Shadowrun

Shadowrun General => General Discussion => Topic started by: Marcus on (08:52:26/03-08-19)

Title: Submerssion/Initation at Generation
Post by: Marcus on (08:52:26/03-08-19)
So was there a reason submerssion/initation was errata out at generation? Looking at some prime running and  debating that limitation. Is there a risk here I'm not seeing? 
Title: Re: Submerssion/Initation at Generation
Post by: Hobbes on (10:39:38/03-08-19)
Balance-wise, not really.  Starting Karma is really valuable, spending it on things you could get for the same cost after char-gen isn't going to break anything. 

I suspect there was some Meta reasoning for that decision.  Feel free to ignore at your table.
Title: Re: Submerssion/Initation at Generation
Post by: adzling on (10:56:03/03-08-19)
i see no risk
Title: Re: Submerssion/Initation at Generation
Post by: Ajax on (11:36:38/03-08-19)
I’d probably not allow it for “regular” character generation, if only to give the players something to strive for... But if they’re building prime runners, whom are by definition more advanced characters to begin with, I’d allow it.
Title: Re: Submerssion/Initation at Generation
Post by: Marcus on (13:10:43/03-08-19)
Cool. I couldn't think of anything ether. But figured I might have missed something relating to the errata.
Title: Re: Submerssion/Initation at Generation
Post by: Reaver on (13:51:43/03-08-19)
I think part of the reason why it was removed was that submersion and initiation are supposed to be 'big' events in a character's growth that takes weeks to do.... IE: the roleplayability

But I too agree Prime Runners require less 'kid gloves' at creation...
Title: Re: Submerssion/Initation at Generation
Post by: Ajax on (14:04:13/03-08-19)
Prime Runner status kicks in at, what, 150-ish Karma? (It’s been a long while since I looked at those rules.) Given that you’re typically looking at 5 Karma (on the low end) to 10 Karma (on the very high end) per successful session... I’d say the average is probably six or seven. That’s approximately 30 sessions played...

Expecting a ‘runner to go that long and still see Initiation as a big deal is like asking a 12th Level D&D character to get chuffed over finding a Dagger +1.

I’d say a GM would be reasonable is limiting Awakened Prime Runners to only one or two grades of initiation, telling his Augmented Primer Runners that only 25% of their money could be spent on alphaware, and so forth. This would sort of reflect that, despite being built as experienced characters, they “really” would have be subject to a lot of limits had they been built as “regular” characters.
Title: Re: Submerssion/Initation at Generation
Post by: Michael Chandra on (18:08:03/03-11-19)
I think part of the reason why it was removed was that submersion and initiation are supposed to be 'big' events in a character's growth that takes weeks to do.... IE: the roleplayability

But I too agree Prime Runners require less 'kid gloves' at creation...
It wasn't as much removed as clarified to be intended like that. It's not really an important limit though.