Nimbex
Aug 24 2005, 07:00 PM
I've been looking over SR4, and am going to be having my local gaming group make characters this coming Saturday. I have a few calls I'm planning to make regarding character creation, and wanted to get some opinions.
The concept of Martial Arts, or a specific martial art, being a valid specialization for Unarmed Combat seemed silly to me in SR3, and remains so for SR4. Being able to buy Uarmed at 4, and get +2 dice whenever you can use Karate seems like the specialization would pretty much always be used. I liked the CC version of martial arts, but felt that allowing Unarmed (Capoeira) of 3(5) was an abuse of the rules. My intention is to require any character with Unarmed Combat to name the style, and assume brawling otherwise. If CC-style martial arts rules come out later, we'll go from there.
Another specialization which seems overpowered to me is Semi-automatic Pistols. Light Pistols or Heavy Pistols seems safer, but semi-automatic seems too broad. Sure, 9 times out of 10, a runner will have his preferred sidearm on him, but when he needs to bring something smaller and more concealable, I'd rather that he doesn't get to be just as skilled.
I'm leery of specialization abuse because of the hard skill caps, and the fact that specializations advance automatically when the base skill advances.
The other thing I was toying with was limiting starting Edge. I've liked the idea that characters advance in Karma Pool in SR3 (and previously, of course, but the majority of my experience is SR3). With wound modifiers being far less severe in SR4, I don't think that starting with lower Edge will be a killer. Furthermore, with starting characters able to max out one attribute and skill at creation (or darn close to it), I'd rather they not be able to do Edge as well. Would I be a jerk if I told my players they cannot invest any BPs in Edge?
I'm also planning on adapting the Enemies rules from SR3Comp. Enemies are fun, and will give me as a GM a bit more background and hooks for character motivations.
Anyway, opinions are welcome. I haven't played SR4 beyond a demo, and would hate to have to retcon an abuse. My players aren't really crazy powergamers or rules lawyers, but I'd rather think about these things now.
Spookymonster
Aug 24 2005, 07:12 PM
QUOTE (Nimbex) |
Would I be a jerk if I told my players they cannot invest any BPs in Edge? |
Firing off house rules before you've even played it once seems a little extreme. Personally, if I'd built a character based on one of the new mechanics (such as Edge or skill groups), I'd be a little miffed; at least give me a chance to prove you right!
Other than that, it's your game; you're perfectly within your rights to run it as you will.
booklord
Aug 24 2005, 07:19 PM
QUOTE |
The other thing I was toying with was limiting starting Edge. I've liked the idea that characters advance in Karma Pool in SR3 (and previously, of course, but the majority of my experience is SR3). With wound modifiers being far less severe in SR4, I don't think that starting with lower Edge will be a killer. Furthermore, with starting characters able to max out one attribute and skill at creation (or darn close to it), I'd rather they not be able to do Edge as well. Would I be a jerk if I told my players they cannot invest any BPs in Edge? |
You read my mind! I was going to do that exact same thing as a House Rule.
In fact I was going to qualify it further.
1 Base
+1 converting experienced SR3 Character
+1 Human
+1 Lucky ( maybe )
+1 Character has limited Cyberware and no magic
+1 Character is an adept with no cyberware
+2 Character has no Cyberware or magic
+1 Character widely considered group leader
Converting 4 SR3 characters......
Fox Shapeshifter Wujen -> Edge = 2
Human heavy Cybered bodyguard -> Edge = 3
Human moon maiden shaman -> Edge = 3
Ork Combat limited cyber Decker ( leader ) -> Edge = 4
Simply put if a player came up with a character with Edge 9 ( 6 + exceptional Att + lucky + human ) then I'd have to fight the urge to drop 10 ACME safes on him. ( His Edge would protect him from the first 9 )
Talia Invierno
Aug 24 2005, 07:21 PM
?
I could be wrong, but I'd understood Cannon Companion to assign each separate martial art as a separate skill, and one besides that can't be raised without knowledge of manoeuvres tied to that skill (1 manoeuvre per two points). That was the advantage of taking Brawling: no requirement to learn the special manoeuvre to raise the skill.
Also:
QUOTE |
I'm leery of specialization abuse because of the hard skill caps, and the fact that specializations advance automatically when the base skill advances. |
I'd not understood this to be the case in SR3 ... is this explicitly different in SR4?
Rotbart van Dainig
Aug 24 2005, 07:23 PM
..there is an extra positve quality thats increases Edge directly (other than exceptional edge), called 'lucky'?
PS: MA were specialisations back in the main book.
