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Which Char would fil up this team?

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anchoress

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« Reply #45 on: <12-30-15/1401:52> »
@Marcus
Good point, swapped it to bargaining.
Contacts will be there soon. I'm working on it ;) Thought about kicking some qualities to pick up friends in high places. Not sure about it though...

@bdyer
Seems like a pretty heavy investment for me for a DP 16-18, DMG 10 attack. You have to focus heavily on manipulation spells (spec, mentor and focus) AND additionally need a full skill with spec AND a high edge value. A streetsam needs only one skill and a weapon for it. In numbers:
AGI 6 + Automatics 6 + Spec + Smartlink + Ares Alpha = 149 karma and 6650 NY for a DP of 16, AC 7 and 11 Dmg, AP -2 (not including ammunition and burst fire).
MAG 6 + Spellcasting 6 + Spec + Mentor + Edge 6 + Focus + Unarmed 6 + Spec = 293 Karma and 16000 NY for an average DP of 17, AC 6, and 10 Dmg, AP -.

Sure, the key will be to use all the investment for other things, too. The automatics skill is a lot more special (even though you can use weapons from pistol to rifle sizes) and only there for combat. Spellcasting and edge will be helpful in a lot of circumstances. It is a good idea, if your character is already built that way. With my current build it would be a huge investment though. Will see, like the idea, but i'm already short on karma  :-\

@gradivus
Oh, didn't knew this (not sure if our mage used it right then last time...). Thanks for the clarification!
This will count up to 21 dice in best cases (when you can use your spec and authorative tone). I'm pretty close to this numbers, so i feel good about it  ;)

Whiskeyjack

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« Reply #46 on: <12-30-15/1459:04> »
no such thing as too much invested in social for a Face,,
Heartily disagree.

My MysAd face has no face adept powers and does extremely well in contentious social situations, even against very optimized social spec Johnsons.
Playability > verisimilitude.

Marcus

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« Reply #47 on: <12-30-15/1523:32> »
Whisky is right You can certainly go to far as facing, Con (fast-talk) and Negotiation(Bargaining) covers the two primary face responsibilities.  Anything after that is simply extra.
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anchoress

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« Reply #48 on: <12-30-15/1536:26> »
Okay? Allright, since we have no face in our party i will maybe tune down the abilities a bit, 'cause this char will still be the best in this area.

To another topic: Whiskey, you mentioned a rigger as an alternative. I talked with ZeldaBravo about a build in April '15, in this topic:
http://forums.shadowruntabletop.com/index.php?topic=20599.msg369149#msg369149

Do you think, this build is viable? I would like to see an alternative for the face, but i'm not sure how the new rigger book has changed the meta. The build wasn't finished, but it is maybe a good foundation to start from.

Whiskeyjack

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« Reply #49 on: <12-30-15/1630:51> »
I mainly say that because I would much rather have my IR and Combat Sense powers than even more Social dice, hitting diminishing returns

I'm not very experienced with riggers and haven't looked at the new book at all yet but I'll take a glance when I can.
Playability > verisimilitude.

Marcus

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« Reply #50 on: <12-30-15/2014:35> »
Okay? Allright, since we have no face in our party i will maybe tune down the abilities a bit, 'cause this char will still be the best in this area.

To another topic: Whiskey, you mentioned a rigger as an alternative. I talked with ZeldaBravo about a build in April '15, in this topic:
http://forums.shadowruntabletop.com/index.php?topic=20599.msg369149#msg369149

Do you think, this build is viable? I would like to see an alternative for the face, but i'm not sure how the new rigger book has changed the meta. The build wasn't finished, but it is maybe a good foundation to start from.

Don't tone it back any. It's functional as is, but drop to to anything below 16 and your looking at too watered down.
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gradivus

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« Reply #51 on: <12-30-15/2040:23> »
I mainly say that because I would much rather have my IR and Combat Sense powers than even more Social dice, hitting diminishing returns

I'm not very experienced with riggers and haven't looked at the new book at all yet but I'll take a glance when I can.

IR[2] plus CS[3] still leaves room for Commanding Voice and Authoritative Tone[2]
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anchoress

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« Reply #52 on: <12-30-15/2152:19> »
Yeah, you are probably right. Trying to find the sweet spot between useless in a lot of skills or useless besides of one particular thing. After spreding my skill points too far on my last char, i don't want to run into the next trap of focusing too heavy on 2-3 skills. But yeah, 16-18 dice should be the sweet spot, i guess. Reaching out to 22 should be possible, but i think it is a huge waste of karma.

(Edit: Spoiler alert! This is mostly OT and me whining about the actual situation in my group. So, if you aren't interested in wasting your time on some personal experience, then don't read any further.)

