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Kagetenshi
QUOTE (Cheops @ Aug 18 2005, 01:16 PM)
QUOTE (Slacker @ Aug 18 2005, 06:11 PM)
Cheops, moving to cover has nothing whatsoever to do with dodging a bullet or anything else. It is just that, moving to cover. Dodging would be, while you are moving or standing in one position, moving in such a way as to avoid the attack.

Wow, I've never seen CP in SR3 being used to dodge bullets meaning that you stand there Neo style dodging bullets.

Fancy that.

Ever consider the third possibility, that it involves moving in an erratic fashion such that the attacker has difficulty properly lining up a shot on you and when the shot is actually fired you aren't in front of the barrel despite there not being any physical obstacles between you and the attacker?
QUOTE
Like this one orc sam I saw who was actually better at driving than the rigger sans VCR by defauting to his wired reaction.

I call bull. -4 is a big mod, and if you're not Rigging TNs can hit 8 fairly quickly.

(Well, to be fair I don't know how well the Rigger was designed)

~J
Shadow_Prophet
I imagine defaulting will impart a dicepool penalty of anwhere from 2 to 4 dice. That would be my guess as to how it would work.

And as for skillgroups, after cg I can see the logic of increasing the stat. At cg I would definately get the skill group if i was going that way. Though I suppose that depends on the advancement costs.
Spookymonster
As a poker player, I agree 100% with Perception being a trainable skill. I'd never put much faith in tells at the card table; I considered it to be nothing more than poker folklore, fairy tales designed to add a false sense of mystery to the game. Then I read Mike Caro's Book of Tells, and the world opened up for me. Now I watch my opponent's eyes on the flop - if they stare too long, then the cards didn't help them. When I think my opponent's bluffing, I talk them up a bit - a comfortable, natural-sounding (not forced) response to my questioning typically means he's not bluffing. Also, I try to make eye contact, since liars tend to avoid it and keep their heads down.

I'm sure that security forces are likewise trained in tells that the untrained eye might have missed.

[edit] Poker pro Annie Duke once wrote about a discussion she'd had with an FBI agent about tells. Apparently, the agent had written a whole thesis on how to tell if a suspect was lying to you by their blinking patterns!
hobgoblin
yes, there is a whole lot that can be known about a persons mental state just from the body movements. that is if you know how to read em nyahnyah.gif

allso, perception in the "spot the runner" fashion is a bit about logics. being able to clue in to the fact that there is no wind so why the hell is that item moving and so on. and a bit being naturaly sucpicious. if something move then dont just think, just a rat and go on with out "guarding". go and check if its realy a rat, and expect a runner nyahnyah.gif

allso, sure that you roll dodge after the originating attack. but given that any rpg trys to put a very fast and chaotic sequence of events into a systems thats atleast somewhat playable it may well be that your in fact starting to twist or shift your body the moment you get a gun pointed at you. rember that a normal attack is a shot form the hip. if the person wants to use any kind of sights they should take a action aiming.

this however flys a bit in the face of the SR3 idea that scopes reduce range penaltys. logicaly that should only happen if you take the time to aim first...
Shadow_Prophet
QUOTE (hobgoblin)
yes, there is a whole lot that can be known about a persons mental state just from the body movements. that is if you know how to read em nyahnyah.gif

allso, perception in the "spot the runner" fashion is a bit about logics. being able to clue in to the fact that there is no wind so why the hell is that item moving and so on. and a bit being naturaly sucpicious. if something move then dont just think, just a rat and go on with out "guarding". go and check if its realy a rat, and expect a runner nyahnyah.gif

allso, sure that you roll dodge after the originating attack. but given that any rpg trys to put a very fast and chaotic sequence of events into a systems thats atleast somewhat playable it may well be that your in fact starting to twist or shift your body the moment you get a gun pointed at you. rember that a normal attack is a shot form the hip. if the person wants to use any kind of sights they should take a action aiming.

this however flys a bit in the face of the SR3 idea that scopes reduce range penaltys. logicaly that should only happen if you take the time to aim first...

Thats no completely true about aiming. Taking the time to spend the action on aiming, to me is spending additional time making sure your sights are lined up better. The way i see normal shooting without taking the aiming action is 'snap shooting'. Quickly pulling the gun up and towards the target and pulling the trigger, not nessicarily making sure the sights are perfectly lined up, prehapse looking down the barrel but quickly to make sure its pointed towards the person. But it depends on the weapon too. Sniping without using a aim action i would see as pulling up your scope quickly putting the sites on the target and fireing spending very little time lining things up. Where as i would see aiming taking that little bit of extra time to center those sites on the person.

But I suppose that all depends on how you interprate it as a gm.
Sabosect
QUOTE (blakkie)
QUOTE (Sabosect @ Aug 18 2005, 03:01 AM)
We are. Reflex enhancements + better weapon proficiencies + called shot + character built for melee = Armless mage.

You forget about Armor + Increase Initiative + reach weapon + some skill + ok attribute + mediocure to sub-par melee opponent without a dedicated weapon = slash happy mage.

