probably a bit faster because it snaps you to a BP distribution (like the one recommended by apple) more quickly than if you start with complete freedom. I also like priority a lot for nostalgia reasons -- I started with SR3.
Elfenlied
QUOTE (Tymeaus Jalynsfein @ Nov 11 2013, 03:56 PM) *
There is a VAST difference between a COMPLETE character and a PERFECT Character. None on my characters are PERFECT. However, after Character Gen, they are certainly all COMPLETE. They are a fully realized character.


+1

You've put what I've tried to say into much more elonquent words smile.gif
Tymeaus Jalynsfein
QUOTE (Elfenlied @ Nov 11 2013, 05:48 PM) *
+1

You've put what I've tried to say into much more elonquent words smile.gif


Thank You Kind Sir. smile.gif
DrZaius
QUOTE (paws2sky @ Nov 11 2013, 05:48 PM) *
No problem! I have no idea why that wasn't used for the Street Level option. Another case of the right hand not knowing what the left is doing, maybe? I dunno.

-paws


Combining the two would probably get you closest to an actual street level campaign. Imagine having to fear a rent-a-cop!

-DrZ
paws2sky
QUOTE (DrZaius @ Nov 12 2013, 11:33 AM) *
Combining the two would probably get you closest to an actual street level campaign. Imagine having to fear a rent-a-cop!

-DrZ


Not sure I want to fear a Rent-A-Cop exactly, but being worried about some syndicate thugs or terrified of a full power street samurai or adept would be cool.

Maybe you could combine the two options for a SR-style "Cybergeneration" campaign?

-paws
ElFenrir
QUOTE
Too many characters I used to see come out of 3e point-gen might as well have just retired after chargen. They didn't need anything, and had no real room for advancement.


I have to say, IME, this was only in regards to Mundane Humans under 3e point-gen.

Any metahuman under Priority IME will likely come out with too many points if you try to copy them over.

I recently made and elf adept for a 3e game we hopefully might start to play over the next half year. nyahnyah.gif (Decided to just remake a guy I made as an SR5 test character.) We're using Priority for old time's sake He was Attributes A, Magic B, Elf C, Resources D, Skills E.

If you converted this from the 120 BP in the book, he'd turn out:

Attributes=30=60 BP
Magic=Adept=25 BP
Race=Elf=10 BP
Resources=20k=5 BP
Skills=27=27 BP

Total: 127 BP. 7 over the 120 limit. If I wanted to keep him as his Priority setup, I'd have to drop two Attribute Points and take on 3 Flaw points. (He had Edges and Flaws, but under Priority they have to even out, so I'd lose 3 points of his Edges.) While he's not screamingly less powerful under the Build Point system, he took a small hit.

Now Flaws could add up to 6 Build Points, which between that and the 650k you could take could make Mundane Humans pretty impressive under the system. Once you added magic though, they weren't coming out any better than their Priority counterpart; they'd equalize at best(give or take; perhaps one might have an extra Attribute point over the other, bu the other has an extra couple of Skill points, they were essentially equal.) Take the Troll Combat Mage in SR3: Magic A(30), Attributes B(54), Race C(10), Resources D(5), Skills E(27). Total Cost: 126. He'd need to max Flaws or lose stuff or lose a couple things/take a couple Flaws just to exist under Build Points.

I always wondered where the whole 'Your characters can't grow in 3e' came from. Mundane Humans can come out of the gate with a lot, but even they weren't completely fixed. You COULD get up to 60 Skill Points, but that WAS half your BP. (It could be a godsend if you wanted to say, play a Macgyver-not necessarily too much in the ware department but ALL the B/R skills. Which there were a crapton of in SR3.) I DO admit that huge skill piles on a non B/R 3e character could mean they know how to do lots and lots(taking Skills Priority A.)

Sorry for the slight derail, but I occasionally see controversy about the 3e Build Point system and wonder where it came from(unless more tables than I think have players who love their Mundane Humans.)
Glyph
Awakened characters tended to come out a bit weaker in build points (at least, at the suggested 120 point allocation) in 3rd edition. But they were still quite playable - awakened characters were probably at their highest point, power-wise, in SR3. SR4 weakened them, then SR5 weakened them even more (over-nerfing them in some areas).

One quirk/flaw of the SR3 priority char-gen system is that priority D metahumans (orks and dwarves) who were mundane could spend their A, B, and C priorities on Attributes, Skills, and Resources, the same as a human, essentially getting their metatype for "free", along with the net Attribute bonuses that went with it.


You got the "mundane characters have nowhere to go" spiel more in SR4. Unlike SR3, where the only limit was your karma, SR4 has rigid caps to skills, and it is easy to start out close to being "best of the best" in one area or skill at char-gen. Even in SR4, though, you hardly start out with no areas to improve - magic is still uncapped, there are multiple lateral areas to improve even within a specialty (such as sniper), and there are a few elusive dice pool points you can spend a disproportionate time chasing after, if rounding out the character doesn't appeal to you.
toturi
QUOTE (pragma @ Nov 12 2013, 06:59 AM) *
I want to echo Glyph: gear is really, really time consuming for any resource intensive characters. It's like having hundreds of thousands of build points to map onto a much weirder space of costs vs. benefits. It is, hands down, the biggest wrinkle in character creation.

But I really think that if you go through it all once, you get through it again much faster the second time around.
Elfenlied
I have modular cookie cutter equipment lists for all archetypes, which cuts down a lot on the time necessary.
Irion
@Elfenlied
Thats quite a good idea.


In general, the major issue with any kind of system which uses different kinds of calulations in the beginning than it does for advancement has ALWAYS loopholes.
In the 4. edition attributes were (before 4A) dirt cheap after Creation while skills, espacially skillgroups were quite expensive. This was fixed but after that it became highly effcient to buy high attribute raitings at the beginning. And of course the powerfocus 4 for starters, because binding was so damn, cheap.


In 5 you deal with high value attributes like Logic, Charisma and Intuition for bonus points. Due to the fact that buying up a skillgroup is as expensive as buying up a single skill (if you are allowed to) espacially Priority A grants you A LOT of Karma if you use it wisely.
I mean IF you go through the trouble and give the players a skill and attribute table, why not just go the extra mile and use Karma-gen to begin with. If you use printed out tables, it is as fast as Priority, probably even faster.
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