Actually i think this is one of the big problems of Shadowrun. It is pretty easy to reach decent numbers of dice. Like 7-8 is the average in most stuff. Attribute 3 + Skill 3, which is really easy to learn in time scales, takes a week or so - add some tools, like 'ware or equipment and you'll be at 7+ dice without investing anything but some days of learning. Increasing this gets more and more expensive by just a small chance to perform better. And on the other hand you don't have enough points/karma at chargen to increase everything to this "standard" level. So you are left in this awkward spot, where your character has to be an idiot in 80% of the skills just to better than Joe Average in 2-3. I understand that runners are specialists, but this feels unnecessary extreme for me.
Allright, sorry for talking OT, but in a strange way i can put hours and hours of time into character creation and i'm never satisfied with the results. I know, it is the theme of Shadowrun to give up something to gain something. Maybe i'm frustrated about the type of play my group is doing and this is not the cause but only the effect of it. I don't know, like i said before, I have a lot of experience in playing Pen&Paper. Maybe i have to be more flexible in my playstile or so, but in the end it should always be fun, right? And allthough it is fun to meet all the people, playing the runs is just ... yeah, mediocre. It is okay. Crazy to say this, because i love the setting and atmosphere of SR. Maybe i should just talk to our GM again and see what he has to say.
Not sure how to say it, but every run we do it feels a bit like a fight player vs. GM. I'm used to put a lot of trust in the GM. When he says that my character gets hit, then he gets hit, no need to argue. In our group this can take up to 10-20 minutes of discussion, reading in the rules, talking about possibilities, RAW, RAI. I know it is fun to create characters in certain ways and to fit all pieces together like from a big puzzle. But the GM should have the last word, without further discussion. And on the other hand, he should create the world (e.g. runs) around the characters. Like i said in the beginning of this thread, he told me that my character is more or less useless for the group and no big loss. I think it is my type of personality, but at first i felt bad, like i made a mistake, didn't put enough effort into creating a complex character. But the last days and hours i red through a lot of threads in other forums and came to the decision that he is also responsible. If my stealth adept has nothing to do, is it really my fault? If i don't go to a party in swat armor and with my assault rifle on my back - am i playing wrong? No, i don't think so. There could be a lot of things to do for me, especially since we are not more than 4 players in total (one character is played by the GM, he is switching with another guy from time to time). Like pulling multiple levers in a building at the same time, working under time pressure, so we have to split, or giving us a hard challenge which is too hard to master for our mediocre-sneaky decker. I know, a DP of 14 in sneaking, lockpicking, gymnastics and unarmed is not great, but it is decent (without boni from equipment or adept powers). Plus 10 dice (and initiative ~25) in automatics, computer, perception, palming and software should lead me somewhere, i guess... yeah, but what can you do. Not to mention masking metamagic, cloaking, freefall, hang time, nimble fingers, traceless walk, wall running, improved senses, aikido martial arts with counterstrike...

Hm. Sorry guys, had to write this down out of frustration. Sorry if you red all of this, it's not really valuable stuff, i guess. I'm sure i have to talk to our GM what he wants from me for my next character. What is "valuable" for him. Until now i have the feeling, that he is hardly focused on 1) legwork and 2) combat. I think we had 1 run so far, where we didn't had to fight, and that was led by the other guy and not our main GM. So yeah, i will stick to the plan of creating a new character, but i will go and get some feedback before committing to something in particular. Yeah, sorry... like i said, not really topic related.

FST_Gemstar

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« Reply #53 on: <12-31-15/0034:58> »
A little late here... but, looking over the team as is and their needs, but as Rooks said,  technomancer/face looks like a fun addon. "Buffs" and social skills seem just what your team is lacking (especially if a conjurer is also joining). There are a few ways to build one (a to the point face/registering focus, a luck-boosted character, a machine sprite boosted skillwire angle, etc.), and  having 950 karma to play with can smooth out some of the rougher edges of  a starting technomancer. You got a decker who could use a sprite in the deck, a control-rig-less magician might find some use for a machine sprite in their ride, and i'm sure their are some smartlinked weapons about and users who would like some sprite help. You can do it as human if you feel elf'd out. This will help your character take a spotlight role in talking, develop some cool contacts, and instead of just tagging along with the decker to break into places, you can help in the process and provide some of that social infiltration piece that might come up, as well as with some matrix work. The character won't have the social dice pools of an elven social adept, but will still be the best social skill person on the team.

See what your GM thinks about a technomancer in the game!
« Last Edit: <12-31-15/0107:39> by FST_Gemstar »

gradivus

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« Reply #54 on: <12-31-15/0058:27> »

<snip>

Hm. Sorry guys, had to write this down out of frustration. Sorry if you red all of this, it's not really valuable stuff, i guess. I'm sure i have to talk to our GM what he wants from me for my next character. What is "valuable" for him. Until now i have the feeling, that he is hardly focused on 1) legwork and 2) combat. I think we had 1 run so far, where we didn't had to fight, and that was led by the other guy and not our main GM. So yeah, i will stick to the plan of creating a new character, but i will go and get some feedback before committing to something in particular. Yeah, sorry... like i said, not really topic related.