Combat Lesson #1, carefully choose your momments and your opponents. Going toe-to-toe with a Laser Axe wielding Cyberzombie troll, bad.

Which is exactly my point as to why a mage shouldn't be going into melee in the first place. The only mediocre opponents are people likely to be using guns and playing keep-away.

QUOTE
Well, this could be another bad thing, as far as I'm concerned, but based on what we've seen so far, what makes you say this mage shouldn't get into melee?

Unless there's something hidden that we're not seeing (like Lucky being the end-all be-all combat edge, or something) then this guy is really not much worse at melee combat (assuming he has a blade in his hand) than the so-called "Weapons Specialist". He has the same physical stats, slightly lower melee skill, and slightly higher dodge.

Perhaps it's just beacause "weapon specialist" characters have been born to suck regardless of edition, but I'll be waiting to see whether this homogeneity of characters continues...


And you'll note I commented the weapons specialist sucks. Wait until a sam or something similar comes along. We'll likely see a character much better in melee then.

QUOTE
Combat Mages should be built to go into combat, ranged and close and be able to hold their own/survive through it if they're smart and play to their strengths. Thats what it looks like this character does quite well. Primarily he has his spells, but he can also mix it up in ranged combat (Pistols) and melee combat (katana) if need be. Looking at both his stats and skills (as thats what makes up his dice pool) he is decent at both ranged and melee combat, but great at spellcasting (which he better damn well be if he's a mage). he wouldn't be able to take on everyone in melee or ranged, but he won't be worthless if he can't get a spell off or gets jumped.


Depends on who's jumping him. If he gets very damned lucky and it's someone poor at melee, he might have a chance. Considering your average group will, due to tactics, leave the melee to those who know what they are doing, in most cases the mage will be gutted before he has a chance to do damage. IME, it's only a case of amatures or things going very badly where you don't have those very skilled in melee being the ones who do it.

QUOTE
Personaly, whats wrong with a mage being able to mix it up in melee combat? No he's not going to be as good as a melee monkey but thats to be expected. If you build a halfway decent combat mage Sabosec, you shouldn't have to imediately run away leaving your team behind when someone engages you in melee combat.


If you build a half-way decent magician, you usually don't have to worry about melee. This is why shamans rock over mages. They can get melee units at any time. I think this new edition has both operating that way.

QUOTE
If you actualy take time to sit down and look at the char, or both of the sample chars. They seem to be built to be survivable. For all the cracks against the weapons master, she has decent ranged and melee abilities and a smartlink ontop of that. The mage here can take just about all forms of combat and not have to run away pissing his pants because some punk drew a knife on him.


That's what guns, spirits, and unarmed melee are for. As for the weapons master: Decent only if you consider average to be decent. I don't.

The problem is that you have to remember these people are street level. That means they are mostly average. The old ranks from SR3 still apply for skills, but it's just harder to build people with superhuman skills in this one. On average, any opposition not on street level should include people better at guns and melee than both this mage and the weapons specialist are. Why? To reflect the better training they have. And to say the old standard doesn't apply is a logical fallacy. The way the FAQs are worded, the old standards on both skills and attributes still apply and FanPro is trying to make those standards actually mean something.
hobgoblin
no real diff there, alltho a trained person would maybe go high-ready or whatever they call it. ie, butt to the shoulder and weapon pointing downwards. that way you can get it up and ready to aim fast.

for pistols it would be like holding them with both arms straight and poping up when needed.

still dont see how a scope can help in either of these tho. unless its a combo red dot and magnifying one nyahnyah.gif
Bandwidthoracle
QUOTE (Serbitar)
Cheops: Look at the table of contents of the BBB. They have extra sections for running, jumping, and other athletics.

Having two Big Black Books is gonna be confusing.

How about Bigger Blacker Book...ok it sounded cool to me but it is still BBB.
How about Green Text Book?
Slacker
QUOTE (Bandwidthoracle)
QUOTE (Serbitar @ Aug 18 2005, 11:56 AM)
Cheops: Look at the table of contents of the BBB. They have extra sections for running, jumping, and other athletics.

Having two Big Black Books is gonna be confusing.

How about Bigger Blacker Book...ok it sounded cool to me but it is still BBB.
How about Green Text Book?

Well, typically BBB refers to the corebook of whatever is the newest edition. BBB was used even for the 1st and 2nd editions.
The only confusion comes at times like these, when some people have already switched its meaning to the new edition, while haven't because they have yet to adopt it or whatever other reason they have.
blakkie
QUOTE (Bandwidthoracle)
QUOTE (Serbitar @ Aug 18 2005, 11:56 AM)
Cheops: Look at the table of contents of the BBB. They have extra sections for running, jumping, and other athletics.

Having two Big Black Books is gonna be confusing.

How about Bigger Blacker Book...ok it sounded cool to me but it is still BBB.
How about Green Text Book?

