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Critical Strike Question

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Enin

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« on: <09-28-10/2259:19> »
Hello all, I would like your advice on something.

One of my players is building a Troll Adept that focuses on boxing. Of course he is buying the Killing Hands power, but he also wants to buy the Critical Strike power. Is the limit on this power really their Magic rating? So a new character could buy this power at rating 6 for an additional 6 DV?

Also in Street Magic, the RAW say that Distance Strike cannot be combined with Elemental Strike, but it can be combined with Killing Hands. What would you rule on combining this with Critical Strike?

Casazil

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« Reply #1 on: <09-28-10/2340:09> »
As to magic rating being the limiter that is correct so if he has a level 6 magic he can but 6 points of crit strike.

As to killing + crit + distance i don't think it dis allows it per whats written so if that is the case I'd allow it.
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Critias

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« Reply #2 on: <09-28-10/2341:43> »
Just an FYI, but there's a specific section set up for rules questions (and you might get more/better responses there, next time).

Your interpretation of Critical Strike is correct, in that it caps at their Magic Rating (so theoretically a new character could have a 6).  Keep in mind, however, that requires paying heavily for a 6 in an attribute (remember the last point costs extra), and it will also mean he's feeding quite a bit of his magical power into only being able to do one thing -- between the base cost of Killing Hands and the level after level of Critical Strike, you're talking about two full power points!  While he'll be able to hit like a Mack truck (or harder than one), remember that means he'll likely be less well-rounded than other Adepts, or even other brawler types.

It's something to keep in mind as a GM (who is out to challenge the party), and something you might want to let Mr. Troll know, too.  A friendly reminder about overspecialization might be the order of the day.  Even with Distance Strike (which, as far as I know does work with Critical Strike, though he's now spent fully four power points on one trick), he'll still have to get fairly close to opponents in order to contribute much.  

He may be falling into the trap of being a one-trick pony.  It'll be a heck of a trick...but it's just something for you (and he) to be aware of.

Casazil

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« Reply #3 on: <09-28-10/2356:30> »
For the math thats 65 Bp in magic 1.5 power points in crit strike .5 for killing hands 2 for distance strike that is alot of his total points in all areas to sink into the idea.

Add in unarmed combat at say at least 4 if not 5 thats 16 to 20 BP plus a high Agi. of say 3 or 4 for another 20 to 30 BP (unless he takes or buys a way to get the max to go up) for the attack.

lastly the high strength of 7 or 8 for another 20 to 30 BP for the damage.

Add this up and it does take its toll on the over all character build with (on the high end) 145 BP and 4 power points.

So yeah like Critias says he needs to watch out for that trap of doing one thing only.
"If at first you don't succeed blame someone else"
Joel "Casazil" Rogers
Catalyst Demo Team Shadowrun Special Agent #251
http://games.groups.yahoo.com/group/CasazilsShadowrun/

RK5

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« Reply #4 on: <09-29-10/0552:36> »
Basically, what he's doing is perfectly within the rules.  Overspecialization is a balance issue when players make their characters.  If i were to have a troll physical adept in my game with a build like that, i'd want to make sure he feels useful, but also make sure he's not overpowered in relation to the other characters.  "But he is overpowered." you say?  Well, here's some suggestions i'd make to keep him in line.

Make sure to have one (if not more than one) long-range shooter in every major encounter that shoots at him and him alone, hes the biggest target and the meat shield, the biggest threat in the group at first glance.  Also I'd make sure any indoor encounters would take place in open areas, foyers or large rooms with second story balconies or mezzanines.  This will eventually force him to learn to use cover and not just wade out there thinking he invincible.

Have at least one mage in every major encounter, and keep him out of the troll's reach (using things like Levitate and/or on top of buildings or balconies).  Mages are a great way to counter physical adepts as they rarely have a high willpower to resist spells.  Just the other day i used this against my party's meat shield troll character and the player had never really had to go against a mage before.   The mage cast a force 6 clout spell and did something like 11 boxes of damage to him, because he had almost no chance of resisting that spell with a 3 willpower, of course he soaked half that because hes a troll, but the player literally said "wow, no one has ever hurt me that bad before" and he no longer charges mages lol.   

To make him feel useful, pit him against several melee combatants at once, three or so with small melee weapons, clubs unarmed, etc.  Since he does so much damage in close quarters combat, keep him busy doing what he does best and then let the other party members do most of the actual other work (mages, snipers, objectives, etc) while the troll does what he does, he'll enjoy it and so will everyone else because the troll isnt out two shotting everyone in combat while the rest of the party just watches. 

Pit him against other trolls, they dont even have to be physical adepts, they'll just soak a ton of his damage and even the combat encounter a bit.  I hate to advise to throw stuff at him to 'just keep him busy' but with a character so focused on one thing, that's what you have to do if you when you want everyone else to have fun.  Just make sure you dont go overboard with it if that's not your intention.  If that troll adept player can't handle what you throw at him, its likely the other player characters will get overwhelmed by trying to manage his job while they're trying to do their own, but then again, it might be a good lesson for him to learn so he doesnt put himself at risk just because he thinks hes a badass.



These are just my suggestions, feel free to use them or dont, it's jsut what i would do were he playing in my game.

Mäx

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« Reply #5 on: <09-29-10/0559:33> »
Make sure to have one (if not more than one) long-range shooter in every major encounter that shoots at him and him alone, hes the biggest target and the meat shield, the biggest threat in the group at first glance.
That depend on the rest of the group, if he isn't carrying any kind of ranged weapon while couple of the other guys are toting assault rifles, he wont be seen as a priority, unless they think he's a mage.
If they think he's a mage then the old axiom "geek the mage first" makes him a priority target.
« Last Edit: <09-29-10/0601:58> by Mäx »
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Usda Beph

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« Reply #6 on: <09-29-10/0744:09> »
RK5 first welcome!

Then, That was a very well thought out way to give the gamers what they want while balancing the fun/danger for everyone. Mixing the enemy to challenge the whole party (ie give everyone a chance to shine) is a very difficult task for most GMs (myself included). I'm going to keep your suggestions in mind when I ever decide to GM/DM again. ;D
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Sichr

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« Reply #7 on: <12-22-10/0834:05> »
Close combat specialist is quite usefull and important part of the team, according to both experience and Companion, Overspecialization kills...in the case you do not have other roles, like heavy weapon support magical cover and ranged combat specialists in your team. If you fit in, I see no problem with it...I would not create a chracter like this anyway, but it is not a reason for dealing them differently than others. In a combat, lots of shit could happen to anyone, I dont need to push it further...and with karma, he will be able to improve the char.