Nimbex
Aug 24 2005, 07:31 PM
QUOTE (Spookymonster) |
QUOTE (Nimbex @ Aug 24 2005, 03:00 PM) | Would I be a jerk if I told my players they cannot invest any BPs in Edge? |
Firing off house rules before you've even played it once seems a little extreme. Personally, if I'd built a character based on one of the new mechanics (such as Edge or skill groups), I'd be a little miffed; at least give me a chance to prove you right!
|
In this case, no one who will be playing at my table has built a character yet. I doubt anyone's going to try to make a character with maxed Edge anyway. I dunno, I guess if a character is based on "I'm a really lucky guy, but not that skilled", it's not broken anyway. It'll be equal effort to boost Edge or a skill later.
Also, no one's going to be transferring over any characters from SR3. That campaign went on hold during a cliffhanger, and will probably not be returned to. It's possible that some of the characters from the SR3 campaign may make camoes, but they're either going to be retired or legendary (or both, I suppose) by 2070.
Nimbex
Aug 24 2005, 07:47 PM
QUOTE (Talia Invierno) |
I could be wrong, but I'd understood Cannon Companion to assign each separate martial art as a separate skill, and one besides that can't be raised without knowledge of manoeuvres tied to that skill (1 manoeuvre per two points). That was the advantage of taking Brawling: no requirement to learn the special manoeuvre to raise the skill. |
Right, that's how it was in CC. But in SR3, there was a character who had a specialization of Unarmed Combat in a particular martial art, and there's one in SR4, too. I feel that it's way too often that one could use a martial art, so it shouldn't be a specialization. I'm not keen on converting the entire CC system to SR4, so I'm just planning to forbid a specialization in a given martial art.
QUOTE |
QUOTE | I'm leery of specialization abuse because of the hard skill caps, and the fact that specializations advance automatically when the base skill advances. |
I'd not understood this to be the case in SR3 ... is this explicitly different in SR4?
|
It is different in SR4. A specialization now is 2 extra dice. In SR3, you'd have a skill in Animals (Cats) 3(5). In SR4, it'd be Animals (Cats) 3(+2). If you raise Animals to 5, you're still getting 2 extra dice for cat-related knowledge.
blakkie
Aug 24 2005, 08:08 PM
QUOTE (Nimbex @ Aug 24 2005, 01:47 PM) |
QUOTE | QUOTE | I'm leery of specialization abuse because of the hard skill caps, and the fact that specializations advance automatically when the base skill advances. |
I'd not understood this to be the case in SR3 ... is this explicitly different in SR4?
|
It is different in SR4. A specialization now is 2 extra dice. In SR3, you'd have a skill in Animals (Cats) 3(5). In SR4, it'd be Animals (Cats) 3(+2). If you raise Animals to 5, you're still getting 2 extra dice for cat-related knowledge.
|
A cavet is that you can not place a specialization atop a skill group. You can only specialize in a skill that is being raised separately.
P.S. A Skill Group is a collection of 3 or more related skills that the rules specify can be raised for about 20% to 25% cheaper than raising each skill in the group individually.
tisoz
Aug 24 2005, 10:58 PM
You can control edge by deciding how often it renews.
hahnsoo
Aug 24 2005, 11:19 PM
Well, Unarmed Combat covers a lot of things, and in my mind, if you pick a Martial Art specialization, you lose those extra dice when you are on Full Defense (Full Parry, as it's not covered by the Martial Art), Subduing Combat, and Cyberimplant weapons that use Unarmed Combat. Specializations are mutually exclusive... if you specialize in one thing, then you don't get the benefits of the rest of the Specializations under that skill.
mfb
Aug 25 2005, 12:52 AM
specializations in unarmed combat may not make a lot of sense, but they're better than the base concept of the CC rules, in which a kung fu master becomes a spastic joke when he tries to incorporate a few kenpo moves into his style. the maneuvers were neat, though.
if you want to limit unarmed combat, you could do it by attack type instead of specific martial art. for instance, "kick attacks" or "punches" or "biting". that way, there's at least a chance for the GM to make things harder; if your specialization is in punches, but you've been handcuffed, for instance, you can't use the specialization.
Triggerz
Aug 25 2005, 01:11 AM
QUOTE (mfb) |
specializations in unarmed combat may not make a lot of sense, but they're better than the base concept of the CC rules, in which a kung fu master becomes a spastic joke when he tries to incorporate a few kenpo moves into his style. the maneuvers were neat, though.
if you want to limit unarmed combat, you could do it by attack type instead of specific martial art. for instance, "kick attacks" or "punches" or "biting". that way, there's at least a chance for the GM to make things harder; if your specialization is in punches, but you've been handcuffed, for instance, you can't use the specialization. |
Hmmm... I want my pdf NOW!!! And I want 4th edition martial arts rules too.

As you said, maneuvers were really cool. They added an interesting layer of strategy to what would normally be a bunch of straight rolls.
I think I will give my own character a specialization in combat against multiple opponents. (I'm the usual GM in my group.) I think it's narrow enough to not be an automatic 2-dice bonus and it will give my adept more or less the same type of bonus that whirling gave him. Would you guys allow it in your game?