There will only be one soon enough. wink.gif SR3 will become explicitly denoted just like BBB for SR2 and SR1 are.
Bandwidthoracle
QUOTE (Cheops)
QUOTE (Slacker @ Aug 18 2005, 06:11 PM)
Cheops, moving to cover has nothing whatsoever to do with dodging a bullet or anything else. It is just that, moving to cover. Dodging would be, while you are moving or standing in one position, moving in such a way as to avoid the attack.

Wow, I've never seen CP in SR3 being used to dodge bullets meaning that you stand there Neo style dodging bullets. I have forced players to move their characters out of position to get cover or actually go prone to dodge bullets. Both of those are what I see dodging bullets as whereas dodging melee/unarmed attacks is actually moving out of the way without getting out of position or going prone or actually blocking the attack (where possible).

Now, for adepts this is kinda different because there magic does make them a little more like Neo. Ditto with wires although only at the REALLY high levels (like my homebrew I ran a couple of times which had Wired Martial Arts and Gun Fu).

At least in SR3, a friend of mine who is good with numbers was able to create an adept who I ruled could pull off neo-esq feats, after we realised that he dodged 2 gunshots and a punch, while shooting three people, all in three seconds time (Three seconds is a standard turn right?)
Slacker
Well, actually i wouldn't consider it truly Neo-esque until he was able to dodge at least somebody firing full-auto using the suppressive fire rules targeting only the 1m square the character is standing in. When Neo did that dodging it was against a full clip (i believe) in more like 1 second (though its hard to judge with the slow-motion). And it was more than just dodging a burst of fire because he dodged each in the series individually.
Shadow_Prophet
QUOTE (Sabosect)
QUOTE (blakkie @ Aug 18 2005, 04:15 AM)
QUOTE (Sabosect @ Aug 18 2005, 03:01 AM)
We are. Reflex enhancements + better weapon proficiencies + called shot + character built for melee = Armless mage.

You forget about Armor + Increase Initiative + reach weapon + some skill + ok attribute + mediocure to sub-par melee opponent without a dedicated weapon = slash happy mage.

Combat Lesson #1, carefully choose your momments and your opponents. Going toe-to-toe with a Laser Axe wielding Cyberzombie troll, bad.

Which is exactly my point as to why a mage shouldn't be going into melee in the first place. The only mediocre opponents are people likely to be using guns and playing keep-away.

QUOTE
Well, this could be another bad thing, as far as I'm concerned, but based on what we've seen so far, what makes you say this mage shouldn't get into melee?

Unless there's something hidden that we're not seeing (like Lucky being the end-all be-all combat edge, or something) then this guy is really not much worse at melee combat (assuming he has a blade in his hand) than the so-called "Weapons Specialist". He has the same physical stats, slightly lower melee skill, and slightly higher dodge.

Perhaps it's just beacause "weapon specialist" characters have been born to suck regardless of edition, but I'll be waiting to see whether this homogeneity of characters continues...


And you'll note I commented the weapons specialist sucks. Wait until a sam or something similar comes along. We'll likely see a character much better in melee then.

QUOTE
Combat Mages should be built to go into combat, ranged and close and be able to hold their own/survive through it if they're smart and play to their strengths. Thats what it looks like this character does quite well. Primarily he has his spells, but he can also mix it up in ranged combat (Pistols) and melee combat (katana) if need be. Looking at both his stats and skills (as thats what makes up his dice pool) he is decent at both ranged and melee combat, but great at spellcasting (which he better damn well be if he's a mage). he wouldn't be able to take on everyone in melee or ranged, but he won't be worthless if he can't get a spell off or gets jumped.


Depends on who's jumping him. If he gets very damned lucky and it's someone poor at melee, he might have a chance. Considering your average group will, due to tactics, leave the melee to those who know what they are doing, in most cases the mage will be gutted before he has a chance to do damage. IME, it's only a case of amatures or things going very badly where you don't have those very skilled in melee being the ones who do it.

QUOTE
Personaly, whats wrong with a mage being able to mix it up in melee combat? No he's not going to be as good as a melee monkey but thats to be expected. If you build a halfway decent combat mage Sabosec, you shouldn't have to imediately run away leaving your team behind when someone engages you in melee combat.


If you build a half-way decent magician, you usually don't have to worry about melee. This is why shamans rock over mages. They can get melee units at any time. I think this new edition has both operating that way.

QUOTE
If you actualy take time to sit down and look at the char, or both of the sample chars. They seem to be built to be survivable. For all the cracks against the weapons master, she has decent ranged and melee abilities and a smartlink ontop of that. The mage here can take just about all forms of combat and not have to run away pissing his pants because some punk drew a knife on him.


That's what guns, spirits, and unarmed melee are for. As for the weapons master: Decent only if you consider average to be decent. I don't.

The problem is that you have to remember these people are street level. That means they are mostly average. The old ranks from SR3 still apply for skills, but it's just harder to build people with superhuman skills in this one. On average, any opposition not on street level should include people better at guns and melee than both this mage and the weapons specialist are. Why? To reflect the better training they have. And to say the old standard doesn't apply is a logical fallacy. The way the FAQs are worded, the old standards on both skills and attributes still apply and FanPro is trying to make those standards actually mean something.

