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Those of you w/ the core rulebook - help me make a badass!

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Shinobi Killfist

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« Reply #75 on: (22:09:01/08-16-19) »
I wish they had completely redone the essence model this edition. Like donít have mundanes lose essence from ware but let the essence act as a total limit to how much ware they could take. Have magically active types lose essence and their essence also worked as a threshold to how much they could load. So a adept max could load in 3 essence worth of ware which would lower their magic or max magic by 3.

1e/2e sort of had this with BioWare and itís body index where for mundanes BioWare didnít cost essence but for magically active types it did.

Itís the last time the rules helped reinforce the setting for magic and tech not mixing. Similar to the matrix penalties that disappeared for mages in 3e I think though maybe it was 4e.

Moonrunner

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« Reply #76 on: (22:09:48/08-16-19) »
I am playing an Elf, yes.
« Last Edit: (22:37:35/08-16-19) by Moonrunner »

Shinobi Killfist

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« Reply #77 on: (22:16:07/08-16-19) »
Optimization wise as long as you donít pick human itís probably a solid choice.

Moonrunner

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« Reply #78 on: (22:37:15/08-16-19) »
I just can't help but wonder if the new Cyberpunk game has anything even approaching the rules catastrophe that Shadowrun has.

FastJack

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« Reply #79 on: (22:43:05/08-16-19) »
I just can't help but wonder if the new Cyberpunk game has anything even approaching the rules catastrophe that Shadowrun has.
If you're wondering about Cyberpunk Red, it's a quick start rules set. The rulebook is 45 pages long.

Moonrunner

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« Reply #80 on: (04:11:28/08-17-19) »
I just can't help but wonder if the new Cyberpunk game has anything even approaching the rules catastrophe that Shadowrun has.
If you're wondering about Cyberpunk Red, it's a quick start rules set. The rulebook is 45 pages long.

Oh, I'm quite aware.  I am curious if it had anywhere near the issues that the SR 6e Beginner Box did and if the core rulebook, once it is released, will be in a similar condition to the SR 6e core rulebook.

Michael Chandra

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« Reply #81 on: (05:37:34/08-17-19) »
SR6 has as main weakness Change Blindness. Basically, things that everyone is used to, nobody noticed missing when they got lost in editing shuffles. I wouldn't call it a catastrophe perse, it's just that some stuff are unclear to new people and definitely need future clarification.
CorpSec when an alarm is triggered;: "This is so sad, Alexa play Shoot The Runner"

Hobbes

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« Reply #82 on: (10:32:42/08-17-19) »


And you build amazing characters as well.  I am very thankful for this build.  It is awesome.  Do you have any amazing Weapons Specialist builds also?



Flattery works.

Note Weapon Specialist is hard as there are 5 weapon skills.  Firearms, Close Combat, Athletics, Exotic Weapons and Engineering.  There is quite a bit of overlap in those skills.  This particular build went with Dakka-Dakka primary and some Exotic weapons for special occasions.  But there are a bunch of ways for this build to go, depending on what your vision of "Weapon Specialist" is.  This particular character will also handle physical B&E fairly well, and 6 dice of Fast Talk isn't terrible for this edition.

5 Edge will let you start a combat with the Anticipate Edge action so you can literally put a round into every opponent you can see on your first action. 

Exotic Weapon, is a little goofy as you can only start with one Specialization in a skill normally, but the Exotic Weapon Skill specifically mentions it's an exception to having only one Specialization, presumably that applies at char gen but check with your GM.

Dwarf Weapon Specialist (Dwarf chosen randomly, any Metatype will do)

Metatype   D  - 4 points all spent on Edge
Attributes   A  -  24 Points
Skills   C  - 20 Points
Magic   E  -  Mundane
Resources   B  -  275000 Nuyen.