Don't worry- everyone needs to vent sometimes and this is your thread.

I ran a DND 4th game where 4 of the characters were not optimized. The fifth guy did more damage per round than the first 4 and was the skill monkey to boot so it was like Sir Lancelot and the 4 peasants who happened to come along to watch him fight. Couldn't challenge the group at the proficiency of the first 4 because the other guy just ran thru it by himself and couldn't challenge the group at the level of the one guy because 1 or more of the other guys is definitely dying. I asked the one guy to do  a new character toned down to the group (he did with out a problem) and the campaign went on until I had to move out of the area.

Unfortunately in your case, it's reversed, your character is weaker than everyone else. The GM can't realistically say everyone tone down your characters to the one persons DPs. You're stuck trying to make a character that has DPs in their levels. I'm not sure you're going to be able to find a happy medium (High enough DP with enough left over to satisfy how you envision the character). Hopefully you do.

SR has always been- this is the level the developers think you should be playing at (see the archetypes) vs the fact that you can optimize to so much higher levels. Most people won't settle for the 12-14DPs because they want their character to be as good as possible- even if it means they have 3 total active skills, bare minimum knowledge skills and 1 contact; but hey, I shoot, sneak and perceive with 16+DP each.
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Marcus

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« Reply #55 on: <12-31-15/0136:28> »
See what your GM thinks about a technomancer in the game!
Oh Gemstar, your devotion to the Techno cause is almost certainly unparalleled in this edition. I admire your devotion and loyalty to the most stepped on Archetype in all 5th. Honestly I think they should name the forth coming untitled techno book, "Gemstar's Guide to Resonance", or something similar. But I would not suggest following this plan at least until that untitled book is released and the current issue with technos gets addressed.
   
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gradivus

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« Reply #56 on: <12-31-15/0212:23> »
I have a question- you stated the GM started at 850 Karma but you're using 100.

I'm assuming that the extra hundred is post-run Karma.
If that's so, then you should be able to initiate with it (assuming the GM doesn't say no)
If your going to play an Awakened character, this should be a consideration.
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Marcus

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« Reply #57 on: <12-31-15/0329:11> »
That is a solid point, if you have any interest in meta-magic, initiation gets the job done.
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gradivus

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« Reply #58 on: <12-31-15/0529:52> »
That is a solid point, if you have any interest in meta-magic, initiation gets the job done.

Usually I write something stupid and Marcus then corrects me.

I guess I'll have to bake myself a cookie for this one.
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anchoress

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« Reply #59 on: <12-31-15/0757:36> »
That is a solid point, if you have any interest in meta-magic, initiation gets the job done.

Usually I write something stupid and Marcus then corrects me.

I guess I'll have to bake myself a cookie for this one.
Haha  ;D That's true, our group had some special char creation rules:
- karma gen
- +50 karma (so 850 in total)
- up to +35/-35 in qualities allowed
- at least one hobby for the character
- an etiquette value of 1+spec or 3+
- no Restricted Gear quality

After this year of playing the most PCs are at a total karma of 977 (i missed a few meetings, so my actual char is at 950). We earned around 200k NY, so i guess 100k NY would be okay to bring the character to a decent and compareable level with the others. In total this is 1.000 karma points, while 50 of them have to be spend on NY after char creation and 100 on other stuff (after char creation!). So it is a bit tricky to build, but leaves room for options. Like initiating. I guess 1 initiation would be okay. My adept and the other mage had initiated one time each, so we would be on the same level here as well. So picking up centering or masking is totally doable!

Technomancer is hard to build, in my humble opionion. Especially with all the cool stuff out there for all the other classes (spells, 'ware, etc.). It's true, sprites can be very useful, for example shutting down enemy communication or weapon systems. But i would act in an area of another character of the group. The GM wasn't able so far to create a setting where the two of us were able to be useful while sneaking. I'm not sure if this would change now with a decker and a technomancer. And also i don't want to look like the kind of guy, who gets annoyed by the minmaxed char of another player and creates his next character to do almost the exact same type of thing (yeah, decking and technomancing is different... but it may look like it).

No, i guess RIGGER or FACE are the best options here, because they really spread the range and possibilities of the group. Sure the elf mage can talk a bit with CHA 8 and 1 point in each social skill group. But he is a combat mage and summoner, follower of Morrigan and the Thunderbird Mentor Spirit. It's not good to send this guy to a conversation, trust me... and he is also a good driver (Ancient), but almost always rides his bike, so one of our sams has a car for the group (a car... yeah... allright, let's say it has four seats and wheels ^^). So either of those characters mentioned above would limit the tasks of the other players, they would just offer more options.

What do you/the mods think? Would it be good to keep up the discussion about the two different possible character builds here in this thread? Or would be it be better to make a new thread for each of the two, so people can commentate on each?