Well see here's where we differ in opinion. To me a combat mage is supposed to be in the thick of combat. He's got spells as his main punch but he can easily fall back on ranged weapons and melee weapons if need be and not instantly be without defense. You seem to believe that a combat mage shouldn't be in the thick of combat and is useless if he gets jumped.

You sir make very poor combat mage chars.

You're right, teams of defenders typicaly leave melee to people who can do melee well. But then again most Guards don't close to melee as well, sticking to their strength of ranged firepower. But you brought up tactics, so what, your group if the guy with weak melee gets jumped by a strong melee person leaves him to get dismembered? No most teams I've seen that work well together support each other well.

Combat mages, to me should excell at combat. They should be able to sling good combat spells, with the ability to fall back to ranged and melee combat abilities. You prefer unarmed, I like the katana idea here despite the fact it requires you to have the weapon drawn. But unless you have to cast with hand motions now, having it out shouldn't be too much of a problem most of the time, unless you have your pistol drawn ofcourse.

But moving on to the power level of these people. You do realize you can easily, and I do say easily, mulch a team of high powered runners, with completely average dudes that have great tactics? Skill level and attribute level are misleading. I could hand out 4 or 5 average chars to a group of my friends, and when they work together they could easily take out a group of runners of higher skill levels. Granted its not easy, but no one ever said it was.

Also I'm not so sure the skill levels are completely equivilent. Afterall I can easily build a character out of chargen in 3rd ed that pops a 8 skill in something and thats without trying hard or maxing out the things I could to get it even higher. And actualy I can't see that SR3 chars being that much better than street level. Afterall their KP was still 1 to begin with. 1. It was 1 back in second eddition too, and they were more street level then. Then in 3rd they got a few more skills to show they were seasoned runners? Come on. Skills are not everything. I've seen GM's easily bust up teams of runners with a single char.

One example of late, I know someone who has a virtualy maxed out perception adept with which he doesn't like playing with anymore because he unballances runs easily. He claimed he couldn't be killed. In a matter of 15 mins I showed him I could put him into several situation in which he could easily get toasted. Street level chars does not mean they're worthless or underpowered. A well run group of even just those weapon specialists could easily take out a standard starting level SR3 group.
blakkie
QUOTE (Sabosect @ Aug 18 2005, 01:40 PM)
QUOTE (blakkie @ Aug 18 2005, 04:15 AM)
QUOTE (Sabosect @ Aug 18 2005, 03:01 AM)
We are. Reflex enhancements + better weapon proficiencies + called shot + character built for melee = Armless mage.

You forget about Armor + Increase Initiative + reach weapon + some skill + ok attribute + mediocure to sub-par melee opponent without a dedicated weapon = slash happy mage.

Combat Lesson #1, carefully choose your momments and your opponents. Going toe-to-toe with a Laser Axe wielding Cyberzombie troll, bad.

Which is exactly my point as to why a mage shouldn't be going into melee in the first place. The only mediocre opponents are people likely to be using guns and playing keep-away.

Umm, sure for a support/pure mage. But this is a mage that is -intended- to use melee. It hasn't been put together the best, but the point of him is to have the skills, attibutes, spells, and equipment to be an able melee and pistol combatant that can also suppliment those strong secondary magical abilities (Manabolts, astral viewing, summoning, Counterspelling, etc.).

Thus the qualifier of "combat" preceding "mage" in the name.

P.S. If the combat mage isn't going to be able to close and engage effectively with gun weilding opponents then melee specialists are going to be damn good and humped.
booklord
While I'm not sure what skill levels aproximate to yet but I'll guess blades 2 and agility 4 puts this guy at merely proficient. He's probably melees at the same level as your typical ganger. He should avoid direct melee fights if at all possible and stick to his spells and guns. Perhaps someday he'll get a weapon foci and his blades 2 skill will get some real use.

Giving this guy a second look I don't think his description does him justice. If he truly stood side by side with the samurai or adept he'd probably end up a blood smear on the pavement.
Sabosect
QUOTE (Shadow_Prophet)
Well see here's where we differ in opinion. To me a combat mage is supposed to be in the thick of combat. He's got spells as his main punch but he can easily fall back on ranged weapons and melee weapons if need be and not instantly be without defense. You seem to believe that a combat mage shouldn't be in the thick of combat and is useless if he gets jumped.

You sir make very poor combat mage chars.

Actually, I speak from experience playing mages of all types for months. After you blow up part of Seattle with a sam in my group, they force you to play a different character type for awhile.

To be honest, I usually play a combat shaman when I play a mage. You have no idea how many many magical contests I have won simply by shooting the other guy in the forehead. Can't exactly cast spells when your brains are scattered all over the wall behind you. I also tended to carry a grenade launcher or two. Street sams have a problem dodging grenades when they go off at point-blank range.