The whole idea of specializing into a martial art only works if you delimit clearly beforehand the kind of moves on which you get the bonus and the kind on which you don't. And the situations in which the bonus doesn't apply should arise relatively often, not just every other year...
mfb
Aug 25 2005, 01:13 AM
the specialization against multiple opponents makes sense to me.
Triggerz
Aug 25 2005, 01:45 AM
2 points for a specialization is both for building points and karma to get one in game, right? It seems awfully cheap for a two-dice bonus! I mean: from what I read, increasing a skill - say, Pistols - from 4 to 5 costs 10 karma point or 4 building point at chargen, but a specialization which would give you, say, Pistols (Predator) 4 (6) would cost you only 2 BP or KP?
I guess the developers wanted to keep the bookkeeping to a minimum, but a house rule to split the specialization in two steps might make some sense - e.g. in the above example, 2 KP would give you a 'level 1' specialization giving you Pistols (Predator) 4 (5), and another 2 KP would give you a 'level 2' specialization and Pistols (Predator) 4 (6).
Or something along those lines anyways... (My assumption here is that most people will specialize into stuff they actually use on a fairly regular basis, so I think that would bring specializations more in line with the cost of skills. Still cheaper, yes, but they're narrower as well, so it's only natural.)
Triggerz
Aug 25 2005, 02:17 AM
If specializations cost double when one would bring you over 6, but they just go up automatically whenever you increase the base skill, then there's a loophole that makes it cheaper to buy your specialization when the base skill is at 4 and then increase the base skill to 5, right? Or would you need to pay double for the latter as it would bring your specialization over 6?

Honestly, as big a shock the hard cap was at first, I think it might be a relatively good idea. As there is only so high any particular skill will go, you'll have to develop better strategies that will enable you to overcome your limitations. Pure talent won't get your ass out of the fire every time: you'll need to play your cards smartly if you want to make it through the day...
However, I think my very first house rule will be to bring chargen in line with karma costs for in-game improvement, and give specializations a cost that better represent the way I expect them to be used in my group. (I might even adjust the cost of attribute improvements relative to skill improvements to address the imbalance there - or maybe limit attribute dice in a skill test to twice your skill - or both, but that's a different story which belongs to another thread.)
hahnsoo
Aug 25 2005, 02:19 AM
Specializations just cost 2 BP or 2 Karma, and give you a +2 dice bonus. You can't specialize off of a Skill Group, and you can only have one specialization per skill. That's it.
Lindt
Aug 25 2005, 02:37 AM
Before you go banning the increase of edge, remember that its 5 karma to regain a used point. Its not like th old karma pool (sadly).
hahnsoo
Aug 25 2005, 02:40 AM
QUOTE (Lindt) |
Before you go banning the increase of edge, remember that its 5 karma to regain a used point. Its not like th old karma pool (sadly). |
Erm, actually to buy up Edge, you treat it just like any other Attribute. It takes 3 x the new rating of the attribute to increase it by one point.
tisoz
Aug 25 2005, 02:46 AM
QUOTE (Lindt) |
Before you go banning the increase of edge, remember that its 5 karma to regain a used point. Its not like th old karma pool (sadly). |
???
Got a page number?
I see on page 68
QUOTE |
The gamemaster decides when a character's Edge points refresh to the full Edge attribute. |
I do not see paying karma to have them refresh. I posted elsewhere about a GM refreshing a point of edge as an award, between general refresh times.
tisoz
Aug 25 2005, 02:47 AM
QUOTE (hahnsoo) |
QUOTE (Lindt @ Aug 24 2005, 09:37 PM) | Before you go banning the increase of edge, remember that its 5 karma to regain a used point. Its not like th old karma pool (sadly). |
Erm, actually to buy up Edge, you treat it just like any other Attribute. It takes 3 x the new rating of the attribute to increase it by one point.
|
He's making it sound like the cost is just to refresh edge, not raise it.
Frankly, I think he's posting out his hoop.
mfb
Aug 25 2005, 02:57 AM
no. he's posting out of a draft of the playtest rules.
tisoz
Aug 25 2005, 03:09 AM
That's a step up then.
Lindt
Aug 25 2005, 03:06 PM
Yep, I was. *someone dosent have the book yet* And to think they had people running Sr4 demos with those draft rules... oh wait... that was me.
See? It Could Be Worse
So I recind my statement.
tisoz
Aug 25 2005, 03:15 PM
Could the demo rules have been a quick fix because there might not be time for edge to refresh? Then again, how often do you get awarded 5 points of karma during a session - and not at the end of it.?
blakkie
Aug 25 2005, 06:19 PM
QUOTE (tisoz) |
Could the demo rules have been a quick fix because there might not be time for edge to refresh? Then again, how often do you get awarded 5 points of karma during a session - and not at the end of it.? |
It was likely just one of the many possible ways to use Edge. I remember they were still playtesting different option quite late into it.
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