S   1  (5)
A   6  (10)
R   4   (7)
B   5   
I   5   
L   5   
C   3   
W   3   
Edge 5
Magic 0
Essence 0.31

Exotic Weapons       5   
Perception               1   (Purchased for 5 Karma)
Firearms               6   
Athletics               5   
Stealth                  4
Engineering       1  (Purchased for 5 Karma)
Con                       1   (Purchased for 5 Karma)
Electronics       1  (Purchased for 5 Karma)
Close Combat        1  (Purchased for 5 Karma)

Specializations Purchased at 5 Karma Each
Firearms - Automatics   
Athletics - Archery   
Con - Fastalk      
Stealth - Sneak      
Engineering - Lockpicking      
Perception - Visual      
Exotic Weapon Monowhip
Exotic Weapon Grenade Launcher
   
   
Qualities
Need 15 Karma of Negative Qualities or drop some skills/Specializations



Augment          Rating
Bone Density     4  Alpha Grade
Muscle Replace     4  Used Grade
Synap             3  Used Grade


48,500 Nuyen left for whatever.  If you need more take the Bad Debit Quality and pick up some more Negative Qualities and spend Karma for Nuyen. 

Moonrunner

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« Reply #83 on: (20:19:50/08-19-19) »
Hobbes...you are the awesome sauce!!! That is an amazing build.  I am going to fish it to my players for our game.

Do you have other 6e builds you have done I can behold in admiration anywhere as well?

I am partial to Trolls, Elves, and Humans as my races of choice.

One question about the Elf Adept you made for me.  What is my Initiative on that build? 4d6+13 or 2d6+13? I was thinking he got 2 Initiative dice but I might have read the Bioware wrong.

Do you have any Elf Mystic builds or Human maybe? Any Troll builds? I love your work.

Hobbes

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« Reply #84 on: (22:35:25/08-19-19) »
Synaptic Booster 3 would be +3 Reaction and +3d6 so Intuition plus Reaction plus 3 plus a total of 4d6. 

Shadowrun optimization is "easy".  Attributes are king.  Skills should be maxed out or purchased at 1 with Karma.  6th edition you're also better off picking up specializations with karma.  6th edition makes the Metatype easy any priority works, just pick your favorite. 

I find it best to just dive in and start fiddling with the builds, post them for feedback, see what others suggest. 

markelphoenix

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« Reply #85 on: (06:36:23/08-20-19) »
Synaptic Booster 3 would be +3 Reaction and +3d6 so Intuition plus Reaction plus 3 plus a total of 4d6. 

Shadowrun optimization is "easy".  Attributes are king.  Skills should be maxed out or purchased at 1 with Karma.  6th edition you're also better off picking up specializations with karma.  6th edition makes the Metatype easy any priority works, just pick your favorite. 

I find it best to just dive in and start fiddling with the builds, post them for feedback, see what others suggest.

I am saving this for later, because it speaks deeply of a truth in the 6e Priority System. I really want to figure out how an optimized Mage looks. Biggest thing for me is the 'can't buy spells in chargen rule, only the priority of Magic that you choose gives you spells in Chargen'. To me, this is a really harsh mistress.

Moonrunner

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« Reply #86 on: (19:24:23/08-20-19) »
How much Unarmed Damage does this physical adept do again? I think I read 7 DV.  I know my Dermal Deposits start me at Str/2v+ 1P base dmg.

Also, if my Unarmed damage is indeed 7P is my Unarmed Attack Rating 7 for calculating Edge?
« Last Edit: (01:58:16/08-21-19) by Moonrunner »

markelphoenix

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« Reply #87 on: (06:41:41/08-21-19) »
How much Unarmed Damage does this physical adept do again? I think I read 7 DV.  I know my Dermal Deposits start me at Str/2v+ 1P base dmg.

Also, if my Unarmed damage is indeed 7P is my Unarmed Attack Rating 7 for calculating Edge?

If DV == AR for Unarmed, that seems kind of lame.

DigitalZombie

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« Reply #88 on: (06:43:59/08-21-19) »
I think base AR for unarmed is reaction + strength.

Moonrunner

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« Reply #89 on: (14:51:15/08-21-19) »
I think base AR for unarmed is reaction + strength.

Correct.