However, at the same time, I never made a mage that stood up well in melee, no matter how hard I tried. Why? Because of only average or below skills in melee and no cyberwear. Even building one with excellent melee skills provided a problem, simply because of no cyberwear. I'll admit I could take on unskilled mundanes, but they typically died before they got close enough to cause a problem anyway. Hell, what good is a shaman if you can't have lookout spirits to guard your flanks?

QUOTE
You're right, teams of defenders typicaly leave melee to people who can do melee well.  But then again most Guards don't close to melee as well, sticking to their strength of ranged firepower.  But you brought up tactics, so what, your group if the guy with weak melee gets jumped by a strong melee person leaves him to get dismembered?  No most teams I've seen that work well together support each other well.


Usually my guy is backing up while his spirits are pounding on the jumper and pulling out his gun. Unless we're talking a powerful sam, they didn't get a second chance to get close. If you can summon spirits, use them as cannon fodder.

QUOTE
Combat mages, to me should excell at combat.  They should be able to sling good combat spells, with the ability to fall back to ranged and melee combat abilities.  You prefer unarmed, I like the katana idea here despite the fact it requires you to have the weapon drawn.  But unless you have to cast with hand motions now, having it out shouldn't be too much of a problem most of the time, unless you have your pistol drawn ofcourse.


True. But, once again, my own experience simply tells me that there are better ways to handle it. Besides, wounds tend to affect spellcasting.

QUOTE
But moving on to the power level of these people.  You do realize you can easily, and I do say easily, mulch a team of high powered runners, with completely average dudes that have great tactics?  Skill level and attribute level are misleading.  I could hand out 4 or 5 average chars to a group of my friends, and when they work together they could easily take out a group of runners of higher skill levels.  Granted its not easy, but no one ever said it was.


But against a group of high powered characters that use tactics? Unless your Red Samurai are idiots, they won't just blindly charge into battle.

QUOTE
Also I'm not so sure the skill levels are completely equivilent.  Afterall I can easily build a character out of chargen in 3rd ed that pops a 8 skill in something and thats without trying hard or maxing out the things I could to get it even higher.  And actualy I can't see that SR3 chars being that much better than street level.  Afterall their KP was still 1 to begin with.  1.  It was 1 back in second eddition too, and they were more street level then.  Then in 3rd they got a few more skills to show they were seasoned runners?  Come on.  Skills are not everything.  I've seen GM's easily bust up teams of runners with a single char.


So have I. But, at the same time, I see a lot more people making professionals with SR3. Hell, there's a very famous group that works as a corporation using SR3 rules. Look up The Great Krass sometime. But, overall, FanPro didn't like the power level and has created a system that forces a certain power level.

QUOTE
One example of late, I know someone who has a virtualy maxed out perception adept with which he doesn't like playing with anymore because he unballances runs easily.  He claimed he couldn't be killed.  In a matter of 15 mins I showed him I could put him into several situation in which he could easily get toasted.  Street level chars does not mean they're worthless or underpowered.  A well run group of even just those weapon specialists could easily take out a standard starting level SR3 group.


Depends. Are the SR3 characters well run as well? If poorly, then I agree. If as experts, those weapons specialists are just fragged.

QUOTE
Umm, sure for a support/pure mage. But this is a mage that is -intended- to use melee. It hasn't been put together the best, but the point of him is to have the skills, attibutes, spells, and equipment to be an able melee and pistol combatant that can also suppliment those strong secondary magical abilities (Manabolts, astral viewing, summoning, Counterspelling, etc.).

Thus the qualifier of "combat" preceding "mage" in the name.


Being able to use melee is not a requirement for a combat-style character. If anything, they can focus his melee skills around his conjuring. Why should he run into melee when he can have spirits do it for him? Yes, he potentially has to summon before the run, but at least he'll have them. And, if he's smart, he'll save them for an emergency.

QUOTE
P.S. If the combat mage isn't going to be able to close and engage effectively with gun weilding opponents then melee specialists are going to be damn good and humped.


In my experience, that's typically true when it comes to gun combat.
SL James
QUOTE (booklord)
What precisely is a "skill group"? I noticed the weapon specialist had skill groups in close combat and firearms. While the combat mage has one in conjuring, but has more specific melee and ranged skills.

Since there are now three conjuring skills, I assume Conjuring Skill Group is all three skills for a reduced cost compared to purchasing all three skills separately like he did for Spellcasting and Counterspelling but didn't get Ritual Sorcery.

QUOTE (Blacken)
Is anyone else slightly perplexed by the fact that it seems that this mage uses stim patches pretty cavalierly? Is it going too far to guess that the magic whack for using stims is removed?

I'm pretty sure that it is removed.

I mean he's addicted to stims! If that rule remained, he's worse than useless for anything more than a one- or two-shot game.

BTW, as for Perception, I'm just wondering how many people here used Stealth (Alertness) as a complimentary roll for Perception Tests, or used the rule in Cannon Companion where Athletics could be used to increase your Combat Pool for Dodge Tests? These two skills just solidify those rules into something which works like every other skills, and in indeed, streamlined compared to the Third Edition rules.

QUOTE (booklord)
I suppose the real test will come when I actually get to see the rules and determine for myself.    Is dodge a skill a character can live without or would a player be nuts not to invest some points in it as it is a skill he truly can't live without?l.

I'd say it's probably a must-have skill now the combat is opposed because you probably get to roll it every time someone shoots at you before even worrying about a Soak Test which I think is safe to assume from comments is harder to walk away from totally unscathed.

So, yeah, it's probably a big deal.

QUOTE (Shadow_Prophet)
I imagine defaulting will impart a dicepool penalty of anwhere from 2 to 4 dice.  That would be my guess as to how it would work.

Why bother with a dice pool penalty. If you're only using your Attribute, you're already at a statistical disadvantage given that most Attributes are supposed to be 3 or 4, and without the benefit of the dice you'd get if you had the skill. Why add a further complicating element?
mintcar
I agree wholeheartedly with the last statement. Penalties for defaulting would contradict the basic concept of the attr+skill mechanic.
SL James
Well, I don't think it would contradict it so much as is seems wholly unnecessary.
chevalier_neon
I hope that there will be a system (penalty when you are defaulting, and also a kind of cap linked to your skill rating), otherwise, everybody will create characters without any skills and put all the BP in attributes...
Sabosect
They can't. The FAQs have already said there is a limit on buying over average, and that it's expensive.
reillan
QUOTE (Sabosect)
They can't. The FAQs have already said there is a limit on buying over average, and that it's expensive.

If that's true, then it's possible the "10 bp / att" is incorrect, since "5" as a magical rating is surely higher than average.
chevalier_neon
I was thinking of a 5BP /attribute untill 3, then 15BP for each extra point.
In magie, the coast in this case would be 8 per point... But this is wrong and flawed, as in this case I cannot increase the BP above 3 for this attribute...
Sabosect
Doesn't add up. Our sample elf character that we determined had all 3s spent 20 points per attribute.
Garwyn
QUOTE (Sabosect)
QUOTE (Ellery @ Aug 18 2005, 01:01 AM)
The mage has 35 attribute points total in 10 stats, costing 230bp.  If the first point is free, that's 25 purchased attribute points; if elves get three stats free, that's 22 purchased attribute points.  If we say the first point of magic is *not* free (i.e. you are allowed to have 0 magic, representing the potential to cast spells in the future but not the ability yet), then we have 23 points per bp.  A flat cost of 10 fits.

If we're going with the 5 5 10 10 20 20 idea mentioned elsewhere, note that the stats are actually the same as for the weapon master (!) with two changes--a 3 became a 2, a 3 became a 4, and we have magic added on.  We'd expect the base part to cost 185 points, and an extra 60 for magic, so the cost should be 245 points.

Conclusion: attributes cost a flat 10bp each up to 5 (with the first point free except for magic), unless magic works very differently than other attributes.

Logically, magic would have to work differently. Remember that traditional SR is that magic is optional. I doubt it's changed. In this case, we would end up with magic having a different cost system to reflect that it is different. It makes sense to have.

QUOTE
From the previous sheet, I concluded that skills cost 4bp per point, and skill groups cost 10bp per point.  We have 23 ordinary skills, for a cost of 92bp, and we have a 3 skill group skills for a cost of 30 bp, leaving 122bp total.  There is apparently a specialization of (street) on one skill, for two points.  Thus we learn that specializations cost 1 bp per point, and that the previous 4bp/skill, 10bp/skill group works.

As was figured out last time, knowledge skills cost 1 per bp, and you get a native language for free, with other languages costing the same as other knowledge skills.

There are 8 spells, which cost 3bp each.

Becoming a magician is very inexpensive--only 15bp.  In fact, magician + sensitive system makes getting magical ability free!  Of course, it's not really free since the mage spend 50bp getting his magic up, and then another 62 bp on skills, and another 24 bp on spells (for a grand total of 136bp on magical ability), but one could spend much less--as little as 17bp to cast a single spell at minimal force.  Unless there are no useful spells like that, one wonders why our weapon specialist didn't do this.


Hmm. So far, so good.

From what I'm seeing on the two released sample characters, the bp cost of attribute points could be as simple as:

0-4: Rating * 6bp
5+: Rating * 10bp

With 10 attributes requiring ratings to be set at minimum of 1 and the 11th (Magic) allowed to be a 0 unless magicaly active.
Kagetenshi
Another proposal based on the first character is a continuously-increasing cost: assuming the free points Ellery assumed with no first point free, and 5 points for the first additional, 10 for the second, 15 for the third.

Checking to see if that works with the second character now.

~J
Shadow_Prophet
QUOTE
Actually, I speak from experience playing mages of all types for months. After you blow up part of Seattle with a sam in my group, they force you to play a different character type for awhile.

To be honest, I usually play a combat shaman when I play a mage. You have no idea how many many magical contests I have won simply by shooting the other guy in the forehead. Can't exactly cast spells when your brains are scattered all over the wall behind you. I also tended to carry a grenade launcher or two. Street sams have a problem dodging grenades when they go off at point-blank range.

However, at the same time, I never made a mage that stood up well in melee, no matter how hard I tried. Why? Because of only average or below skills in melee and no cyberwear. Even building one with excellent melee skills provided a problem, simply because of no cyberwear. I'll admit I could take on unskilled mundanes, but they typically died before they got close enough to cause a problem anyway. Hell, what good is a shaman if you can't have lookout spirits to guard your flanks?


You can out of chargen virtualy blow up part of seatle with your standard mage. Secondly where did i point out that he had to stand up well in melee? I said that he should have skills to fall back on so he wouldn't instantly be defenseless. Continuing on, you keep using your concept of a combat mage to discount the points I make using my own version of a combat mage.

Just as a aside, your mage is in the back supporting, and all of a suddent, that sneaky little stealther in the ruth cloak comes up from behind and engages you in melee without warning. You've effectively be taken out of the combat. Wounds affect spell casting, so does drain.

As for the weapons specialists of this ed easily with good tactics taking out your starting 3rd ed party. Yes I would say so even if the 3rd ed people were run well. As long as the weapon specialists are smart and make the 3rd ed chars play to their strengths, then yes the 3rd ed chars can easily become toast.

And in all honesty, if your gm basicaly just let you summon and summon and other such in the back and never took you out, well then shame on your GM. Whatever happened to 'Geek the mage first'?
Kagetenshi
QUOTE (Shadow_Prophet @ Aug 18 2005, 05:26 PM)
You can out of chargen virtualy blow up part of seatle with your standard mage.

Bulldrek.
QUOTE
I said that he should have skills to fall back on so he wouldn't instantly be defenseless.

That's what spells are for.
QUOTE
Wounds affect spell casting, so does drain.

And it affects melee much more harshly. If you're wounded, better to cast than fight.

Edit: my breakdown doesn't hold up for the second character, it ends up being too expensive.

~J
Garwyn
QUOTE (booklord)
It worries me that characters are now going to have to pay BPs for things they did naturally before. ( Perception, Dodge ) Counterspelling may be the new spell defense which would be another ability you now have to pay for. Seems kind of wonky to me. Do you actually go to "perception" classes?
"Okay class, now everyone open their "Where's Waldo" textbooks."

Well...all I can say is that you in fact -can- learn to have a hightened perception/awareness. I imagine "perception tests" will be made by rolling Intuition + Perception....which would me you still have a shot at noticing things without any training...but that ex army ranger is a bit more aware of his surroundings than ted from accounting.
Sabosect
QUOTE (Shadow_Prophet @ Aug 18 2005, 05:26 PM)
You can out of chargen virtualy blow up part of seatle with your standard mage.  Secondly where did i point out that he had to stand up well in melee?  I said that he should have skills to fall back on so he wouldn't instantly be defenseless.  Continuing on, you keep using your concept of a combat mage to discount the points I make using my own version of a combat mage.

Actually, you can't. I've tried. Repeatedly. The standard mage gets cut apart by security long before they get into position to fireball the waste disposal plant.

And, really, the point of having melee combat is to be effective at it.

QUOTE
Just as a aside, your mage is in the back supporting, and all of a suddent, that sneaky little stealther in the ruth cloak comes up from behind and engages you in melee without warning.  You've effectively be taken out of the combat.  Wounds affect spell casting, so does drain.


Little hint: THAT'S WHAT SPIRITS AND ELEMENTALS ARE FOR. Have someone there to guard your hoop in case someone gets too close to you.

QUOTE
As for the weapons specialists of this ed easily with good tactics taking out your starting 3rd ed party.  Yes I would say so even if the 3rd ed people were run well.  As long as the weapon specialists are smart and make the 3rd ed chars play to their strengths, then yes the 3rd ed chars can easily become toast.


Cool. Let me know how well they do against a move-by-wire sammy with spurs and a 6 in cyberweapons combat, backed up by a shaman who uses Power 6 spells and spirits against you, a rigger with an army of drones, and a decker altering Lone Star files to have your weapons specialists wanted for international terrorism and then calling the Star on you. And, worse, they have a respectable business as a front with automated security, run by another rigger.

QUOTE
And in all honesty, if your gm basicaly just let you summon and summon and other such in the back and never took you out, well then shame on your GM.  Whatever happened to 'Geek the mage first'?


People sneaking up behind the mage/shaman getting raped by spirits or elementals and the shaman being a good shot with the Pred 3 or the portable grenade launchers. It's pretty damned hard to geek the mage when they are firing grenades at you.
Shadow_Prophet
Actualy using the right combination of fetishes and bonus's you can easily blow up thigns on a grand scale, including leveling skyscrapers and such, out of chargen no less. Hell in 2nd ed it was even easier. Little bit more restricted in 3rd, but not by much.

First hard to cast when engaged in melee combat, and if they have no melee skills as you would suggest because they should rely on their spells, they're much more likely to recieve a even larger wound on the first attack. Wound penalties can most certainly affect melee more. But, if you're just falling back on your spells, if that guy sneaks up on you and attacks you, and you decide all you're going to rely on is spells, and he gives you a D stun, right out of the bag, your toast spells or no spells.

Now to respond to sabosect who responded while i wrote the above.

And no, the point of having melee combat is not nessicarily to be effective at it. Melee combat can easily be used to keep yourself alive if someone gets in close.

Elementals ARE indeed great for that, untill someone manages to get in close and your fire elemental pops right near you, and cooks off your grenade rounds.

Furthermore, melee combat is not the only way to take care of a mage. Heck that mage up there in that heli copter a mile or two away with those binoculars, pops a spell, and you're toast, or heck even a lonely sniper, pop.

Oh as for the weapon specialists vs that team. Quite simple. The move by wire sammy? I created him before. Effective character, you can even make him excedingly effective in both ranged and closer, but he's not without his flaws. Neither is the rigger, and the decker, and most especialy the mage.

Mistake 1 tip the weapon specialists off that you're comin for em by having lonstar chase them. Well assuming that they all have to eat at somepoint, all the weapon specs have to do is sit back and wait. That sec grid isn't going to be up 24/7 with one rigger, and neither are those drones. Lonestar is not that hard to avoid in seatle. They all have to eat and sleep. Timing is key, but, play the cards right, do enough recon. I am more than confident that a team of dudes could take out the afore mentioned team.

Sabosect
QUOTE
And no, the point of having melee combat is not nessicarily to be effective at it. Melee combat can easily be used to keep yourself alive if someone gets in close.


Typically, if you're not effective at it, you fail at that goal.

QUOTE
Elementals ARE indeed great for that, untill someone manages to get in close and your fire elemental pops right near you, and cooks off your grenade rounds.


That's why you don't use fire elementals for it.

QUOTE
Furthermore, melee combat is not the only way to take care of a mage. Heck that mage up there in that heli copter a mile or two away with those binoculars, pops a spell, and you're toast, or heck even a lonely sniper, pop.


That's why most of my mages and shamans have an invisibility spell.

QUOTE
Oh as for the weapon specialists vs that team. Quite simple. The move by wire sammy? I created him before. Effective character, you can even make him excedingly effective in both ranged and closer, but he's not without his flaws. Neither is the rigger, and the decker, and most especialy the mage.


Aye. That's why they work together.

QUOTE
Mistake 1 tip the weapon specialists off that you're comin for em by having lonstar chase them.


Not really. Lone Star will send as many units and as much firepower as they can. Assuming your specialists escape and come to attack, my group simply has the Star come to help them.

QUOTE
Well assuming that they all have to eat at somepoint, all the weapon specs have to do is sit back and wait. That sec grid isn't going to be up 24/7 with one rigger, and neither are those drones. Lonestar is not that hard to avoid in seatle. They all have to eat and sleep. Timing is key, but, play the cards right, do enough recon. I am more than confident that a team of dudes could take out the afore mentioned team.


Want to try a run to find out? I'll let you handle the weapons specialists, I'll handle the rest. And, I will make it a point to be fair. We'll have someone judge it just to be sure.
Milo Simpkin
QUOTE (Sabosect)
The move by wire sammy? I created him before. Effective character, you can even make him excedingly effective in both ranged and closer, but he's not without his flaws.


Biggest flaw being he's basically moving so much slower than any other Speedster Sammie out there for more Essence cost and Nuyen wink.gif
Blacken
You forgot another flaw. He's dead in what...two weeks? nyahnyah.gif
Sabosect
Week and a half.

What's funny is the sammy who is a demolitions expert and forgets to turn off the wired reflexes or move-by-wire before they attempt to disarm the bomb.
Milo Simpkin
No what would be funnier is the demolitions expert who _does_ turn off his move by wire before attempting to defuse the bomb. smile.gif
warrior_allanon
remind me to tell you guys about my groups game of hand grenade hot potato......note it was a live grenade and we won the game
Blacken
Hot potato with a grenade?

I've had characters with razor-edged hockey sticks as primary weapons for a very similar game. We called it Slapshot.
warrior_allanon
after the game i told the guys that i'm bringing a tennis raquet for the next mission but were off topic....will pm you my email to tell you about it
Shadow_Prophet
With a init of 12 + 2D6 the mbw'd sam is not all that slow. Futhermore speed is not nessicarily key. One would also not the bonus' to certain skills and the fact you're not twitchy like wireds, you're nice and smooth.

A note, I'm not sure you can turn mbw's off, I don't remember any text about being able to turn them on/off up or down. I'm prety sure they're always on keeping your body in a constant state of siezure hence why you accumulate stress points.
apollo124
I gotta say, looking at the Combat Mage, I don't know if I would trust a BTL chiphead, drugged up slot slinging lightning bolts around me. Like someone else said, they must have gotten rid of the penalty for magicians using stim patches. I also notice there is no power level listed for any of the spells, and he has a Force 5 Magical Lodge(for conjuring?), and a smartlinked gun.
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